Wardrobe or agency? Gender representation in 5 action videogames of the seventh generation

This work conducted a quantitative study of gender representation in five top-selling multiplatform action video games leading in sales of the seventh generation, through the technique of content analysis. The central narrative of each game was analyzed by using the character as an analysis unit and...

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Fecha de publicación:
2019
Institución:
Universidad de Medellín
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Repositorio UDEM
Idioma:
spa
eng
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oai:repository.udem.edu.co:11407/5419
Acceso en línea:
http://hdl.handle.net/11407/5419
https://doi.org/10.22395/angr.v17n34a8
Palabra clave:
Cultural diversity; Videogame; Gender; Sexuality; Hegemony; Representation; Sexual stereotype; Mass media
Diversidade cultural; Videogame; Gênero; Sexualidade; Hegemonia; Representação; Estereótipo sexual; Meios de comunicação de massas
Diversidad cultural; Videojuego; Género; Sexualidad; Hegemonía; Representación; Estereotipo sexual; Medios de comunicación de masas
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repository_id_str
dc.title.eng.fl_str_mv Wardrobe or agency? Gender representation in 5 action videogames of the seventh generation
dc.title.por.fl_str_mv Vestuário ou agência? Representação de gênero em cinco videogames de ação da sétima geração
dc.title.spa.fl_str_mv ¿Vestuario o agencia? Representación de género en cinco videojuegos de acción de la séptima generación
title Wardrobe or agency? Gender representation in 5 action videogames of the seventh generation
spellingShingle Wardrobe or agency? Gender representation in 5 action videogames of the seventh generation
Cultural diversity; Videogame; Gender; Sexuality; Hegemony; Representation; Sexual stereotype; Mass media
Diversidade cultural; Videogame; Gênero; Sexualidade; Hegemonia; Representação; Estereótipo sexual; Meios de comunicação de massas
Diversidad cultural; Videojuego; Género; Sexualidad; Hegemonía; Representación; Estereotipo sexual; Medios de comunicación de masas
title_short Wardrobe or agency? Gender representation in 5 action videogames of the seventh generation
title_full Wardrobe or agency? Gender representation in 5 action videogames of the seventh generation
title_fullStr Wardrobe or agency? Gender representation in 5 action videogames of the seventh generation
title_full_unstemmed Wardrobe or agency? Gender representation in 5 action videogames of the seventh generation
title_sort Wardrobe or agency? Gender representation in 5 action videogames of the seventh generation
dc.contributor.affiliation.none.fl_str_mv Corona, Antonio; Universidad Autónoma de Coahuila
dc.subject.eng.fl_str_mv Cultural diversity; Videogame; Gender; Sexuality; Hegemony; Representation; Sexual stereotype; Mass media
topic Cultural diversity; Videogame; Gender; Sexuality; Hegemony; Representation; Sexual stereotype; Mass media
Diversidade cultural; Videogame; Gênero; Sexualidade; Hegemonia; Representação; Estereótipo sexual; Meios de comunicação de massas
Diversidad cultural; Videojuego; Género; Sexualidad; Hegemonía; Representación; Estereotipo sexual; Medios de comunicación de masas
dc.subject.por.fl_str_mv Diversidade cultural; Videogame; Gênero; Sexualidade; Hegemonia; Representação; Estereótipo sexual; Meios de comunicação de massas
dc.subject.spa.fl_str_mv Diversidad cultural; Videojuego; Género; Sexualidad; Hegemonía; Representación; Estereotipo sexual; Medios de comunicación de masas
description This work conducted a quantitative study of gender representation in five top-selling multiplatform action video games leading in sales of the seventh generation, through the technique of content analysis. The central narrative of each game was analyzed by using the character as an analysis unit and the mission as a registration unit; the latter is taken as each section of the game in which the player needs to achieve a goal to progress through the story. The physical appearance, behavior, language and dress of both masculine and feminine leading, supporting and tertiary characters were categorized. A 4:1 ratio between male and female characters was found, which comprises a serious under-representation of the female gender in these games. Significant differences were also found in both physical and behavioral representation between male and female characters. Regarding physical appearance, it was found that female characters’ outfits are noticeably more revealing than those of male ones. Concerning behavior, female characters were found to have a greater presence of sexualized behaviors and to have less confidence, violence and leadership attitude than their male counterparts. It is claimed that, despite what has been found, gender representation in the media has improved when compared to the findings of previous studies, and that it is necessary to do research on the way in which players relate to these contents.
