Luís Navarrete-Cardero
Biographic Data
| ID | 6656906 |
|---|---|
| NAME | Luís Navarrete-Cardero |
| GIVEN NAMES | Luís |
| FAMILY NAME | Navarrete-Cardero |
| SIGNATURE | NAVARRETE-CARDERO L |
| AFFILIATIONS | Universidad de Sevilla |
| ORCID | 0000-0002-7156-9144 |
| VERIFIED | Yes |
| TOTAL WORKS | 13 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 13 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2012 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Capítulo 6. El hipersector de los videojuegos. Cara y cruz de un mundo perfecto
El artículo analiza el lugar privilegiado que el videojuego ha alcanzado en el ecosistema audiovisual-TIC contemporáneo y propone leerlo no solo como una industria pujante, sino como un «hipersector» cuya imagen de éxito se ha sobredimensionado más allá de sus verdaderas capacidades sociales y culturales. Partiendo de la constatación de que el software se ha convertido en el motor indiscutible del tardocapitalismo, los autores vinculan el auge de…
Transculturation in Latin American Video Game Production: Between Regionalism and Cosmopolitanism
This research explores the manifestation of transculturation, a literary paradigm designed to situate Latin American production in the context of globalization, in video game production, evaluating its applicability to the study of cultural representation. Embracing a documentary research and content analysis methodology, the study analyzes 29 video games from nine Latin American countries, classifying them as “regionalist” or “cosmopolitan” base…
La Realidad Aumentada como herramienta turística. Caso de estudio de la aplicación CulturAR de Priego de Córdoba
Este trabajo se basa en el estudio y análisis de la aplicación para teléfonos móviles CulturAR de Priego de Córdoba que permite al visitante, a través de la Realidad Aumentada, conocer las rutas y puntos de interés turísticos más relevantes del municipio. El objetivo principal es analizar y describir la herramienta tecnológica y su viabilidad en espacios turísticos. La metodología para esta investigación es eminentemente comparativa y descriptiva…
The Upscaling of the Early Cinema Image through Artificial Intelligence. A New Aesthetics between Continuity and Dissent in Image Theory
An active community of users is manipulating the image of early cinema using Machine Learning-based software. This practice, encompassed in the field of Artificial Intelligence, has transformed the materiality of these images, generating a mutated image as a result. Through a qualitative research design, based on a hermeneutic approach, this research aims to delimit the nature of this new image by observing it from the theoretical parameters that…
La Adaptación Desde Una Perspectiva Ludoficcional. Literatura Y Videojuegos en El Ámbito Hispanoamericano
Videojuegos y literatura: Estudio de tres casos de intertextos hispanoamericanos
Esta investigación establece relaciones entre distintas producciones videolúdicas y obras literarias representativas del ámbito hispanoamericano. El vínculo entre el mundo de los videojuegos y la literatura es un tema aún poco explorado, pero adquiere relevancia en el actual dominio de las narrativas transmedia de la cultura contemporánea. Se analiza desde una perspectiva ludoficcional, narratológica y sociocultural un conjunto de remediaciones v…
The ability of video games to depict cancer as a dramatic experience. A comparative study with literature and cinema
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
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 …
Can We Programme Utopia? The Influence of the Digital Neoliberal Discourse on Utopian Videogames
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…
La influencia de los videojuegos de contenido apocalíptico en los adolescentes
El objetivo del presente trabajo es la disertación y el análisis de la influencia (sociológica, psicológica y cultural) que ejerce en los adolescentes el concepto de Apocalipsis. Convertido en una noción clave de la cultura visual, la denominada teoría del fin del mundo alcanza una de sus mayores expresiones en los videojuegos, posiblemente el divertimento preferido por los jóvenes en sus ratos de ocio. Los resultados obtenidos en esta investigac…
Por qué el periodismo ciudadano no es una amenaza para la industria de la prensa: La producción cultural del usuario frente a las industrias culturales
This paper tries to demonstrate that the participation of the citizen in the creation of cultural contents does not constitute a threat to the communication industries, far from digital information media linked to media groups. The user cultural contents do not suppose that threat because of the superficial commitment of the users in their generation and the short significance of his production, lower than the media brands. The possible competiti…
Spanish television industry: Crisis and new opportunities
Anàlisi is a science journal published by the Journalism and Communication Sciences Department of the Autonomous University of Barcelona (UAB). The journal has been published by the UAB Journalism Department since 1980. Anàlisi publishes science articles in the fields of the communication sciences: journalism, advertising and public relations, audiovisual communication, internet, multimedia and similar areas, always from the social and cultural v…
Aula de Videojuegos, un proyecto académico
At the University of Seville, the Faculty of Communication features Videogame classroom as an academic multidisciplinary project for research, teaching and development, where Faculty of Fine Arts and School of Computer Engineering also participate. The variety of activities performed are expanded beyond the typical limits of a research project, in that they employed solely: teach skills related to the development of a videogame and carry out vari…
Transculturation in Latin American Video Game Production: Between Regionalism and Cosmopolitanism
