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Videojuegos de mundo abierto: propuesta de un modelo de análisis ludonarrativo 开放世界电子游戏:游戏叙事分析模型的建议
IF 0.8 Q3 COMMUNICATION Pub Date : 2021-07-15 DOI: 10.33732/IXC/11/02VIDEOJ
Rubén García Moreno
Open-world videogames have become popular in the last years, establishing themselves as a modern way of designing videogame experiences as they offer new narrative techniques, alternative to other traditional linear ones. Its ludic proposal is based on wide passable spaces, inhabited by characters controlled by artificial intelligence, and an intensive use of environmental narration that allows its creators to explore new narrative forms. The present work aims at proposing a new model of analysis for the scientific study of open-world videogames, considering them as ludonarrative constructions. This work is grounded on scientific theories of the first academic researchers that have approached these types of videogames, but it is also based on the vision from the creators who have dedicated part of their career to designing them. Lastly, this work is completed with an implementation of the analysis model on Death Stranding, an open-world videogame, and a discussion of the results.
开放世界电子游戏在过去几年变得非常流行,因为它们提供了全新的叙事技巧,而不是传统的线性游戏,所以它们成为了设计电子游戏体验的一种现代方式。其滑稽的提议是基于广阔的可通过的空间,由人工智能控制的角色居住,并大量使用环境叙事,使其创作者能够探索新的叙事形式。目前的工作旨在为开放世界电子游戏的科学研究提出一种新的分析模型,将其视为游戏叙事结构。这项工作是基于第一批研究这类电子游戏的学术研究人员的科学理论,但它也基于那些将自己的部分职业生涯奉献给设计这类游戏的创造者的愿景。最后,通过在开放世界电子游戏《死亡搁浅》上实施分析模型,并对结果进行讨论,完成了这项工作。
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引用次数: 2
Brand Placement in Music Videos: Effectiveness in UK, Spain and Italy 音乐录影带中的品牌植入:在英国、西班牙和意大利的效果
IF 0.8 Q3 COMMUNICATION Pub Date : 2021-07-15 DOI: 10.33732/IXC/11/02BRANDP
Sara Piazzolla, I. García Medina, Marián Navarro-Beltrán
Brand placement is used as an alternative advertising strategy. This case study aimed at investigating its efficacy in music videos in the UK, Spain and Italy through surveys. The first research question aimed at determining the degree of association between nationality and brand familiarity. Results have reported a directional association for half the brands advertised. The second research question aimed at determining the correlation between brand familiarity and brand recall. This study demonstrated that the greater the familiarity of the brand, the more likely it is to be recalled after watching a music video. The third research question aimed at determining whether participants were more aware of brands that they had not previously heard of after watching the music videos. Results showed similar responses of participants either agreeing or disagreeing with the statement and similar results were obtained for the Italian and British samples. It could be concluded that brand placement in music videos is especially effective in certain cultures and situations.
品牌植入是另一种广告策略。本案例研究旨在通过调查调查其在英国、西班牙和意大利的音乐视频中的功效。第一个研究问题旨在确定国籍和品牌熟悉度之间的关联程度。结果显示,一半的广告品牌存在方向性关联。第二个研究问题旨在确定品牌熟悉度和品牌回忆之间的相关性。这项研究表明,对品牌的熟悉程度越高,看完音乐视频后就越有可能被召回。第三个研究问题旨在确定参与者在观看音乐视频后是否更了解他们以前没有听说过的品牌。结果显示,同意或不同意这一说法的参与者的反应相似,意大利和英国的样本也得到了类似的结果。可以得出结论,音乐视频中的品牌植入在某些文化和情况下特别有效。
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引用次数: 0
'Serious Games' y violencia de género. Un análisis lúdico-narrativo de la trilogía 'The Kite' “严肃游戏”和性别暴力。《风筝》三部曲的趣味性叙事分析
IF 0.8 Q3 COMMUNICATION Pub Date : 2021-07-15 DOI: 10.33732/IXC/11/02SERIOU
Laura Manzano-Zambruno, Guillermo Paredes-Otero
This research approaches the video games industry in search of indicators that make it an ally to help combat gender violence. The object of study is the trilogy made up of The Kite, Little Kite and Repentant (Anate Studio, 2012-2018); three titles that demonstrate how the video game is not only a purely recreational format, but also offers experiences with other purposes, such as raising awareness of social problems. We start from the hypothesis that, although gender violence appears as a central theme in these games, it does it in a way that perpetuates stereotypes; and we propose as the main objective to analyze the way in which gender violence is represented, using a playful-narrative analysis, and as a secondary objective to reflect on the potential of video games to conceptualize gender violence as a social problem and make known about its importance. The results show that, although this trilogy is a good starting point to contribute to social change, the vision it offers of gender violence is reduced to the domestic sphere and is associated with alcoholism and marginalization.