publishDate 2019
dc.date.accessioned.none.fl_str_mv 2019-10-04T18:45:24Z
dc.date.available.none.fl_str_mv 2019-10-04T18:45:24Z
dc.date.none.fl_str_mv 2019-06-14
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dc.identifier.uri.none.fl_str_mv http://hdl.handle.net/11407/5419
dc.identifier.doi.none.fl_str_mv https://doi.org/10.22395/angr.v17n34a8
dc.identifier.eissn.none.fl_str_mv 2248-4086
dc.identifier.reponame.spa.fl_str_mv reponame:Repositorio Institucional Universidad de Medellín
dc.identifier.instname.spa.fl_str_mv instname:Universidad de Medellín
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2248-4086
reponame:Repositorio Institucional Universidad de Medellín
instname:Universidad de Medellín
url http://hdl.handle.net/11407/5419
https://doi.org/10.22395/angr.v17n34a8
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eng
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eng
dc.relation.none.fl_str_mv https://revistas.udem.edu.co/index.php/anagramas/article/view/2403
dc.relation.ispartof.none.fl_str_mv Anagramas Rumbos y Sentidos de la Comunicación
dc.relation.ispartofseries.none.fl_str_mv Anagramas Rumbos y Sentidos de la Comunicación, Universidad de Medellín; Vol. 17, Núm. 34 (2019)
dc.relation.citationvolume.none.fl_str_mv 17
dc.relation.citationissue.none.fl_str_mv 34
dc.relation.citationstartpage.none.fl_str_mv 155
dc.relation.citationendpage.none.fl_str_mv 175
dc.relation.references.none.fl_str_mv Ashcroft, B., Griffiths, G. y Tiffin, H. (2013). Post-colonial studies: The key concepts. Londres: Routledge.
Beasley, B. y Standley, T. (2002). Shirts vs Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games. Mass Communication y Society, 5(3), 279-293.
Bogost, I. (2008). Unit Operations: An Approach to Videogame Criticism. Boston: MIT Press.
Bonder, G. (2002). Las nuevas tecnologías de información y las mujeres: reflexiones necesarias. Nueva York: United Nations Publications.
Buró de Censos de Estados Unidos. (2016). Comparing 2015 American Community Survey Data. Recuperado de https://www.census.gov/programs-surveys/acs/guidance/comparing-acs-data/2015.html
Carlson, R. y Corliss, J. (2011). Imagined commodities: Video game localization and mythologies of cultural difference. Games and Culture, 6(1), 61-82.
Consalvo, M. (2006). Console video games and global corporations: Creating a hybrid culture. Nueva Media y Society, 8(1). 117-137.
orona, A. (2012). Jugando a ser blanco: Cantidad y calidad de la representación étnica en los videojuegos más vendidos de la séptima generación. Memorias del Encuentro de la Asociación Mexicana de Investigadores de la Comunicación (AMIC) 2012. (pp. 31-43). Saltillo, México: UAdeC
Corona, A. (2015). El otro lúdico: el problema de la representación de la otredad en el videojuego. Razón y Palabra, 92.
Corona, A. (2016). Videojuegos, identificación y agencia: por qué la diversidad no es suficiente. En G. Pérez Salazar (Ed.), Identidad, multiculturalidad y tecnologías de la información y la comunicación: cuatro aproximaciones desde la periferia. (pp.69-88). Saltillo: UAdeC / DeLaurel.
Corona, A. (2017). Minecraft y la ciudad: una propuesta para el uso de Minecraft como herramienta de análisis de la construcción de significado en espacios urbanos. En Ponencia presentada en el Encuentro de la Asociación Mexicana de Investigadores de la Comunicación (AMIC) 2017. Guanajuato, México. Recuperado de http://amic2015.uaq.mx/docs/2015_amic_convocatoria_ ponencias.pdf
De Certeau, M. (1984). The practice of everyday life. Berkeley: University of California.
