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dc.contributor.author | Sancán Lapo, Milton Elías | es_ES |
dc.date.accessioned | 2020-03-31T10:02:23Z | |
dc.date.available | 2020-03-31T10:02:23Z | |
dc.date.issued | 2020-03-23 | |
dc.identifier.issn | 21736049 | |
dc.identifier.uri | http://hdl.handle.net/10251/139886 | |
dc.description.abstract | [ES] En este artículo se analizarán los conceptos que resultan de la combinación de narrativa interactiva y realismo gráfico en videojuegos. Su revisión es importante debido a la presencia de software como los motores de videojuegos o “game engines” que desde 1998 están al alcance de desarrolladores y público entusiasta. Muchos son gratuitos, sencillos de usar y con recursos para aprendizaje como videotutoriales. Sin embargo, se halló que estudios acerca del equilibrio gráfico y narrativo en videojuegos son escasos. Para este análisis se revisó documentación teórica, declaraciones de profesionales vinculados a la industria, y ejemplos de narrativa interactiva direccionada al entretenimiento en géneros de ficción y desde eventos reales. Se concluye que únicamente la narrativa o únicamente el realismo no activa una mejor experiencia global en videojuegos. A ese equilibrio se suma factores visuales y de interacción; cada uno con un peso diferente pero necesario según la temática y los objeti | es_ES |
dc.description.abstract | [EN] This paper will analyze the concepts that result from the combination of interactive narrative and graphic realism in video games. Their review is important due to the presence of software such as video game engines, that have been available to developers and enthusiasts since 1998. Many are free, simple to use and with resources for learning as video tutorials. However, it was found that studies about the graphic and narrative balance in video games are scarce. This paper reviews theoretical documentation, statements of professionals linked to the industry, and examples of interactive narrative aimed at entertainment in fiction genres and from real events. As a conclusion, only the narrative or only realism does not activate a better global experience in video games adding visual and interaction factors to that balance, each with a different factors. Each with a different weight but necessary according to the theme and objectives of its creators. | es_ES |
dc.language | Español | es_ES |
dc.publisher | Universitat Politècnica de València | es_ES |
dc.relation.ispartof | Con A de animación | es_ES |
dc.rights | Reconocimiento - No comercial - Compartir igual (by-nc-sa) | es_ES |
dc.subject | 3D graphics | es_ES |
dc.subject | Interactivity | es_ES |
dc.subject | Narrative | es_ES |
dc.subject | Iconicity | es_ES |
dc.subject | Simulation | es_ES |
dc.subject | Gráficos 3D | es_ES |
dc.subject | Interactividad | es_ES |
dc.subject | Narrativa | es_ES |
dc.subject | Iconicidad | es_ES |
dc.subject | Simulación | es_ES |
dc.title | Análisis del equilibrio gráfico-narrativo presente en la experiencia interactiva de los videojuegos | es_ES |
dc.title.alternative | Analysis of the graphic-narrative balance present in the interactive experience of video games | es_ES |
dc.type | Artículo | es_ES |
dc.identifier.doi | 10.4995/caa.2020.13278 | |
dc.rights.accessRights | Abierto | es_ES |
dc.description.bibliographicCitation | Sancán Lapo, ME. (2020). Análisis del equilibrio gráfico-narrativo presente en la experiencia interactiva de los videojuegos. Con A de animación. 0(10):94-111. https://doi.org/10.4995/caa.2020.13278 | es_ES |
dc.description.accrualMethod | OJS | es_ES |
dc.relation.publisherversion | https://doi.org/10.4995/caa.2020.13278 | es_ES |
dc.description.upvformatpinicio | 94 | es_ES |
dc.description.upvformatpfin | 111 | es_ES |
dc.type.version | info:eu-repo/semantics/publishedVersion | es_ES |
dc.description.volume | 0 | es_ES |
dc.description.issue | 10 | es_ES |
dc.identifier.eissn | 21733511 | |
dc.relation.pasarela | OJS\13278 | es_ES |
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