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Juan J Vargas-Iglesias

Biographic Data

ID144645
NAMEJuan J Vargas-Iglesias
GIVEN NAMESJuan J
FAMILY NAMEVargas-Iglesias
SIGNATUREVARGAS-IGLESIAS J J
AFFILIATIONSUniversidad de Sevilla
ORCID0000-0003-3646-7326
VERIFIEDYes
TOTAL WORKS7
TOTAL CITATIONS0
AUTHOR COUNT7
EDITOR COUNT0
FIRST PUBLICATION YEAR2018
LATEST PUBLICATION YEAR2022
H-INDEX0
  • La Adaptación Desde Una Perspectiva Ludoficcional. Literatura Y Videojuegos en El Ámbito Hispanoamericano

    Open Access•Luís Navarrete-Cardero, Juan J Vargas-Iglesias et al.•ARTICLE•Revista Iberoamericana•2022

  • Critique of the living dead: Algorithmic aesthetic and the biopolitics of the zombie

    Open Access•Juan J Vargas-Iglesias•ARTICLE•Journal of AESTHETICS & CULTURE•2022•References: 11

    Recognizing the importance of the zombie in the interpretative forms of contemporaneity, this paper aims to actualize the current focus of the phenomenon in order to understand it within a strictly material framework. Its aim therewith is to take the perception of the zombie, not as a symptom or metaphor as commonly done, but as a floating signifier in order to analyze the material conditions that allow it to be understood as a symptom or metapho…

  • Making Sense of Genre: The Logic of Video Game Genre Organization

    Open Access•Juan J Vargas-Iglesias•ARTICLE•Games and Culture•2020•References: 21

    Despite the importance that the dimension of genre holds in media studies, its very definition in the field of video games is still a matter without consensus. This study intends to outline the logic that lies within the constitution of videoludic genres, understanding them as formal devices configured as per the different thought functions stated by Piaget's cognitive psychology theory. This project will propose a formalist approach from a cyber…

  • The ability of video games to depict cancer as a dramatic experience. A comparative study with literature and cinema

    Open Access•Luís Navarrete-Cardero, Juan J Vargas-Iglesias•ARTICLE•Communication & Society•2019•References: 2

    Given that the democratisation of video games has allowed this industry to appropriate a series of themes traditionally the exclusive preserve of other expressive media, this work analyses the capacity of videoludic expression to elicit emotions and convey the seriousness of cancer by performing a comparative study with literature and cinema. To this end, three works (one per medium) were selected to be respectively read, viewed or played by all …

  • Beyond Rules and Mechanics: A Different Approach for Ludology

    Open Access•Juan J Vargas-Iglesias, Luís Navarrete-Cardero•ARTICLE•Games and Culture•2019•References: 6

    Due to its affiliation with formalism, ludology, the scientific perspective prioritized in game studies, considers the rule–mechanic binomial to be an essential principle of any scholarly approach to video games. Nevertheless, the limitation of the game system order implies that, as a fundamental part of this epistemological approach, the empirical validity of its methodology is already being rejected. As such, this article attempts to shift the …

  • Semiotic and discursive consequences of the cybertextual condition: The case of tragedy

    Open Access•Juan J Vargas-Iglesias•ARTICLE•Semiotica•2019•References: 11

    In recognition of the central place that the concept of tragedy holds in the historical understanding of culture and society, this paper features an analysis of its presence, current state, and value in the digital environments of the postmodern era, with special attention to videogames. Thus, the overcoming of a classic model of tragedy in the cybertextual condition is first determined, along with the discursive dimension underlying said overcom…

  • Can We Programme Utopia? The Influence of the Digital Neoliberal Discourse on Utopian Videogames

    Open Access•Luís Navarrete-Cardero, Juan J Vargas-Iglesias•ARTICLE•tripleC Communication Capitalism…•2018

    This article has a dual purpose. The first is to establish the relationship between videogames and utopia in the neoliberal era and clarify the origins of this compromise in the theoretical dimension of game studies. The second is to examine the ways in which there has been an application of the utopian genre throughout videogame history (the style of procedural rhetoric and the subgenre of walking simulator) and the way in which the material dim…

No prominent works on this page.