Department of Defense. (2016). 2016 Demographics: Profile of the Military Community. Arlington: Department of Defense
empsey, N. (2017). UK Defence Personnel Statistics. Londres: House of Commons Library
Dietz, T. (1998). An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior. Sex Roles, 38(5/6) 425-442.
Díez, E., Fontal, O. y Blanco, D. (2004). Los videojuegos desde la perspectiva de género: roles y estereotipos. En el Foro de Tecnología Educativa y Atención a la Diversidad. Universidad de León. España.
Dill, K. y Thill, K. (2007). Video game characters and socialization of gender roles: Young people’s perceptions mirror sexist media depictions. Sex Roles, 57, 851–664
Downs, E. y Smith, S. (2009) “Keeping Abreast of Hypersexuality: A Video Game Character Content Analysis”. Sex Roles, 62(12), 721,733.
Dyer, N. y De Peuter, G. (2009). Games of Empire: Global Capitalism and Video Games. Minneapolis: University of Minnesota Press.
Egenfeldt, S., Smith, J.H. y Tosca, S. (2008). Understanding video games: the essential introduction. Londres: Routledge.
Entertainment Software Association (ESA). (2018). 2018 Sales, Demographic and Usage Data: Essential Facts. Recuperado de http://www.theesa.com/wp-content/uploads/2018/05/EF2018_FINAL.pdf
Fisher, H. (2015). Sexy, dangerous and ignored: An in-depth review of the representation of women in select video game magazines. Games and culture, 10(6), 551-570.
Fiske, J. (1987). Television Culture, Londres: Methuen.
Fiske, J. (1991). Postmodernism and Television. En J. Curran y M. Gurevitch, (Eds.), Mass Media and Society (pp.55-67). Londres: E. Arnold Publishers
Frasca, G. (2004). Videogames of the Oppressed. First person: New Media as Story, Performance, and Game (pp. 85-94). Cambridge: MIT Press
Glaubke, C., Miller, P., Parker, M. y Espejo, E. (2001). Fair Play? Violence, Gender and Race in Video Games. Oakland: Children Now.
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Harrison, R., Drenten, J. y Pendarvis, N. (2016). Gamer Girls: Navigating a Subculture of Gender Inequality. En R. Belk (Ed.), Consumer Culture Theory (pp. 47-64). Bingley: Emerald Publishing.
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vory, J . (2006). Still a Man’s Game: Gender Representation in Online Reviews of Video Games. Mass Communication y Society, 9(1), 103-114.
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Kondrat, X. (2015). Gender and video games: ¿How is female gender generally represented in various genres of video games? Journal of Comparative Research in Anthropology and Sociology, 6(1), 171.
Krippendorff, K. (2004). Content analysis: an introduction to its methodology. Thousand Oaks: Sage.
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Lynch, T., Tompkins, J., Van Driel, I., y Fritz, N. (2016). Sexy, strong, and secondary: A content analysis of female characters in video games across 31 years. Journal of Communication, 66(4), 564-584.
Malaby, T. (2007). Beyond play: A Nueva approach to games. Games and Culture, 2(2), 95-113.