这项研究着眼于电子游戏产业,旨在寻找能够帮助其对抗性别暴力的指标。研究对象为《风筝》、《小风筝》、《忏悔》三部曲(Anate Studio, 2012-2018);这三款游戏展示了电子游戏不仅是一种纯粹的娱乐形式,而且还提供了其他目的的体验,比如提高对社会问题的认识。我们的假设是,尽管性别暴力是这些游戏的中心主题,但它以一种延续刻板印象的方式出现;我们的主要目标是分析性别暴力的表现方式,使用一种有趣的叙事分析,作为次要目标是反映电子游戏将性别暴力概念化为一个社会问题并让人们了解其重要性的潜力。结果表明,虽然这三部曲是促进社会变革的一个良好起点,但它提供的关于性别暴力的视野被缩小到家庭领域,并与酗酒和边缘化有关。
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引用次数: 1
Mapeo del consumo de medios en los jóvenes: redes sociales, 'fake news' y confianza en tiempos de pandemia 绘制年轻人的媒体消费地图:社交网络、“假新闻”和流行病时期的信任
IF 0.8 Q3 COMMUNICATION Pub Date : 2021-07-15 DOI: 10.33732/ixc/11/02Mapeod
Ana-María Pérez-Escoda, Gema Barón-Dulce, Juana Rubio-Romero
The explosion of the Covid-19 pandemic has led to a major transformation in media consumption and the use of social networks. New habits and extensive exposure to connected devices coupled with unmanageable amounts of information warn of a worrying reality, especially among the younger population. The aim of this research is to discover the degree of trustworthiness of Generation Z towards the media, their media consumption preferences and the association they make between media consumption and fake news. Using a descriptive and exploratory quantitative methodology, a study is presented with a sample of 225 young people belonging to this population niche. The study addresses three dimensions: media consumption, social networks and perception of fake news. The results show that generation Z is an intensive consumer of the media they trust the least and perceive traditional media as the most trustworthy. The findings indicate that social networks are the main source of information consumption for this ge­neration, among other content, despite also being the least trustworthy and the most likely to distribute fake news according to their perceptions. There is a lack of media literacy from a critical rather than a formative perspective.
Covid-19大流行的爆发导致了媒体消费和社交网络使用的重大转变。人们的新习惯和对联网设备的广泛接触,再加上难以管理的大量信息,都预示着一个令人担忧的现实,尤其是在年轻人群中。本研究的目的是发现Z世代对媒体的信任程度,他们的媒体消费偏好以及他们将媒体消费与假新闻联系起来。使用描述性和探索性定量方法,研究提出了属于这一人口利基的225名年轻人的样本。该研究涉及三个方面:媒体消费、社交网络和对假新闻的认知。结果表明,Z世代是他们最不信任的媒体的密集消费者,他们认为传统媒体是最值得信赖的。调查结果表明,社交网络是这一代人信息消费的主要来源,尽管根据他们的看法,社交网络也是最不可信的,也是最可能传播假新闻的。从批判而不是形成的角度来看,媒体素养缺乏。
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引用次数: 7
Game Studies, Next Level? Nuevos horizontes para una disciplina emergente 游戏研究,下一个关卡?新兴学科的新视野
IF 0.8 Q3 COMMUNICATION Pub Date : 2021-07-15 DOI: 10.33732/IXC/11/02GAMEST
S. Gómez-García, Teresa de la Hera, Alfonso Cuadrado-Alvarado
After being forged over the last decades, the discipline of Game Studies has completed its theoretical and methodological foundations and has developed an institutional interest on the part of academics from all over the world. This thematic issue of the journal index.comunicación presents a compilation of studies related to the discipline of Game Studies, carried out in Spain and focused on the exploration of the future of a hetero-heterogeneous and transversal discipline. Specifically, the focus is on features of the narrative characteristics of games, their persuasive potential and their social influence. The main objective of this special issue is to consolidate a point of reflection on the present and future research on Game Studies.
