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Óliver Pérez-Latorre

Biographic Data

ID141324
NAMEÓliver Pérez-Latorre
GIVEN NAMESÓliver
FAMILY NAMEPérez-Latorre
SIGNATUREPÉREZ-LATORRE Ó
AFFILIATIONSUniversitat Pompeu Fabra
ORCID0000-0002-1192-0262
VERIFIEDYes
TOTAL WORKS11
TOTAL CITATIONS25
AUTHOR COUNT9
EDITOR COUNT2
FIRST PUBLICATION YEAR2012
LATEST PUBLICATION YEAR2025
H-INDEX3
  • Perspectives on the European Videogame

    Open Access•Víctor Navarro-Remesal, NAVARRO-REMESAL NAVARRO-REMESAL et al.•BOOK•Perspectives on the European…•2025

    The history of European videogames has so far been overshadowed by the global impact of the Japanese and North American industries. However, European game development studios have played a major role in videogame history, and many prominent videogames in popular culture, such as Grand Theft Auto, Tomb Raider, Alone in the Dark, and The Witcher, were made in Europe. This book proposes an inquiry into European videogames, including both analyses of…

  • Meditations on a Rubber Chicken

    Open Access•Óliver Pérez-Latorre•ARTICLE•Games and Culture•2025•References: 2

    The Secret of Monkey Island (Lucasfilm Games, 1990) is an iconic reference in video game history and popular (digital) culture. The nostalgic fandom and the recent release of Return to Monkey Island (Terrible Toybox, 2022) evidence the impact of the game and how it has endured over time. This article proposes a retrospective analysis of the “structures of feeling” around Monkey Island, Lucasfilm Games, and their humorous puzzles, focusing on thei…

  • Perspectives on the European Videogame

    Víctor Navarro-Remesal, Óliver Pérez-Latorre•BOOK•Perspectives on the European…•2022

    The history of European videogames has so far been overshadowed by the global impact of the Japanese and North American industries. However, European game development studios have played a major role in videogame history, and many prominent videogames in popular culture, such as Grand Theft Auto, Tomb Raider, Alone in the Dark, and The Witcher, were made in Europe. This book proposes an inquiry into European videogames, including both analyses of…

  • Perspectives on the European Videogame

    Open Access•Víctor Navarro-Remesal, Óliver Pérez-Latorre•BOOK•Perspectives on the European…•2021

    The history of European videogames has been so far overshadowed by the global impact of the Japanese and North American industries. However, European game development studios have played a major role in videogame history, and prominent videogames in popular culture, such as Grand Theft Auto , Tomb Raider and Alone in the Dark were made in Europe. This book proposes an exploration of European videogames, including both analyses of transnational as…

  • In the end you adapt to anything’

    Open Access•Mercè Oliva, Óliver Pérez-Latorre et al.•ARTICLE•European Journal of Cultural…•2021•References: 10

    Resilience – the ability to bounce back from hardship – is a concept that has become popular during the years of economic crisis and post-recession. Contemporary citizens are expected to be flexible, have a positive attitude and take care of themselves in a context of heightened inequality and precarity. The objective of this article is to analyze how citizens in post-recession Spain respond to media representations that prescribe these values. E…

  • Celebrities also suffer from the economic crisis

    Mercè Oliva, Óliver Pérez-Latorre•ARTICLE•Celebrity Studies•2020•References: 53

    During the years of the economic crisis, ‘broke celebrities’ attracted the attention of the Spanish media. The main aim of this paper is to analyse how these narratives of celebrities in bankruptcy fostered a neoliberal definition of the economic crisis and legitimised austerity policies. In these narratives, the crisis was represented as a social equaliser, affecting all social groups evenly; the causes of the crisis were individualised and cele…

  • Video Games, Dystopia, and Neoliberalism

    Open Access•Óliver Pérez-Latorre, Mercè Oliva•ARTICLE•Games and Culture•2019•Cited by: 5•References: 28

    An ideological analysis of video games should include both the narrative and ludic dimensions, since there can be frictions between these two dimensions and they can even contradict one another. This article's main aim is to analyze BioShock Infinite, an illustrative case study of these conflicts. On the one hand, it is a video game that portrays a dystopian narrative, aligning itself with this genre's critical progressive tradition; on the other…

  • Videogame analysis

    Óliver Pérez-Latorre, Mercè Oliva et al.•ARTICLE•Social Semiotics•2016•Cited by: 14•References: 8

    The relevance of videogames in the contemporary cultural ecosystem and their social impact make it necessary to develop theories and analytical models to understand the expressive potential of videogame design, and how videogames work as texts, giving shape to certain values, behavioural patterns and ideological visions. To do so, it is crucial to build a bridge between game studies and contemporary semiotics. Thus, with this aim, we present in t…

