Academia · communication and digital culture

The video game as a way of thinking culture.

I research, publish and teach at the intersection of digital media, video games and culture. My underlying question: how game mechanics build representations of who we are.

I'm interested in understanding the video game not only as entertainment, but as a medium that produces meaning and builds cultural representations. What does a game say about a nation when it turns it into a map, a mission, a character? How is Latin America represented when it becomes playable?

I work on these questions by crossing cultural studies, representation theory and actor-network theory, bringing the critical lens together with my practice as a developer.

Cultural studies Representation theory Actor-network theory Digital humanities Game studies
PhD in progress
Communication, Languages and Information
Pontificia Universidad Javeriana
2023
Thanks, Walter, but the aura is in another castle
Article · co-authored · Benjaminian reflections on the video game
An analysis of the philosophical implications of the video game drawing on the thought of Walter Benjamin: the aura, reproducibility and experience when the artwork becomes playable. The title nods to Mario to open a serious question about art and technics.
2025
What do we play when we talk about Latin America?
UNESCO Chair in Communication · Javeriana
On the links between video games and the representation of Latin America: how the region is told when it becomes playable, and from where.
2023
The video game and the social uprising in Colombia
UNESCO Chair in Communication · Javeriana
An exploration of the links between video games and social and political processes in Colombia.
2024
Meta-narrative in film and video games
Advisor · School of Social Communication · Javeriana
I advised this systemic-analysis thesis on meta-narrative in film and video games.
2024
Representing illness in That Dragon, Cancer
Advisor · School of Communication and Language · Javeriana
I advised this monograph on how the video game That Dragon, Cancer represents illness, drawing on the story of a child diagnosed with cancer. A work about the new languages the video game opens up for telling the intimate and the painful.
Communication and Video Games 2026 —
The video game as a medium of communication, cultural product and system of representation. Mechanics, narratives, interfaces and communities from a critical and creative angle.
Introduction to Digital Humanities 2025
Classes and digital-research labs: text analysis, data visualization, source management and collaborative reading, with a critical take on culture and technology.
Full academic profile
Publications, projects and output in the Javeriana repository.
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