Type of the project

Research, transfer and scientific culture

modality

Individual

Field of action

Spain

Website of the project

Status of the project

Open

Initial date

01/09/2021

End date

31/08/2025

The main hypothesis of the project is that myths, both from a transcendent perspective (myths in the present) and an immanent one (myths of the present), have in the video game a space for ideological and narrative development to understand contemporary society.

The objectives of the project are to analyze the transitions, mutations and crises of classic myths in the video game, as well as to locate the origin of new immanent myths and to establish a historical and cultural link between the two. To have a more precise structure, the project is divided into two areas: first, myths in the present, myths, tradition and imaginary in contemporary video games; second, myths of the present, power, freedom and meaning in the contemporary video game. Each area has its own subset of scientific goals, each linked to several operational milestones, including two academic and one professional seminars, analysis of digital media and user communities, and a large corpus of video games in each area and creation of various reports and publications. These objectives are aligned with the objectives of the Spanish Strategy for Science and Technology and Innovation 2021-2027, such as axis 11 (transfer, cooperation and exchange between the public and private sectors) and Horizon Europe 2021-2027, as cluster 2, "Culture, creativity and inclusive society".

The project has been designed for a duration of 4 years in a set of 3 phases where the two areas, the myths of the present and the myths of the present, are worked on in synchrony. For each operational objective, a principal researcher has been established as responsible (except for the shared ones) and different members of the research and work teams have been chosen based on their research profile. The most appropriate methodology is applied for the object, approach and sample of the operational objective in question.

This project seeks to have an impact on at least 3 levels: academic, social and economic. At an academic level, it seeks to build bridges between Game Studies and other disciplines with a longer tradition through the nexus of myth. On a social level, it opens the social debate about the role of the video game in the cultural ecosystem, political dissent and, in general, in all current and future conflicts between the imaginary and reality. Finally, we also believe that it can play a fundamental role in the economic dimension of the field. The rise of narrative games, together with a greater production capacity in the Spanish fabric (especially in Barcelona, ​​Madrid, Seville, Valencia and Bilbao), is the framework in which our project raises the reflection on creative and artistic content of the current video game.

Project managers

Antonio José Planells de la Maza

Principal Investigator

A hard tackle from Víctor Manuel Navarro to Remesal

Principal Investigator

Project team

Ana Patricia Trapero Llobera

Researcher University of the Balearic Islands

Alexandra Samper Martínez

Researcher Tecnocampus Mataró-Maresme

Alfonso Cuadrado Alvarado

Researcher Universidad Rey Juan Carlos

Beatriz Perez Zapata

Researcher Tecnocampus Mataró-Maresme

Núria Vidal Trapero

Researcher / Work Team

Alberto Murcia Carbonell

Researcher / Work Team

Funding sources

Project funded by the Ministry of Science and Innovation and Universities MICIU/AEI /10.13039/501100011033 through the "2020 Call for R&D Projects, within the framework of the State Programs for the Generation of Knowledge and Scientific and Technological Strengthening of the R&D System D+i oriented to the Challenges of Society", file number PID2020-118776GA-I00.

 

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Granted amount

80.223,00€

Amount of the project

80.223,00€

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