  • Celebrificación del candidato. Cultura de la fama, marketing electoral y construcción de la imagen pública del político

    Open Access•Mercè Oliva, Óliver Pérez-Latorre et al.•ARTICLE•Arbor•2015•References: 10

    A causa del rol central de los medios de comunicación en la configuración de la esfera pública contemporánea, las estrategias de comunicación de las instituciones políticas tienden a adaptarse a la lógica mediática. Se detecta un acercamiento progresivo de la comunicación política hacia el entretenimiento y el ejemplo más significativo de esta tendencia es la celebrificación de los políticos, es decir, el uso de elementos de la cultura de la fama…

  • From Chess to StarCraft. A Comparative Analysis of Traditional Games and Videogames

    Open Access•Óliver Pérez-Latorre•ARTICLE•Comunicar•2012

    Desde su origen histórico, los juegos han planteado dramatizaciones sobre actividades fundamentales para la humanidad, como la siembra y recolección agrícola (juegos de mancala), la guerra (ajedrez) o la construcción (puzzles), pero los juegos más populares sobre un mismo tipo de actividad varían de forma significativa en función del lugar y la época a la que pertenecen. En este sentido, el análisis comparado entre juegos tradicionales y videojue…

  • From Chess to StarCraft. A Comparative Analysis of Traditional Games and Videogames

    Open Access•Óliver Pérez-Latorre•ARTICLE•Comunicar•2012•Cited by: 6•References: 2

    From their historical origins games have provided us with dramatic models of the fundamental activities of humankind, such as sowing and harvesting (mancala games), war (chess) and construction (puzzles). However, games based on the same activity change significantly depending on the place and time they belong to, and therefore a comparative analysis between traditional games and videogames can give us a valuable and novel insight into the popula…

  • Videogame analysis

    Óliver Pérez-Latorre, Mercè Oliva et al.•ARTICLE•Social Semiotics•2016•Cited by: 14•References: 8

    The relevance of videogames in the contemporary cultural ecosystem and their social impact make it necessary to develop theories and analytical models to understand the expressive potential of videogame design, and how videogames work as texts, giving shape to certain values, behavioural patterns and ideological visions. To do so, it is crucial to build a bridge between game studies and contemporary semiotics. Thus, with this aim, we present in t…

  • From Chess to StarCraft. A Comparative Analysis of Traditional Games and Videogames

    Open Access•Óliver Pérez-Latorre•ARTICLE•Comunicar•2012•Cited by: 6•References: 2

    From their historical origins games have provided us with dramatic models of the fundamental activities of humankind, such as sowing and harvesting (mancala games), war (chess) and construction (puzzles). However, games based on the same activity change significantly depending on the place and time they belong to, and therefore a comparative analysis between traditional games and videogames can give us a valuable and novel insight into the popula…

  • Video Games, Dystopia, and Neoliberalism

    Open Access•Óliver Pérez-Latorre, Mercè Oliva•ARTICLE•Games and Culture•2019•Cited by: 5•References: 28

    An ideological analysis of video games should include both the narrative and ludic dimensions, since there can be frictions between these two dimensions and they can even contradict one another. This article's main aim is to analyze BioShock Infinite, an illustrative case study of these conflicts. On the one hand, it is a video game that portrays a dystopian narrative, aligning itself with this genre's critical progressive tradition; on the other…

  • From Chess to StarCraft. A Comparative Analysis of Traditional Games and Videogames

    Open Access•Óliver Pérez-Latorre•ARTICLE•Comunicar•2012

    Desde su origen histórico, los juegos han planteado dramatizaciones sobre actividades fundamentales para la humanidad, como la siembra y recolección agrícola (juegos de mancala), la guerra (ajedrez) o la construcción (puzzles), pero los juegos más populares sobre un mismo tipo de actividad varían de forma significativa en función del lugar y la época a la que pertenecen. En este sentido, el análisis comparado entre juegos tradicionales y videojue…

  • From Chess to StarCraft. A Comparative Analysis of Traditional Games and Videogames

    Open Access•Óliver Pérez-Latorre•ARTICLE•Comunicar•2012•Cited by: 6•References: 2

    From their historical origins games have provided us with dramatic models of the fundamental activities of humankind, such as sowing and harvesting (mancala games), war (chess) and construction (puzzles). However, games based on the same activity change significantly depending on the place and time they belong to, and therefore a comparative analysis between traditional games and videogames can give us a valuable and novel insight into the popula…

  • Celebrificación del candidato. Cultura de la fama, marketing electoral y construcción de la imagen pública del político

    Open Access•Mercè Oliva, Óliver Pérez-Latorre et al.•ARTICLE•Arbor•2015•References: 10