经过几十年的发展,游戏研究这门学科已经完成了它的理论和方法基础,并在全世界的学者中形成了一种制度性的兴趣。index.comunicación杂志的这一期专题介绍了与游戏研究学科相关的研究汇编,这些研究在西班牙进行,重点是探索异质和横向学科的未来。具体来说,重点是游戏的叙事特征,它们的说服潜力和社会影响。这期特刊的主要目的是巩固对当前和未来游戏研究的思考点。
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引用次数: 0
Percepción de 'gamers' universitarios de la UPC sobre el 'in-game advertising' de Adidas en el videojuego 'FIFA20' UPC大学“玩家”对阿迪达斯在电子游戏“FIFA20”中的“游戏内广告”的看法
IF 0.8 Q3 COMMUNICATION Pub Date : 2021-07-15 DOI: 10.33732/IXC/11/02PERCEP
Renzo Rodríguez-Ramírez, F. Arbaiza, E. Yalán
In-game advertising or IGA is a type of product placement within a video game in a textual, auditory, visual and interactive way, used for decades and that, with the digital transformation and changes in consumption, has gained much prominence. Its use is allowing playful media platforms, which previously had no place in media convergence, to now be used for advertising purposes. This formula is allowing brands to effectively impact countless times on a large set of players through different streaming services. This high scope is complemented by a consistent construction of values, experiences, lifestyles and identities through the interaction with the product through the video game narrative. An example of this is the growing popularity of e-sports in Peruvian universities, which through FIFA20 tournaments, has facilitated a high level of scope of the brands present in the video game among young university students. This research has sought to discover how the in-game advertising of the Adidas brand in FIFA20 —one of the most popular games in Peru according to the latest GFK research— is perceived by university gamers.
游戏内置广告(游戏邦注:IGA)是一种在电子游戏中以文字、听觉、视觉和互动的方式植入的产品,使用了几十年,随着数字转型和消费的变化,它变得越来越突出。它的使用使得以前在媒体融合中没有地位的娱乐媒体平台,现在被用于广告目的。这个公式允许品牌通过不同的流媒体服务对大量玩家进行无数次有效的影响。这种高范围是通过电子游戏叙事与产品的互动来补充价值、体验、生活方式和身份的一致构建。这方面的一个例子是电子竞技在秘鲁的大学中越来越受欢迎,通过国际足联20年锦标赛,促进了电子游戏品牌在年轻大学生中的高水平范围。这项研究旨在发现阿迪达斯品牌在FIFA20(根据最新的GFK研究,FIFA20是秘鲁最受欢迎的比赛之一)中的游戏内广告是如何被大学玩家感知的。
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引用次数: 1
Oportunidades de la robotización en el periodismo local: el caso de 'Mittmedia' 自动化在地方新闻中的机遇:以“Mittmedia”为例
IF 0.8 Q3 COMMUNICATION Pub Date : 2021-07-15 DOI: 10.33732/IXC/11/02OPORTU
Rubén Rivas-de-Roca
The use of artificial intelligence (AI) for journalistic purposes is increasingly present in worldwide media. Despite its key role in the construction of communities, the local press enjoys a lower level of use of AI due to its limited economic capacity. It is in this context that this research examines the use of robotization in the local media of the Mittmedia consortium in Sweden, which in the period 2017-2020 have exponentially increased their number of subscribers through articles produced by a bot (The homeowners bot). The structure and content of the information published by this United Robot tool is analyzed, for which 50 news items published in three periods of time (2017, 2018 and 2019) are collected. As a result, it is observed that the bot produces short texts with interactivity elements that contextualize their content. Automation focuses on news from the real estate sector, providing public service information by subscription. This practice means a chance for robotization to be used to develop texts that generate engagement in local areas, since without AI many of these issues would be left uncovered.
