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Finisterra Research Group Celebrates a Decade of Cultural Analysis
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The Finisterra Research Group, a team specializing in the study of creative industries such as video games, animation, manga, comics, and wrestling, recently marked its tenth anniversary at the Faculty of Political and Social Sciences. The event served as a platform to review their academic contributions and explore new avenues for research.
Dámaso Morales Ramírez, the general secretary of the Faculty, opened the event by emphasizing the project’s foresight in addressing these types of studies. He highlighted it as a space for reflection, creation, discussion, and critical thinking surrounding complex cultural phenomena like animations, comics, and anime.
“Today we celebrate and commemorate the work of the Finisterra Research Group that has approached this object of study to understand the social, cultural and symbolic dynamics. It has taught us the importance of these studies to make these alternative and deep readings of visual narratives, which at the same time generate collective identities and imaginary, becoming, sometimes, in resistance vehicles, in political and aesthetic discourses,” he said.
Finisterra, established on May 14, 2015, at the Center for Studies in Communication Sciences, has been a pioneering force in Mexico for the analysis of cultural phenomena like anime, video games, and wrestling. during the commemoration,José Ángel Garfias,the founder of the group,presented the group’s achievements,emphasizing its role in developing theories about video games and its influence within the Latin American Academy.
In an interview,Garfias addressed the ethical considerations surrounding artificial intelligence (AI) in video games. “The industry seeks mechanisms to integrate AI into productions, but there is an ethical dilemma, especially now, with mass layoffs and the temptation to reduce costs. Fans do not support that human work is replaced,but there must be regulation,use tools without replacing the creativity of designers.”
Regarding AI’s potential to simulate complex social behaviors, the researcher offered an optimistic perspective: “In special effects, as The Lord of the rings (2001) was used software To encourage crowds or battles. It was a logistics solution,not artistic. AI can be valuable in sociology or data projection, but should not replace art. The problem is not technology, but how we use it, because it must improve quality, not sacrifice it. “
“The industry seeks mechanisms to integrate AI into productions,but there is an ethical dilemma… Fans do not support that human work is replaced.”
Clara Cisneros, who began as a fellow in Finisterra, discussed the evolution and global impact of anime. She noted the increasing demand for Japanese content and highlighted Mexico and Brazil as leaders in licensing. She also mentioned the involvement of Mexican artists in anime productions as an emerging area of study.
Jetzai Velazco addressed the challenges of dubbing in Mexico, including market saturation and the threat of artificial intelligence. “The dubbing actors have joined to defend their work against AI,” he said.
Turning to mobile video games, Diego Gallardo emphasized their exponential growth, citing titles like Pokémon Go as revolutionary forces in the industry. He noted their educational and advertising potential, as well as the rise of “mobile eSports” as a widespread entertainment phenomenon.
Alicia Garfias Frías presented her research on exergames (video games that promote physical activity), challenging the notion that games promote a sedentary lifestyle. “Games like Pokémon Go show that they can fight obesogenic environments,” she explained. These types of video games aim to make physical activity more enjoyable and interactive.
The event also featured a presentation by Jalil del Carmen, who analyzed Mexican wrestling as a complex form of cultural communication. “Behind each mask there are captivating stories: family traditions, regional identities and political struggles. The mask not only hides, he also communicates,” said the researcher.
The meeting concluded with a presentation by Roberto Carlos rivera Mata,who discussed the relationship between serious games (video games for formative or social purposes) and their perception in Mexico.
Frequently Asked Questions
- What are creative industries?
- Creative industries encompass a range of economic activities that involve the generation of knowledge and information, relying on intellectual property and driving innovation.
- What is the Finisterra Research Group?
- The finisterra Research Group is a research team specializing in the study of creative industries such as video games, animation, manga, comics, and wrestling, based at the Faculty of Political and Social Sciences.
- What are exergames?
- Exergames are video games that promote physical activity, aiming to make exercise more enjoyable and interactive.
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