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June 7, 2026Open Access

The reflection of Mexican Culture in Three Contemporaneous Videogames: Life Is Strange 2, Mulaka, and Mexico 1921

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Authors

KHKurt Lester Benze HinojosaBLBertrand Michel Stephane Lobjois

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Overview

Comparative analysis explores Mexican cultural representation in three video games, suggesting implications for social understanding.

Key Points

  • The aim is to analyze how Mexican culture is represented in three contemporaneous video games and assess the impact on social and ethical reflection.
  • Comparative analysis of three video games: Mexico 1921: A Deep Slumber, Life is Strange 2, and Mulaka.
  • Use of humanistic tools such as semiotics and hermeneutics to analyze representation.
  • Exploration of themes including inclusion and marginalization within the narratives.
  • Identification of cultural reflections differing by game, with varied emphasis on inclusion and ethics.
  • Analysis reveals instances of 'othering' in narrative frameworks, impacting player understanding of Mexican contexts.
  • Findings suggest video games as significant tools for fostering empathy and critical awareness in cultural representation.

Cite This Study

Hinojosa et al. (2026) studied this question.

synapsesocial.com/papers/6a250cbc7def13d035e1ce88https://doi.org/10.17613/sc6cn-1qr90
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