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ABSTRACT Objective: This research article addresses the understanding of the resignification of the concept of love from the transformations generated by the pandemic and the confinement by Covid-19 in Medellín (Colombia) between 2020 and2023, making a brief account of the heuristic memory used for the design, collection and analysis of research information, specifying methodological elements on which the process was based and the ways by which it was possible to come up with new findings; Subsequently, some semantic networks generated in the atlas.ti software are presented with their respective analyzesfrom which a session ofresults and conclusions is projected. Materials and methods: Regarding the investigative structure, four moments were developed. In the first one, the ontoepistemological foundation was developed, for which printed and digital scientific bibliographic sources were used, analyzing more than 250 articles in English and Spanish. The second moment was the development and application of semi-structured interviews to key informants. The third moment was the realization of the panel of experts with the adaptation of the Delphi methodology. The fourth, and last moment, was the analysis of the information collected for the consolidation of the products and results of the research through analysis matrices and the atlas.ti software for qualitative data processing. The research was developed in the city of Medellín from January 2021 to May 2023. The key informants were selected through the intentional sampling model, which responded to the criteria that guided the investigative process. Thus, the main inclusion criteria, for the general population, were being of legal age and having been part of an emotional or family relationship during the period of confinement by Covid-19 in the city of Medellín. The key informants were chosen among consultants of the psychology service, in total, 30 interviews were carried out with the general population. On the other hand, four professionals in psychology were selected whose professional work was related to the attention to the previously described population before, during and after the period of confinement. Finally, four experts were selected to carry out the panel, trained in clinical psychology, social work, sociology and sexology. Results: The data collected was processed through the Atlas.ti software, in which 38files corresponding to the transcripts of interviews with the population, interviews with professionals and panel of experts were collected. Likewise, in the processing of information, six main categories were identified in which 32 emerging codes were grouped, supported by 918 citations of the analyzed instruments. As a result of this research, it has been shown that pandemic postmodernity generated changes regarding the meaning of the concept of love, while exacerbating the characteristic elements of postmodernity, such as the relativization of ties. Added to this is a reality that had a direct impact on such ties, such as the confinement caused by the Covid-19 pandemic, which not only affected people's health, but also caused profound transformations in the social fabric, from in particular, in relational dynamics, as it fostered the permanent use of digital and virtual networks given the mandatory nature of social distancing. In this same logic, the research sought a deep reflection on those new scenarios that were arranged by confinement in the context of postmodernity, particularly analyzing the way in which couples and families began to live new relational experiences in affective matters. . In this way, it is understood that love is a dynamic concept that changes according to the social and contextual particularities that, in this case, generated the pandemic. Among the most significant findings of this research, it is found that, in effect, great and profound transformations have been perceived around the meaning of the concept of love, given that the pandemic and confinement were activators of affective conflicts that had not been processed. in other scenarios. The interviewees state that love has been evolving and that a generational gap is beginning to become evident in the way other generations understood and lived love. In this way, family and couple love have taken on new meanings, which go hand in hand with new structural relational models in emotional and affective contacts. In accordance with the above, a large majority of key informants refer that the rise of the media and, particularly, of social networks, have generated profound effects on the concept of love from the perspective of the couple and the family, basing such changes in the amount of time invested in the use of devices and in the relational logics that are established through the different social networks, in which the possibility of meeting hundreds of people is established, having hundreds of close contacts, but, most of the time, without the possibility of generating deep ties. Conclusions: It is concluded that the Covid-19 pandemic exacerbated the use of digital platforms and, consequently, new relational scenarios were consolidated that continue to feed relativism and the link fragility of postmodernity. When carrying out the analysis of the information obtained during the field work, it is possible to recognize some common discourses among the people who participated in the investigation. In this logic, one could speak of interpretations and conceptualizations that have simply begun to be part of the social construct, perhaps as a kind of imaginary in which ideas that become commonplace are simply accepted, which are influenced, or in some cases cases even defined by the massive consumption of content on social networks. Addressing the theme of love was, as anticipated in the onto-epistemological foundation of the research, dealing with a topic in which all people have something to contribute and about which there is always something to say. Added to this approach is the issue of the pandemic, another reality about which all human beings of the present time have something to say, as it is a recent event that affected the lives of all people. Both realities, love and the pandemic, run the risk of falling into subjectivity, taking into account that they end up being personal experiences that may be far from constructions based on an epistemological reflection and of which it can be said that emotions, sensations andfeelings prevail feelings when trying to talk about them.