Nichols R. (2013) Who Plays, Who Pays? Mapping Video Game Production and Consumption Globally. En N.B. Huntemann y B. Aslinger (eds) Gaming Globally. Critical Media Studies. Nueva York: Palgrave MacMillan
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Zagal, J., Fernández-Vara, C. y Mateas, M. (2005). Gameplay Segmentation in Vintage Arcade Games. Ludologica Retro, 1, 1971-1984
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spelling 2019-06-142019-10-04T18:45:24Z2019-10-04T18:45:24Z1692-2522http://hdl.handle.net/11407/5419https://doi.org/10.22395/angr.v17n34a82248-4086reponame:Repositorio Institucional Universidad de Medellíninstname:Universidad de MedellínThis work conducted a quantitative study of gender representation in five top-selling multiplatform action video games leading in sales of the seventh generation, through the technique of content analysis. The central narrative of each game was analyzed by using the character as an analysis unit and the mission as a registration unit; the latter is taken as each section of the game in which the player needs to achieve a goal to progress through the story. The physical appearance, behavior, language and dress of both masculine and feminine leading, supporting and tertiary characters were categorized. A 4:1 ratio between male and female characters was found, which comprises a serious under-representation of the female gender in these games. Significant differences were also found in both physical and behavioral representation between male and female characters. Regarding physical appearance, it was found that female characters’ outfits are noticeably more revealing than those of male ones. Concerning behavior, female characters were found to have a greater presence of sexualized behaviors and to have less confidence, violence and leadership attitude than their male counterparts. It is claimed that, despite what has been found, gender representation in the media has improved when compared to the findings of previous studies, and that it is necessary to do research on the way in which players relate to these contents.O presente trabalho realizou, por meio da técnica de análise de conteúdo, um estudo quantitativo da representação de gênero em cinco videogames de ação multiplataforma líderes em vendas da sétima geração. Analisou-se a totalidade da narrativa central de cada um dos títulos e utilizou-se o personagem como unidade de análise e a missão como unidade de registro — esta foi entendida como cada seção do jogo na qual o jogador precisa alcançar um objetivo para progredir na narrativa. Categorizou-se a aparência física, o comportamento, a linguagem e a vestimenta de personagens primários, secundários e terciários, tanto masculinos quanto femininos. O estudo encontrou uma proporção de 4,1 personagens masculinos para cada personagem feminino, o que constitui uma grave sub-representação do gênero feminino nesses títulos. Também foram encontradas diferenças significativas tanto de representação física quanto de comportamento entre personagens masculinos e femininos. No que diz respeito à aparência física, descobriu-se que a vestimenta dos personagens femininos é notavelmente mais reveladora que a dos personagens masculinos. Quanto ao comportamento, notou-se nos personagens femininos uma maior presença de condutas sexualizadas e menor segurança, violência e atitude de liderança do que em seus pares masculinos. Comenta-se que, apesar das descobertas, a representação de gênero no meio melhorou em comparação a pesquisas realizadas anteriormente e que é necessário analisar a maneira em que os jogadores se relacionam com esses conteúdos.El presente trabajo realizó un estudio cuantitativo de la representación de género en cinco videojuegos de acción multiplataforma líderes en ventas de la séptima generación, mediante la técnica de análisis de contenido. Se analizó la totalidad de la narrativa central de cada uno de los títulos, utilizando el personaje como unidad de análisis y la misión como unidad de registro, entendiendo esta como cada sección del juego en la cual el jugador requiere lograr un objetivo para progresar en la narrativa. Se