OMOCAT’s video game Omoripresents itself as a significant tool in exploring the complex intersections between education, adolescence and trauma. This paper offers apedagogical analysis by using it as a case study to examine how much the video game medium is present in the current cultural arena. Through its narrative and graphic representation, the article be-comes the means to investigate the impact that today’s games can have in the emotional representation of traumatic events. Special attentionis paid to mediaeducational management in the complex adolescent group. In the current context, gamification serves as a reflexive tool, illustrating a universe in which the metaphorical elements of games become opportu-nities to empathize with playful experiences that can come close to reality. The analysis aims to encourage the useof popular video games to initiate intergenerational dialogues tolearn more about the virtual environments that young gamers experience.

Alessio Castiglione (2024). Omori, playing with trauma. A case study. JOURNAL OF INCLUSIVE METHODOLOGY AND TECHNOLOGY IN LEARNING AND TEACHING, 4(n. 1 (2024)), 1-13.

Omori, playing with trauma. A case study.

Alessio Castiglione
Primo
2024-06-24

Abstract

OMOCAT’s video game Omoripresents itself as a significant tool in exploring the complex intersections between education, adolescence and trauma. This paper offers apedagogical analysis by using it as a case study to examine how much the video game medium is present in the current cultural arena. Through its narrative and graphic representation, the article be-comes the means to investigate the impact that today’s games can have in the emotional representation of traumatic events. Special attentionis paid to mediaeducational management in the complex adolescent group. In the current context, gamification serves as a reflexive tool, illustrating a universe in which the metaphorical elements of games become opportu-nities to empathize with playful experiences that can come close to reality. The analysis aims to encourage the useof popular video games to initiate intergenerational dialogues tolearn more about the virtual environments that young gamers experience.
24-giu-2024
Settore M-PED/03 - Didattica E Pedagogia Speciale
Alessio Castiglione (2024). Omori, playing with trauma. A case study. JOURNAL OF INCLUSIVE METHODOLOGY AND TECHNOLOGY IN LEARNING AND TEACHING, 4(n. 1 (2024)), 1-13.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/10447/642693
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