La dimensión narrativa de los videojuegos first-person shooter (FPS)
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2017
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16/12/2015
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Universidad Complutense de Madrid
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Muchos videojuegos, incluyendo los First-Person Shooters (FPS) o de disparos en primera persona, poseen una dimensión narrativa. Es posible estudiarlos desde el punto de vista de la comunicación, como vehículos para contar historias. Los desarrolladores de videojuegos actúan como mediadores culturales; sus productos transmiten valores explícitos a través de normas sobre el comportamiento de los personajes (reglas, objetivos, recompensas y castigos), y ofrecen justificaciones para las acciones del jugador en el mundo ficcional del juego. Sin embargo, el jugador participa en la construcción de un relato no lineal y suele experimentar una sensación de ‘agencia’ (capacidad de acción suprema), que se traduce en una ilusión de no mediación. El reto es averiguar cómo es ese relato. Esta tesis doctoral aborda ese fenómeno desde el paradigma de la mediación social, y plantea modelos analíticos específicos para desvelar cómo están asociados los elementos narrativos en los FPS, especialmente los personajes y los roles que éstos desempeñan. Los modelos analíticos desarrollados en esta investigación resultan aplicables a una amplia variedad de productos comunicativos de carácter audiovisual, icónico, escrito y oral, incluso aunque sean de naturaleza no lineal o interactiva...
Many video games, such as First-Person Shooters (FPS), have a narrative dimension. They can be studied from the point of view of communication, as vehicles for storytelling. Game developers serve as mediators; their products transmit clear values in the shape of behavior guidelines for characters (rules, objectives, rewards and penalties), and also offer justification for the actions performed by the player in the fictional universe. However, the player takes part in a nonlinear storytelling and tends to have the sensation of ‘agency’ (feeling of supreme action) which causes an illusion of no mediation. The challenge is finding out how that story works. This doctoral dissertation approaches the object of study from the mediation paradigm, and proposes specific analytical models to reveal how the narrative elements are connected in FPS, particularly characters and their roles. The analytical models developed within this research can be applied to a wide range of communication products (audiovisual, iconic, written and oral), even if they were nonlinear or interactive...
Many video games, such as First-Person Shooters (FPS), have a narrative dimension. They can be studied from the point of view of communication, as vehicles for storytelling. Game developers serve as mediators; their products transmit clear values in the shape of behavior guidelines for characters (rules, objectives, rewards and penalties), and also offer justification for the actions performed by the player in the fictional universe. However, the player takes part in a nonlinear storytelling and tends to have the sensation of ‘agency’ (feeling of supreme action) which causes an illusion of no mediation. The challenge is finding out how that story works. This doctoral dissertation approaches the object of study from the mediation paradigm, and proposes specific analytical models to reveal how the narrative elements are connected in FPS, particularly characters and their roles. The analytical models developed within this research can be applied to a wide range of communication products (audiovisual, iconic, written and oral), even if they were nonlinear or interactive...
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Tesis de la Universidad Complutense de Madrid, Facultad de Ciencias de la Información, leída el 16-12-2015