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...
- Autores:
- Tipo de recurso:
- Fecha de publicación:
- 2019
- Institución:
- Universidad de Medellín
- Repositorio:
- Repositorio UDEM
- Idioma:
- spa
eng
- OAI Identifier:
- 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
- Rights
- License
- http://creativecommons.org/licenses/by-nc/4.0
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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 |
dc.type.coarversion.fl_str_mv |
http://purl.org/coar/version/c_970fb48d4fbd8a85 |
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http://purl.org/coar/resource_type/c_2df8fbb1 |
dc.type.driver.none.fl_str_mv |
info:eu-repo/semantics/article |
dc.identifier.issn.none.fl_str_mv |
1692-2522 |
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 |
identifier_str_mv |
1692-2522 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 |
dc.language.iso.none.fl_str_mv |
spa eng |
language |
spa 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. 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). Gamer Girls: Navigating a Subculture of Gender Inequality. En R. Belk (Ed.), Consumer Culture Theory (pp. 47-64). Bingley: Emerald Publishing. Ip, B. (2010), Narrative structures in computer and video games: Part I: Context, definitions, and initial findings. Sage Journals, 6(2), 103-134. Ip, B., y Jacobs, G. (2006). Quality function deployment for the games industry: Results from a practical application. Total Quality Management y Business Excellence, 17(7), 835-856. vory, J . (2006). Still a Man’s Game: Gender Representation in Online Reviews of Video Games. Mass Communication y Society, 9(1), 103-114. Jenkins, H. (1992). Textual Poachers. Television Fans y Participatory Culture. Nueva York: Routledge. Jensen, S. (2011). Othering, identity formation and agency. Qualitative Studies, 2(2), 63-78. Johnson, A. (2018). The Las of Us 2 Ellie is First Openly LGBT Triple-A Protagonist. GameRevolution. Consultado el 8 de diciembre de 2018 en https://www.gamerevolution.com/news/396855-the-lastof-us-2-ellie-first-openly-lgbt-triple-a-protagonist Kaplan, S. (2014). With #GamerGate, the video-game industry’s growing pains go viral. The Washington Post. Recuperado de https://www.washingtonpost.com/news/morning-mix/wp/2014/09/12/withgamergate-the-video-game-industrys-growing-pains-go-viral/ 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. Leonard, D. (2006). Not a Hater, Just Keepin’ It Real: The Importance of Race- and Gender-Based Game Studies. Games and Culture, 1(1), 83-88. 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 Newzoo. (2015). Newzoo. 2014 Global Games Market Report. Recuperado de https://newzoo.com/news/newzoos-2014-global-games-market-report-available-now/ Newzoo. (2017). Newzoo. 2017 Global Games Market Report. Recuperado de https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2017-light-version/ Powell, J. y Menendian, S. (2016). The problem of Othering: towards inclusiveness and Belonging. Othering y Belonging, 1, 14-39. Pro México. (2009). Creative industries in Mexico. Recuperado de http://www.promexico.gob.mx/documentos/folletos-sectoriales/creative-industries.pdf Provenzo, E. (1991). Video Kids: making sense of Nintendo. Cambridge: Harvard University Press. Salen, K. y Zimmerman, E. (2004). Rules of Play: Game design fundamentals. Cambridge: The MIT Press. Stuart, K. (2014). The Guardian. Gamergate: the community is eating itself but there should be room for all. Recuperado de https://www.theguardian.com/technology/2014/sep/03/gamergate-corruptiongames-anita-sarkeesian-zoe-quinn Van Zoonen, L. (1991). Feminist perspectives on the media. Mass Media and Society, 33-54. Waggoner, Z. (2009). My avatar, My Self: Identity in video role-playing games. Jefferson: McFarland. Williams, D., Martins, N., Consalvo, M., e Ivory, J. (2009). The virtual census: Representations of gender, race and age in video games. Nueva Media y Society, 11(5), 815–834. Zagal, J., Fernández-Vara, C. y Mateas, M. (2005). Gameplay Segmentation in Vintage Arcade Games. Ludologica Retro, 1, 1971-1984 |
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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). 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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 |