categorizaron la apariencia física, comportamiento, lenguaje y vestimenta de personajes primarios, secundarios y terciarios tanto masculinos como femeninos. El estudio encontró una proporción de 4,1 personajes masculinos por cada personaje femenino, lo cual constituye una grave subrepresentación del género femenino en estos títulos. También se encontraron diferencias significativas tanto de representación física como de comportamiento entre personajes masculinos y femeninos. En lo que respecta a la apariencia física, se encontró que los atuendos de los personajes femeninos son notablemente más reveladores que los de los personajes masculinos. En cuanto al comportamiento, se encontró en los personajes femeninos una mayor presencia de conductas sexualizadas y una menor seguridad, violencia y actitud de liderazgo que en sus contrapartes masculinos. Se comenta que, a pesar de lo encontrado, la representación de género en el medio ha mejorado con respecto a investigaciones realizadas con anterioridad, y que es necesario investigar la manera en que los jugadores se relacionan con estos contenidos.https://revistas.udem.edu.co/index.php/anagramas/article/view/2403application/pdfPDFp. 155-175ElectrónicospaengUniversidad de MedellínFacultad de Comunicaciónhttps://revistas.udem.edu.co/index.php/anagramas/article/view/2403Anagramas Rumbos y Sentidos de la ComunicaciónAnagramas Rumbos y Sentidos de la Comunicación, Universidad de Medellín; Vol. 17, Núm. 34 (2019)1734155175Ashcroft, B., Griffiths, G. y Tiffin, H. (2013). Post-colonial studies: The key concepts. Londres: Routledge.Beasley, B. y Standley, T. (2002). Shirts vs Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games. Mass Communication y Society, 5(3), 279-293.Bogost, I. (2008). Unit Operations: An Approach to Videogame Criticism. Boston: MIT Press.Bonder, G. (2002). Las nuevas tecnologías de información y las mujeres: reflexiones necesarias. Nueva York: United Nations Publications.Buró de Censos de Estados Unidos. (2016). Comparing 2015 American Community Survey Data. Recuperado de https://www.census.gov/programs-surveys/acs/guidance/comparing-acs-data/2015.htmlCarlson, R. y Corliss, J. (2011). Imagined commodities: Video game localization and mythologies of cultural difference. Games and Culture, 6(1), 61-82.Consalvo, M. (2006). Console video games and global corporations: Creating a hybrid culture. Nueva Media y Society, 8(1). 117-137.orona, A. (2012). Jugando a ser blanco: Cantidad y calidad de la representación étnica en los videojuegos más vendidos de la séptima generación. Memorias del Encuentro de la Asociación Mexicana de Investigadores de la Comunicación (AMIC) 2012. (pp. 31-43). Saltillo, México: UAdeCCorona, A. (2015). El otro lúdico: el problema de la representación de la otredad en el videojuego. Razón y Palabra, 92.Corona, A. (2016). Videojuegos, identificación y agencia: por qué la diversidad no es suficiente. En G. Pérez Salazar (Ed.), Identidad, multiculturalidad y tecnologías de la información y la comunicación: cuatro aproximaciones desde la periferia. (pp.69-88). Saltillo: UAdeC / DeLaurel.Corona, A. (2017). Minecraft y la ciudad: una propuesta para el uso de Minecraft como herramienta de análisis de la construcción de significado en espacios urbanos. En Ponencia presentada en el Encuentro de la Asociación Mexicana de Investigadores de la Comunicación (AMIC) 2017. Guanajuato, México. Recuperado de http://amic2015.uaq.mx/docs/2015_amic_convocatoria_ ponencias.pdfDe Certeau, M. (1984). The practice of everyday life. Berkeley: University of California.Department of Defense. (2016). 2016 Demographics: Profile of the Military Community. Arlington: Department of Defenseempsey, N. (2017). UK Defence Personnel Statistics. Londres: House of Commons LibraryDietz, T. (1998). An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior. Sex Roles, 38(5/6) 425-442.Díez, E., Fontal, O. y Blanco, D. (2004). Los videojuegos desde la perspectiva de género: roles y estereotipos. En el Foro de Tecnología Educativa y Atención a la Diversidad. Universidad de León. España.Dill, K. y Thill, K. (2007). Video game characters and socialization of gender roles: Young people’s perceptions mirror sexist media depictions. Sex Roles, 57, 851–664Downs, E. y Smith, S. (2009) “Keeping Abreast of Hypersexuality: A Video Game Character Content Analysis”. Sex Roles, 62(12), 721,733.Dyer, N. y De Peuter, G. (2009). Games of Empire: Global Capitalism and Video Games. Minneapolis: University of Minnesota Press.Egenfeldt, S., Smith, J.H. y Tosca, S. (2008). Understanding video games: the essential introduction. Londres: Routledge.Entertainment Software Association (ESA). (2018). 