Caracteres: Estudios Culturales y Críticos de la Esfera Digital (May 2018)

Videojuegos y subalternidad, una introducción

  • Ruth García Martín

Journal volume & issue
Vol. 7, no. 1
pp. 304 – 334

Abstract

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The subaltern concept developed by Gramsci implies a differential and subordinate integration within the tempo of capital, defining the state of subalternity, one of the fundamental characteristics of the dominated classes, as the subjective condition of subordination in the context of capitalist domination. The subaltern experience would be the internalization and relative acceptance of the assumptions of the moral and intellectual elite of a given historical moment and, at the same time, its counterpart of resistance to this hegemony (domination). Understanding the concept of hegemony as a theory of public space and how we position ourselves within it allows us to re-politicize the medium of the videogame. From the ideas of Gramsci we can understand that videogames are an ideological field in dispute between various social groups and that the re-appropriation of the medium makes possible its use as a tool of emancipation.

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