Abstract
Este artículo hace referencia a la importancia que tiene el enfoque histórico hermenéutico desde la postura mediológica propuesta por el filósofo francés Régis Debray, para la reflexión sobre la tecnología de los videojuegos, desde la historia de la mirada en Occidente, periodizada en tres eras, a saber: logosfera o era de los ídolos, grafosfera o era del arte y videosfera o era de lo visual. De este modo, se construye una perspectiva general de la historia del juego y del juguete, organizado en estas tres mediasferas, para poder dar algunos elementos que permitan comprender las tecnologías del entretenimiento.This journal is registered under a Creative Commons Attribution 4.0 International Public License. Thus, this work may be reproduced, distributed, and publicly shared in digital format, as long as the names of the authors and Pontificia Universidad Javeriana are acknowledged. Others are allowed to quote, adapt, transform, auto-archive, republish, and create based on this material, for any purpose (even commercial ones), provided the authorship is duly acknowledged, a link to the original work is provided, and it is specified if changes have been made. Pontificia Universidad Javeriana does not hold the rights of published works and the authors are solely responsible for the contents of their works; they keep the moral, intellectual, privacy, and publicity rights.
Approving the intervention of the work (review, copy-editing, translation, layout) and the following outreach, are granted through an use license and not through an assignment of rights. This means the journal and Pontificia Universidad Javeriana cannot be held responsible for any ethical malpractice by the authors. As a consequence of the protection granted by the use license, the journal is not required to publish recantations or modify information already published, unless the errata stems from the editorial management process. Publishing contents in this journal does not generate royalties for contributors.