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ABSTRACT In recent years, the change in the design of video games has become evident, one of them is accessibility for people with different disabilities, despite the laws, which are very limited, there are no standards that require companies, industries and producers from different sectors implement this resource in their projects. From this research, the objective is to investigate the importance that these inclusion games comply with the response to stimuli provided by the industry, in this field, and that the support that the country is giving to this need to be felt is also felt. this visually impaired population. Based on the mixed research methodology, different sources are investigated in order to demonstrate how necessary it is that there are models of inclusion in video games, both entertainment and educational (serious), thus reaching an identity model that. The lack of laws and resources that promote this industry is evidenced. The project made it possible to describe the main strategies and resources that have been proposed and/or implemented in terms of accessibility for people with visual disabilities in Colombia, investigating and comparing the information obtained from the state of the art, and in this way conclude with the impact of these development methods, in the visually impaired population. An important impact has been the technological evolution that other countries have managed to develop for this type of population. As a conclusion, a disparity was found in the development of this project, which is precisely the little accessibility that people with visual disabilities have to video games in Colombia, because beyond the interaction that exists with some, much more access is required. And above all more investment and enactment of laws that support this resource. Using the mixed research methodology, different sources are investigated in order to demonstrate how necessary it is that there are models of inclusion in video games, both entertainment and educational (serious), thus reaching an identity pattern that gives as shows the lack of laws and resources that promote this industry. From this type of research, it was concluded that the lack of resources has been a legible mark that passes through these industries that have the panorama quite compromised by the demands of the market, but that due to this lack of economic resources they cannot reach the levels of implementation. to its mission and vision. Observing what was said above, it becomes complex to be able to carry out a research that clearly defines the inclusion processes for this type of people with said disability in Colombia. Each model of each industry is defined in a different way, since not all of them have this offer in their services. Common to this type of population. What, then, allowed us to conclude this research, finding social differences in each production of a video game? The project allowed us to describe the main strategies that have been proposed and/or implemented in terms of accessibility for people with visual disabilities in Colombia, investigating and comparing the information obtained from the state of the art, as mentioned above. Thus, then, different responses were found to this inclusion, not only in entertainment games but also in educational ones, which in the end are also very important in the classroom, because not only should one think about the distraction game, but also about the playful nature of teaching, thus helping teachers in the development of their classes. In this way, we conclude with the impact of these development methods on the visually impaired population. Another important point that could be evidenced is the evolution of technology, which has brought haptic systems, immersive and dynamic audio, as well as braille itself in digital systems, this, of course, has allowed progress towards much more logical and dynamic resources, but they continue to be limited precisely because they cannot be implemented correctly, due to their high purchasing value. We must think not of people who suffer from visual disabilities, but rather we must think of all social strata with this type of disability who can, with their resources, access this type of technology. Each part of the intervention exercise with state and private companies led to results that concluded in the population with visual disabilities that does not have the possibility of accessing this exercise of inclusion, and beyond the common interest in popularizing these video games, the limitation of certain sectors is seen that do not find in this undertaking a great industry, since the majority assures that it is more lucrative to invest in video games for people without no limitation or disability than investing in this other type of video game In conclusion, the disabled population in Colombia is 3,134,037; this number is very high if we also consider the rural populations that live without any type of resource or technological reach; Due to their socioeconomic condition and location, they are people who have a deterioration in services, then what is the extent of the disabled population in these areas that do not have the support and resources to improve their quality of life? It is almost null, there is no possibility that in the most vulnerable places and far from the reach of the government, inclusion exercises will be carried out with the visually disabled population, because simply in the last population census that was carried out in Colombia in 2018, more than 50% of the population They do not access the Internet, this added to governments that waste state money, it could be said that the level exceeds that percentage. If so, it is very possible that the reach of this population to these technological resources is very bad. A lot of economic investment is required on the part of the state, and for the designers of these technologies to expand to cover their creative enterprises, to the entire population, without the right to exclusion. For this reason, in this project a disparity is evident, which is precisely the little accessibility that people with visual disabilities have to video games in Colombia, not only from entertainment, but from their spaces in the classroom, which is what many demands. academics for their models and resources to work with this population, because beyond the interaction that exists with some (very few), much more access is still required and above all more investment and enactment of laws that support said resource.