人工智能(AI)用于新闻目的越来越多地出现在全球媒体中。尽管地方媒体在社区建设中发挥了关键作用,但由于经济能力有限,地方媒体对人工智能的使用水平较低。正是在这种背景下,本研究调查了瑞典Mittmedia联盟的本地媒体中机器人化的使用情况,该联盟在2017-2020年期间通过机器人(房主机器人)制作的文章成倍增加了订阅者数量。分析联合机器人工具发布的信息的结构和内容,其中收集了2017年、2018年和2019年三个时间段发布的50条新闻。因此,可以观察到,bot生成的短文本带有将其内容上下文化的交互性元素。自动化专注于房地产行业的新闻,通过订阅提供公共服务信息。这种做法意味着机器人化有机会用于开发在当地产生参与的文本,因为如果没有人工智能,许多这些问题将被发现。
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引用次数: 1
Un modelo de análisis político comparado para videojuegos de simulación de gobierno. Estudio de caso con 'Frostpunk', 'Tropico IV' y 'Civilization V' 政府模拟游戏的比较政治分析模型。《Frostpunk》、《Tropico IV》和《Civilization V》的案例研究
IF 0.8 Q3 COMMUNICATION Pub Date : 2021-07-15 DOI: 10.33732/IXC/11/02UNMODE
Carlos Moreno Azqueta
In this paper we present a large-scale comparative analysis model for videogames in which the player manages the development of a political community, which we will call «government simulators». The model, built upon political-science literature and other analytical models for videogames, uses a set of operationalized variables to synthesize the components of the political system represented in games, as well as the structure of objectives and other elements that guide the player’s action, to finally compare them with a set of independent variables. The model will be tested by applying it to three famous government simulators that have received notable academic attention (Civilization V, Tropico IV and Frostpunk), to finally discuss its advantages and limitations.
在本文中,我们为玩家管理政治社区发展的电子游戏提供了一个大规模的比较分析模型,我们将其称为“政府模拟器”。该模型建立在政治学文献和其他电子游戏分析模型的基础上,使用一系列可操作变量来综合游戏中所呈现的政治系统的组成部分,以及目标结构和其他指导玩家行动的元素,并最终将它们与一组独立变量进行比较。我们将通过将该模型应用于三款备受学术界关注的著名政府模拟器(《文明V》、《热带风暴4》和《霜朋克》)来测试该模型,并最终讨论其优势和局限性。
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引用次数: 1
De Radio 80 a M80 Radio: 36 años de metamorfosis sonora (1982-2018) 从80电台到M80电台:36年的声音变形(1982-2018)
IF 0.8 Q3 COMMUNICATION Pub Date : 2021-07-15 DOI: 10.33732/IXC/11/02DERADI
José Ignacio Wert Moreno, José María Legorburu Hortelano
The aim of this article is to retrace the history of Radio 80, a ge­ne­ral radio station in its origins, but which, throughout its almost four deca­des of existence, underwent different and very notable transformations, becoming a very popular music radio station, first as Radio 80 Serie Oro, and later as M80, until it gave way to LOS40 Classic. Although it is impossible to understand the last fifty years of Spanish radio without referencing this station, it has hardly been studied. With this aim, qualitative research has been carried out, collecting valuable information from primary sources through in-depth interviews with the station's top management at key moments in its history. As a result, it has been possible to accurately trace its historical trajectory, to understand the reasons for its constant metamorphosis and to analyse how each transmutation has influenced its audience results.
