This thesis examines the potential of videogames as a medium for
fostering critical thinking and discussion about social and personal problems.
This analysis focuses on simulation as a representational form, which unlike
others such as narrative, creates models that not only display the characteristics
of the source system, but also reproduce its behavior by means of a set of rules.
Therefore, videogames have the potential to represent reality not as a collection
of images or texts, but as a dynamic system that can evolve and change