Culture & History Digital Journal, Vol 9, No 1 (2020)

Conpsumptionscapes: videogame stereotypes and Latin-American cities environments. Case: Uncharted 3: Drake’s Deception / Uncharted 4: The Thief End


https://doi.org/10.3989/chdj.2020.003

Claudio Rossi
Universidad de Los Andes, Colombia. Faculty of Architecture and Design - Politecnico di Torino, Italy. Architecture and Design Department, Colombia
orcid https://orcid.org/0000-0003-4715-603X

Abstract


The consumption landscape refers to the context in which the daily basic needs of a society are determined. The small store in the neighborhood and the street market are architectural structures or urban spaces which shape the lives of cities as we know them today. Shopping centres are the evolution of these building formats and can characterize contemporary life. The exercise proposed by this article is to review the condition of the contexts of consumption in which the narrative of video games are developed through the study and selection of cases (Uncharted 3: Drake’s Deception / Uncharted 4: A Thief’s End). These demonstrate that the urban landscape with which our cities are represented appears as scenarios loaded with stereotypes. The emphasis of this research is on the representation of the historical Latin American city as a spatially modelled and stereotyped territory where the narrative is contextualized. This article does not focus on how the story develops within a commercial space but instead proposes a transversal idea that the consumption contexts are landscapes determined by cultural logics where the plot occurs. Consumption landscapes are the simultaneous spatial, cultural and historical constructions that give meaning to a narrative and represent an augmented reality of our cities: extensive, immersive and suggestive, but also perverse.

Keywords


Videogame scenarios; Landscapes; Latin-American city; Consumptionscapes; Stereoscapes; Representation

Full Text:


HTML PDF XML

References


Arjun. (1990) “Disjuncture and Difference in the Global Cultural Economy”. Theory, Culture & Society, 7(2–3) pp. 295–310.

Bargh, John A.; Chen, Mark and Burrows, Lara. (1996) “Automaticity of Social Behavior: Direct Effects of Trait Construct and Stereotype Activation on Action”. Journal of Personality and Social Psychology 1996, Vol. 71, No. 2 pp. 230-244.

Batty, Michael (1990) “Invisible Cities”. Environment and Planning B: Planning and Design, 17 pp. 127-130.

Bauman, Zygmunt (2013) Liquid Modernity. New Jersey: Wiley.

Braudel, Fernand (1978) Histoire Et Sciences Sociales. Pour Une Économie Historique Les Responsabilités De l’Histoire Histoire Et Sociologie L’apport De l’Histoire Des Civilisations Unité Et Diversité Des Sciences De L’homme. Madrid: Alianza Editorial.

Castells, Manuel (1992) The Informational City: Economic Restructuring and Urban Development. New Jersey: Wiley.

Chandra, Priyank (2017) “Informality and Invisibility: Traditional Technologies as Tools for Collaboration in an Informal Market”. CHI ‘17: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, Denver, pp. 4765-4775.

Chávez, Daniel (2010) “El Coronel No Tiene Con Quien Jugar: Representaciones Latinoamericanas En La Literatura Y El Videojuego”. Arizona Journal of Hispanic Cultural Studies 14 pp. 159-76.

Cullen, Gordon (1995) The Concise Townscape. London: Architectural Press.

Di Felice, Massimo (2012). Paisajes Posurbanos. El Fin De La Experiencia Urbana Y Las Formas Comunicativas Del Habitar. Córdoba: Editorial Universidad Nacional de Córdoba – Ediciones el Copista.

Dorado, Mariano (2018) Movimiento y jugabilidad. Articulación espacial en videojuegos 2D. Proyecto Fin de Carrera / Trabajo Fin de Grado, E.T.S. Arquitectura (UPM).

Frederick Law Jr. and Kimball, Theodora (1970) Frederick Law Olmstead, Landscape Architect 1822 – 1903. New York: Benjamin Blom Publishers.