本文的目的是追溯80号电台的历史,80号电台是一个古老的广播电台,但在其近四十年的存在中,经历了不同的和非常显著的转变,成为一个非常受欢迎的音乐广播电台,首先是80号电台,后来是M80,直到它让位给LOS40经典。虽然不参考这个电台就不可能理解西班牙广播最近五十年的发展,但它几乎没有被研究过。为此,我们开展了定性研究,通过对该电台历史上关键时刻的高层管理人员进行深入访谈,从主要来源收集有价值的信息。因此,有可能准确地追溯其历史轨迹,了解其不断蜕变的原因,并分析每次转变如何影响其受众结果。
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引用次数: 0
Con Captain Spirit somos tres. Sobre mecánicas y elecciones significantes 精神船长,我们三个人。关于机制和重要的选择
IF 0.8 Q3 COMMUNICATION Pub Date : 2021-07-15 DOI: 10.33732/IXC/11/02CONCAP
Alberto Porta-Pérez
The character of Captain Spirit reveals the power of imagination in the ludonarrative layer, as he does not limit himself to being another avatar managed by the player, nor an alter ego of his creator, little Chris. At a narrative level, Captain Spirit is part of the psychology of our main character, he tells us about who he was, who he is, what his fears and dreams are. He is also the perfect vehicle that leads us to empathy through the essential phases of the Aristotelian tragedy. At a ludic level, Captain Spirit manifests himself through significant mechanics, showing his differences with the person who created him.In this text we will review some of the aspects that make up the ludonarrative engine of video games that include design of choices or ramification, applying them to the case study of The Awesome Adventure of Captain Spirit(Dontnod Entertainment, 2018), a spin-off created by the franchise Life is Strange(Dontnod Entertainment, 2015-) that serves as a bridge the first two installments and whose strategy lies in limiting the agency frame of the player and building an emotional bond with the character through his imagination.
Captain Spirit这一角色在游戏叙述层面中展现了想象力的力量,因为他并没有将自己局限于玩家所管理的另一个角色,也不是创造者Chris的另一个自我。在叙述层面上,精神船长是我们主角心理的一部分,他告诉我们他是谁,他是谁,他的恐惧和梦想是什么。他也是一个完美的载体,引导我们通过亚里士多德悲剧的基本阶段产生共鸣。在一个有趣的层面上,Captain Spirit通过重要的机制表现自己,展示了他与创造他的人的不同之处。在本文中,我们将回顾构成电子游戏的游戏叙事引擎的一些方面,包括选择设计或分支,并将其应用于《the Awesome Adventure of Captain Spirit》(Dontnod Entertainment, 2018)的案例研究,这是由特许经营《奇异人生》(Life is Strange, Dontnod Entertainment, 2018)创造的衍生游戏。作为前两部作品的桥梁,其策略在于限制玩家的代理框架,并通过他的想象力与角色建立情感联系。
{"title":"Con Captain Spirit somos tres. Sobre mecánicas y elecciones significantes","authors":"Alberto Porta-Pérez","doi":"10.33732/IXC/11/02CONCAP","DOIUrl":"https://doi.org/10.33732/IXC/11/02CONCAP","url":null,"abstract":"The character of Captain Spirit reveals the power of imagination in the ludonarrative layer, as he does not limit himself to being another avatar managed by the player, nor an alter ego of his creator, little Chris. At a narrative level, Captain Spirit is part of the psychology of our main character, he tells us about who he was, who he is, what his fears and dreams are. He is also the perfect vehicle that leads us to empathy through the essential phases of the Aristotelian tragedy. At a ludic level, Captain Spirit manifests himself through significant mechanics, showing his differences with the person who created him.In this text we will review some of the aspects that make up the ludonarrative engine of video games that include design of choices or ramification, applying them to the case study of The Awesome Adventure of Captain Spirit(Dontnod Entertainment, 2018), a spin-off created by the franchise Life is Strange(Dontnod Entertainment, 2015-) that serves as a bridge the first two installments and whose strategy lies in limiting the agency frame of the player and building an emotional bond with the character through his imagination.","PeriodicalId":42249,"journal":{"name":"Index Comunicacion","volume":"4 1","pages":""},"PeriodicalIF":0.8,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84037187","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
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