    A causa del rol central de los medios de comunicación en la configuración de la esfera pública contemporánea, las estrategias de comunicación de las instituciones políticas tienden a adaptarse a la lógica mediática. Se detecta un acercamiento progresivo de la comunicación política hacia el entretenimiento y el ejemplo más significativo de esta tendencia es la celebrificación de los políticos, es decir, el uso de elementos de la cultura de la fama…

  • Videogame analysis

    Óliver Pérez-Latorre, Mercè Oliva et al.•ARTICLE•Social Semiotics•2016•Cited by: 14•References: 8

    The relevance of videogames in the contemporary cultural ecosystem and their social impact make it necessary to develop theories and analytical models to understand the expressive potential of videogame design, and how videogames work as texts, giving shape to certain values, behavioural patterns and ideological visions. To do so, it is crucial to build a bridge between game studies and contemporary semiotics. Thus, with this aim, we present in t…

  • Video Games, Dystopia, and Neoliberalism

    Open Access•Óliver Pérez-Latorre, Mercè Oliva•ARTICLE•Games and Culture•2019•Cited by: 5•References: 28

    An ideological analysis of video games should include both the narrative and ludic dimensions, since there can be frictions between these two dimensions and they can even contradict one another. This article's main aim is to analyze BioShock Infinite, an illustrative case study of these conflicts. On the one hand, it is a video game that portrays a dystopian narrative, aligning itself with this genre's critical progressive tradition; on the other…

  • Celebrities also suffer from the economic crisis

    Mercè Oliva, Óliver Pérez-Latorre•ARTICLE•Celebrity Studies•2020•References: 53

    During the years of the economic crisis, ‘broke celebrities’ attracted the attention of the Spanish media. The main aim of this paper is to analyse how these narratives of celebrities in bankruptcy fostered a neoliberal definition of the economic crisis and legitimised austerity policies. In these narratives, the crisis was represented as a social equaliser, affecting all social groups evenly; the causes of the crisis were individualised and cele…

  • Perspectives on the European Videogame

    Open Access•Víctor Navarro-Remesal, Óliver Pérez-Latorre•BOOK•Perspectives on the European…•2021

    The history of European videogames has been so far overshadowed by the global impact of the Japanese and North American industries. However, European game development studios have played a major role in videogame history, and prominent videogames in popular culture, such as Grand Theft Auto , Tomb Raider and Alone in the Dark were made in Europe. This book proposes an exploration of European videogames, including both analyses of transnational as…

  • In the end you adapt to anything’

    Open Access•Mercè Oliva, Óliver Pérez-Latorre et al.•ARTICLE•European Journal of Cultural…•2021•References: 10

    Resilience – the ability to bounce back from hardship – is a concept that has become popular during the years of economic crisis and post-recession. Contemporary citizens are expected to be flexible, have a positive attitude and take care of themselves in a context of heightened inequality and precarity. The objective of this article is to analyze how citizens in post-recession Spain respond to media representations that prescribe these values. E…

  • Perspectives on the European Videogame

    Víctor Navarro-Remesal, Óliver Pérez-Latorre•BOOK•Perspectives on the European…•2022

    The history of European videogames has so far been overshadowed by the global impact of the Japanese and North American industries. However, European game development studios have played a major role in videogame history, and many prominent videogames in popular culture, such as Grand Theft Auto, Tomb Raider, Alone in the Dark, and The Witcher, were made in Europe. This book proposes an inquiry into European videogames, including both analyses of…

  • Perspectives on the European Videogame

    Open Access•Víctor Navarro-Remesal, NAVARRO-REMESAL NAVARRO-REMESAL et al.•BOOK•Perspectives on the European…•2025

    The history of European videogames has so far been overshadowed by the global impact of the Japanese and North American industries. However, European game development studios have played a major role in videogame history, and many prominent videogames in popular culture, such as Grand Theft Auto, Tomb Raider, Alone in the Dark, and The Witcher, were made in Europe. This book proposes an inquiry into European videogames, including both analyses of…

  • Meditations on a Rubber Chicken

    Open Access•Óliver Pérez-Latorre•ARTICLE•Games and Culture•2025•References: 2

    The Secret of Monkey Island (Lucasfilm Games, 1990) is an iconic reference in video game history and popular (digital) culture. The nostalgic fandom and the recent release of Return to Monkey Island (Terrible Toybox, 2022) evidence the impact of the game and how it has endured over time. This article proposes a retrospective analysis of the “structures of feeling” around Monkey Island, Lucasfilm Games, and their humorous puzzles, focusing on thei…

Political science (9 works) · Art (8 works) · Digital Games and Media (8 works) · Aesthetics (6 works) · Law (6 works) · Sociology (6 works) · Philosophy (5 works) · Philosophy (5 works) · Computer Science (4 works) · Educational Games and Gamification (4 works)

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