  • Can We Programme Utopia? The Influence of the Digital Neoliberal Discourse on Utopian Videogames

    Open Access•Luís Navarrete-Cardero, Juan J Vargas-Iglesias•ARTICLE•tripleC Communication Capitalism…•2018

    This article has a dual purpose. The first is to establish the relationship between videogames and utopia in the neoliberal era and clarify the origins of this compromise in the theoretical dimension of game studies. The second is to examine the ways in which there has been an application of the utopian genre throughout videogame history (the style of procedural rhetoric and the subgenre of walking simulator) and the way in which the material dim…

  • The ability of video games to depict cancer as a dramatic experience. A comparative study with literature and cinema

    Open Access•Luís Navarrete-Cardero, Juan J Vargas-Iglesias•ARTICLE•Communication & Society•2019•References: 2

    Given that the democratisation of video games has allowed this industry to appropriate a series of themes traditionally the exclusive preserve of other expressive media, this work analyses the capacity of videoludic expression to elicit emotions and convey the seriousness of cancer by performing a comparative study with literature and cinema. To this end, three works (one per medium) were selected to be respectively read, viewed or played by all …

  • Beyond Rules and Mechanics: A Different Approach for Ludology

    Open Access•Juan J Vargas-Iglesias, Luís Navarrete-Cardero•ARTICLE•Games and Culture•2019•References: 6

    Due to its affiliation with formalism, ludology, the scientific perspective prioritized in game studies, considers the rule–mechanic binomial to be an essential principle of any scholarly approach to video games. Nevertheless, the limitation of the game system order implies that, as a fundamental part of this epistemological approach, the empirical validity of its methodology is already being rejected. As such, this article attempts to shift the …

  • Semiotic and discursive consequences of the cybertextual condition: The case of tragedy

    Open Access•Juan J Vargas-Iglesias•ARTICLE•Semiotica•2019•References: 11

    In recognition of the central place that the concept of tragedy holds in the historical understanding of culture and society, this paper features an analysis of its presence, current state, and value in the digital environments of the postmodern era, with special attention to videogames. Thus, the overcoming of a classic model of tragedy in the cybertextual condition is first determined, along with the discursive dimension underlying said overcom…

  • Making Sense of Genre: The Logic of Video Game Genre Organization

    Open Access•Juan J Vargas-Iglesias•ARTICLE•Games and Culture•2020•References: 21

    Despite the importance that the dimension of genre holds in media studies, its very definition in the field of video games is still a matter without consensus. This study intends to outline the logic that lies within the constitution of videoludic genres, understanding them as formal devices configured as per the different thought functions stated by Piaget's cognitive psychology theory. This project will propose a formalist approach from a cyber…

  • La Adaptación Desde Una Perspectiva Ludoficcional. Literatura Y Videojuegos en El Ámbito Hispanoamericano

    Open Access•Luís Navarrete-Cardero, Juan J Vargas-Iglesias et al.•ARTICLE•Revista Iberoamericana•2022

  • Critique of the living dead: Algorithmic aesthetic and the biopolitics of the zombie

    Open Access•Juan J Vargas-Iglesias•ARTICLE•Journal of AESTHETICS & CULTURE•2022•References: 11

    Recognizing the importance of the zombie in the interpretative forms of contemporaneity, this paper aims to actualize the current focus of the phenomenon in order to understand it within a strictly material framework. Its aim therewith is to take the perception of the zombie, not as a symptom or metaphor as commonly done, but as a floating signifier in order to analyze the material conditions that allow it to be understood as a symptom or metapho…

Digital Games and Media (5 works) · Epistemology (5 works) · Art (4 works) · Philosophy (4 works) · Sociology (4 works) · Aesthetics (3 works) · Artificial Intelligence in Games (3 works) · Computer Science (3 works) · Multimedia (3 works) · Perspective (graphical (3 works)

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