This contribution, articulated in three parts, proposes an articulated interpretation of the relationship between violence and videogames. The debate, nevertheless current, is in fact rich in positions diametrically opposite and often accompanied by superficial and not much argued visions which make parents, teachers and media suspicious. The dia-logue and communication with youngsters and with the industry is connoted by a com-municative distance which is growing more and more. The first part of the contribution will offer an overview taken by different disciplines ( from the ethology of Lorenz to the philosophy and sociology of Morin) to describe the destructive and transformative components of the aggressiveness. Moreover, it will be talked the aggressive component in relation with the cultural dimension of the game in general with its “play” component. In the second part it will be explored the complexity of the combination "Violence / Videogame" by trying to propose a critical and analytical vision, that can open new spaces for questions and interpretations. Finally, in the third part, it will be presented a media-literacy experience carried on in a secondary school in Bologna about the use of a non violent videogame (Minecraft) for developing creativity and critical thinking within pre-adolescents.
alessandro soriani, m.i. (2018). Videogames, Violence and Aggressive Behavior: an Educational Proposal. Lisbona : CICANT.
Videogames, Violence and Aggressive Behavior: an Educational Proposal
alessandro soriani
Writing – Review & Editing
;marta ilardo
Writing – Review & Editing
;FALCONI, ALESSANDRA
2018
Abstract
This contribution, articulated in three parts, proposes an articulated interpretation of the relationship between violence and videogames. The debate, nevertheless current, is in fact rich in positions diametrically opposite and often accompanied by superficial and not much argued visions which make parents, teachers and media suspicious. The dia-logue and communication with youngsters and with the industry is connoted by a com-municative distance which is growing more and more. The first part of the contribution will offer an overview taken by different disciplines ( from the ethology of Lorenz to the philosophy and sociology of Morin) to describe the destructive and transformative components of the aggressiveness. Moreover, it will be talked the aggressive component in relation with the cultural dimension of the game in general with its “play” component. In the second part it will be explored the complexity of the combination "Violence / Videogame" by trying to propose a critical and analytical vision, that can open new spaces for questions and interpretations. Finally, in the third part, it will be presented a media-literacy experience carried on in a secondary school in Bologna about the use of a non violent videogame (Minecraft) for developing creativity and critical thinking within pre-adolescents.File | Dimensione | Formato | |
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Play2learn - articolo e dichiarazione.pdf
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