This research explores the manifestation of transculturation, a literary paradigm designed to situate Latin American production in the context of globalization, in video game production, evaluating its applicability to the study of cultural representation. Embracing a documentary research and content analysis methodology, the study analyzes 29 video games from nine Latin American countries, classifying them as “regionalist” or “cosmopolitan” base…
Aula de Videojuegos, un proyecto académico
At the University of Seville, the Faculty of Communication features Videogame classroom as an academic multidisciplinary project for research, teaching and development, where Faculty of Fine Arts and School of Computer Engineering also participate. The variety of activities performed are expanded beyond the typical limits of a research project, in that they employed solely: teach skills related to the development of a videogame and carry out vari…
Spanish television industry: Crisis and new opportunities
Anàlisi is a science journal published by the Journalism and Communication Sciences Department of the Autonomous University of Barcelona (UAB). The journal has been published by the UAB Journalism Department since 1980. Anàlisi publishes science articles in the fields of the communication sciences: journalism, advertising and public relations, audiovisual communication, internet, multimedia and similar areas, always from the social and cultural v…
La influencia de los videojuegos de contenido apocalíptico en los adolescentes
El objetivo del presente trabajo es la disertación y el análisis de la influencia (sociológica, psicológica y cultural) que ejerce en los adolescentes el concepto de Apocalipsis. Convertido en una noción clave de la cultura visual, la denominada teoría del fin del mundo alcanza una de sus mayores expresiones en los videojuegos, posiblemente el divertimento preferido por los jóvenes en sus ratos de ocio. Los resultados obtenidos en esta investigac…
Por qué el periodismo ciudadano no es una amenaza para la industria de la prensa: La producción cultural del usuario frente a las industrias culturales
This paper tries to demonstrate that the participation of the citizen in the creation of cultural contents does not constitute a threat to the communication industries, far from digital information media linked to media groups. The user cultural contents do not suppose that threat because of the superficial commitment of the users in their generation and the short significance of his production, lower than the media brands. The possible competiti…
Can We Programme Utopia? The Influence of the Digital Neoliberal Discourse on Utopian Videogames
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…
Videojuegos y literatura: Estudio de tres casos de intertextos hispanoamericanos
Esta investigación establece relaciones entre distintas producciones videolúdicas y obras literarias representativas del ámbito hispanoamericano. El vínculo entre el mundo de los videojuegos y la literatura es un tema aún poco explorado, pero adquiere relevancia en el actual dominio de las narrativas transmedia de la cultura contemporánea. Se analiza desde una perspectiva ludoficcional, narratológica y sociocultural un conjunto de remediaciones v…
The ability of video games to depict cancer as a dramatic experience. A comparative study with literature and cinema
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
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 …
La Adaptación Desde Una Perspectiva Ludoficcional. Literatura Y Videojuegos en El Ámbito Hispanoamericano
La Realidad Aumentada como herramienta turística. Caso de estudio de la aplicación CulturAR de Priego de Córdoba
Este trabajo se basa en el estudio y análisis de la aplicación para teléfonos móviles CulturAR de Priego de Córdoba que permite al visitante, a través de la Realidad Aumentada, conocer las rutas y puntos de interés turísticos más relevantes del municipio. El objetivo principal es analizar y describir la herramienta tecnológica y su viabilidad en espacios turísticos. La metodología para esta investigación es eminentemente comparativa y descriptiva…
The Upscaling of the Early Cinema Image through Artificial Intelligence. A New Aesthetics between Continuity and Dissent in Image Theory
An active community of users is manipulating the image of early cinema using Machine Learning-based software. This practice, encompassed in the field of Artificial Intelligence, has transformed the materiality of these images, generating a mutated image as a result. Through a qualitative research design, based on a hermeneutic approach, this research aims to delimit the nature of this new image by observing it from the theoretical parameters that…
Transculturation in Latin American Video Game Production: Between Regionalism and Cosmopolitanism
This research explores the manifestation of transculturation, a literary paradigm designed to situate Latin American production in the context of globalization, in video game production, evaluating its applicability to the study of cultural representation. Embracing a documentary research and content analysis methodology, the study analyzes 29 video games from nine Latin American countries, classifying them as “regionalist” or “cosmopolitan” base…
Capítulo 6. El hipersector de los videojuegos. Cara y cruz de un mundo perfecto
El artículo analiza el lugar privilegiado que el videojuego ha alcanzado en el ecosistema audiovisual-TIC contemporáneo y propone leerlo no solo como una industria pujante, sino como un «hipersector» cuya imagen de éxito se ha sobredimensionado más allá de sus verdaderas capacidades sociales y culturales. Partiendo de la constatación de que el software se ha convertido en el motor indiscutible del tardocapitalismo, los autores vinculan el auge de…
Art (10 works) · Digital Games and Media (8 works) · Media and Digital Communication (7 works) · Computer Science (6 works) · Humanities (5 works) · Sociology (5 works) · Political science (4 works) · Aesthetics (3 works) · Epistemology (3 works) · Law (3 works)