Lumpen, hipermasculinitat i classe mitjana: el cas de Bioshock Infinite i Watch Dogs

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Pablo Romero Medina

El videojoc ha estat estudiat com un artefacte ideològic amb capacitat d’influir en els imaginaris socials i polítics que, històricament, ha mantingut un discurs de valors neoliberals, i ha estat constituït com un espai masculinitzat amb un clar subjecte hegemònic, l’home jove i de classe mitjana, que ha marcat el to de narratives i discursos del mitjà. Una de les conseqüències d’aquest procés ha estat la masculinització dels protagonistes del medi i com s’ha estudiat posteriorment, a partir de diferents crisis, que aquests personatges fossin representants de classe mitjana. Però això és sempre així? Aquest treball es proposa estudiar a través de dos casos seleccionats dins dels títols més populars de la dècada passada com aquest discurs no es transmet necessàriament a través de personatges de classe mitjana sinó amb la figura del marginat social, i de forma més concreta, amb el lumpen. S’estudia com la combinació d’aquesta figura outsider amb l’estàndard d’hipermasculinitat que regula el medi permet transformar els personatges en potents vehicles per al discurs neoliberal que, malgrat la seva crisi, encara no té un rival a la seva hegemonia a la societat.

Paraules clau
Discurs, Videojocs, Masculinitats, Classe social, Game Studies

Article Details

Com citar
Romero Medina, Pablo. «Lumpen, hipermasculinitat i classe mitjana: el cas de Bioshock Infinite i Watch Dogs». 2024. Hipertext.net, 2024, núm. 29, p. 89-101, doi:10.31009/hipertext.net.2024.i29.07.
Biografia de l'autor/a

Pablo Romero Medina, Universidad de Granada

Pablo Romero-Medina está realizando el doctorando en la Universidad de Granada (UGR). Es Profesor Sustituto en el área de Ciencia Política de la Universidad de Salamanca. Se encuentra realizando una tesis doctoral de Ciencias Políticas sobre la alt right y el videojuego en la Universidad de Granada. Especializado en teoría política, sus intereses se centran en estudiar el funcionamiento de los imaginarios políticos y la extrema derecha tanto en el videojuego como en el espacio digital. También publica cuestiones de IA y sus posibles efectos y riesgos en los modelos de democracia actual en revistas especializadas como Filco, así como publicaciones científicas sobre la relación entre las distopías y la apatía política.

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