Graham, Steven; Simon, Marvin (2002) Telecommunications and The City: Electronic Spaces, Urban Places. Abligdon: Routledge. International Labour Organization, ILO (OIT) (2018) Mujeres y Hombres en la Economía Informal: Un Panorama Estadístico. Geneva: Third Edition.

Kassin, Saul; Fein, Steven and Markus, Hazel Rose (2010) Social Psychology. Boston: Cengage Learning.

Lévy, Pierre (1998). Becoming Virtual: Reality in the Digital Age. New York: Plenum Trade.

Lynch, Kevin (1998) La Imagen De La Ciudad. Barcelona: Gustavo Gili.

Morin, Edgar (1984) Ciencia con Conciencia. Barcelona: Anthropos,

Morin, Edgar (1999) La Cabeza Bien Puesta: Repensar la Reforma. Reformar el Pensamiento. Buenos Aires: Ediciones Nueva Visión.

Negroponte, Nicholas (1995) Being Digital. New York: Vintage Books.

Nelson, Michelle R. (2002) “Recall of Brand Placements in Computer/ Video Games”. Journal of Advertising Research 42 (2): pp. 80-92.

O’Gorman, Edmundo (1961) “The Invention of America an Inquiry into the Historical Nature of the New World and the Meaning of its History”. Westport: Greenwood Press.

Papadopoulos, Spiros and Malakasioti, Angeliki (2012) “Arcade Games as a Qualitative”. The sixth edition of the European Symposium on Research in Architecture and Urban Design. Oporto: Faculdade de Arquitectura da Universidade do Porto.

Penix-Tadsen, Phillip (2013) “Why We Should Take Video Games Seriously (and When We Shouldn’t)”. Latin American Research Review 48 (1) pp. 174-190.

Penix-Tadsen, Phillip (2016) Cultural Code: Video Games and Latin America. Cambridge: MIT Press.

Pérez Indaverea, Ma. Aránzazu (2012) “Espacios Urbanos En El Videojuego: París Como Escenario De Tensión”. Ángulo Recto. Revista de estudios sobre la ciudad como espacio plural 4 (1) pp. 31-48.

Polano, Sergio (2016) “Gli Ultimi Nidi Delle Aeronvi”, Revista Casabella 867 (n.11 / 2016) pp. 3-13.

Roman, Ediberto (2000) “Who Exactly Is Living La Vida Loca: The Legal and Political Consequences of Latino-Latina Ethnic and Racial Stereotypes in Film and Other Media”. Journal of Gender, Race and Justice. pp. 4: 37.

Satterthwaite, David (2003) “The Links between Poverty and the Environment in Urban Areas of Africa, Asia, and Latin America”. The ANNALS of the American Academy of Political and Social Science 590, no. 1 (November 1, 2003) pp. 73–92.

Sennett, Richard (1990) The Conscience of the Eye. New York: Knopf.

Souza e Silva, Adriana de and Sutko, Daniel M. (2008) “Playing Life and Living Play: How Hybrid Reality Games Reframe Space, Play, and the Ordinary”. Critical Studies in Media Communication, 25:5 pp. 447-465.

Tsukamoto, Saori and Fiske, Susan (2017) “Perceived threat to national values in evaluating stereotyped immigrants”. Journal of Social Psychology, 2018;158(2) pp. 157-172.

The National Archives (2015), AIR 11/237 (retrieved from: https:// history.blog.gov.uk/2015/01/19/air-raid-casualties-in-the-firstworld-war/ (Accessed: Aug/2018).

Unali, Maurizio (2014) Atlante Dell’Abitare Virtuale. Il Disegno della Città Virtuale, fra Riserca e Didattica. Pescara: Università di D’Annunzio University of Chieti–Pescara.

Venturi, Robert; Scott-Brown, Denise abd Izenour, Steven (1972) Learning From Las Vegas. Cambridge: MIT Press.

Virilio, Paul (1995) The Art of the Motor. Minnesota: University of Minnesota Press.




Copyright (c) 2020 Consejo Superior de Investigaciones Científicas (CSIC)

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.


Contact: historia.digital@cchs.csic.es

Technical support: soporte.tecnico.revistas@csic.es