2018 Sales, Demographic and Usage Data: Essential Facts. Recuperado de http://www.theesa.com/wp-content/uploads/2018/05/EF2018_FINAL.pdfFisher, H. (2015). Sexy, dangerous and ignored: An in-depth review of the representation of women in select video game magazines. Games and culture, 10(6), 551-570.Fiske, J. (1987). Television Culture, Londres: Methuen.Fiske, J. (1991). Postmodernism and Television. En J. Curran y M. Gurevitch, (Eds.), Mass Media and Society (pp.55-67). Londres: E. Arnold PublishersFrasca, G. (2004). Videogames of the Oppressed. First person: New Media as Story, Performance, and Game (pp. 85-94). Cambridge: MIT PressGlaubke, C., Miller, P., Parker, M. y Espejo, E. (2001). Fair Play? Violence, Gender and Race in Video Games. Oakland: Children Now.Hall, S. (1980). Encoding/Decoding. En S. Hall, D. hobson. A. Lowe y P. Willis (Eds.), Culture, Media, Language (pp. 90-103). Londres: Hutchinson.Harrison, R., Drenten, J. y Pendarvis, N. (2016). 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Ludologica Retro, 1, 1971-1984http://creativecommons.org/licenses/by-nc/4.0http://purl.org/coar/access_right/c_abf2Anagramas Rumbos y Sentidos de la Comunicación; Vol. 17 Núm. 34 (2019): Enero-Junio; 155-175Cultural diversity; Videogame; Gender; Sexuality; Hegemony; Representation; Sexual stereotype; Mass mediaDiversidade cultural; Videogame; Gênero; Sexualidade; Hegemonia; Representação; Estereótipo sexual; Meios de comunicação de massasDiversidad cultural; Videojuego; Género; Sexualidad; Hegemonía; Representación; Estereotipo sexual; Medios de comunicación de masasWardrobe or agency? Gender representation in 5 action videogames of the seventh generationVestuário ou agência? Representação de gênero em cinco videogames de ação da sétima geração¿Vestuario o agencia? Representación de género en cinco videojuegos de acción de la séptima generaciónCorona, Antonio; Universidad Autónoma de CoahuilaCorona, AntonioComunidad Universidad de MedellínLat: 06 15 00 N  degrees minutes  Lat: 6.2500  decimal degreesLong: 075 36 00 W  degrees minutes  Long: -75.6000  decimal degreesMedellíninfo:eu-repo/semantics/articlehttp://purl.org/coar/version/c_970fb48d4fbd8a85http://purl.org/coar/resource_type/c_2df8fbb1ORIGINALAnagramas_335.pdfAnagramas_335.pdfArtículoapplication/pdf1044800http://repository.udem.edu.co/bitstream/11407/5419/1/Anagramas_335.pdf3fc617783bdf028af98f05a3b6fdda6cMD51Anagramas_335_infografia_esp.pdfAnagramas_335_infografia_esp.pdfInfografía en españolapplication/pdf689049http://repository.udem.edu.co/bitstream/11407/5419/2/Anagramas_335_infografia_esp.pdf6fa53149add3987a7d4721c156cb7f55MD52Anagramas_335_infografia_ing.pdfAnagramas_335_infografia_ing.pdfInfografía en inglésapplication/pdf688512http://repository.udem.edu.co/bitstream/11407/5419/3/Anagramas_335_infografia_ing.pdf4eb515ca046840a56173a14ffa1bc615MD53THUMBNAILAnagramas_335.pdf.jpgAnagramas_335.pdf.jpgIM Thumbnailimage/jpeg7103http://repository.udem.edu.co/bitstream/11407/5419/4/Anagramas_335.pdf.jpg9862d3b2a8b23fbaf9edc77efdf32975MD54Anagramas_335_infografia_esp.pdf.jpgAnagramas_335_infografia_esp.pdf.jpgIM Thumbnailimage/jpeg13152http://repository.udem.edu.co/bitstream/11407/5419/5/Anagramas_335_infografia_esp.pdf.jpg85a331572d45277ebe5ab3e93c82553aMD55Anagramas_335_infografia_ing.pdf.jpgAnagramas_335_infografia_ing.pdf.jpgIM Thumbnailimage/jpeg12946http://repository.udem.edu.co/bitstream/11407/5419/6/Anagramas_335_infografia_ing.pdf.jpgd8a9d600aeeac662e74b26126890c07aMD5611407/5419oai:repository.udem.edu.co:11407/54192019-11-13 23:00:35.292Repositorio Institucional Universidad de Medellinrepositorio@udem.edu.co