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Videojuegos de universos preexistentes. La comunicación en la construcción de una vida virtual

Authors: Sáez Soro, Emilio;

Videojuegos de universos preexistentes. La comunicación en la construcción de una vida virtual

Abstract

Los juegos de universos virtuales persistentes se están convirtiendo en plazas públicas donde miles de jugadores comparten su tiempo de ocio. La interacción constituye la clave del éxito de estas plataformas. Sin embargo, la relación entre ellos y el mundo en el que se desenvuelven se basa en un sofisticado sistema que además de facilitar la comunicación la estimula constantemente. Todo esto no está exento de problemas, y por eso este tipo de juegos evoluciona en la búsqueda de dos objetivos: que el jugador nunca se sienta solo y que no se pierda en la compleja trama de geografías fantásticas para desarrollar su proyecto personal. Aquí se propone analizar estos aspectos a través del caso de World of Warcraft, uno de los juegos de universos persistentes más célebres. Se describirá cómo se organiza la comunicación y la información a través de herramientas para la construcción social de comunidades y para aportar al jugador la posibilidad de crear una personalidad única con su propia historia.

Games based on virtual universes are turning into public places where thousands of players share their leisure time. Interaction is the key for the success of these platforms. However, the relationship between them and the world in which they operate is based on a sophisticated system that facilitates communication and constantly stimulates it. The development of this type of games are no exempt of problems, related to two main objectives: avoiding that the player feels alone and lost in the complex and fantastic geographies, and offering the possibility to develop an interesting personal project to him/her. This paper focus on the case of World of Warcraft, one of the most famous games of persistent universes. It describes how communication and information are organized through tools of community building and how the game provides the player the ability to create a unique personality with its own history.

Ministerio de Economía, Industria y Competitividad (España) CSO2008-00606/SOCI

Country
Spain
Keywords

gestión de la información, Communication. Mass media, Gestión de la información, Gestió de la informació, Comunicació on-line, P87-96, Online communication, Comunitats virtuals, Information management, comunicación on-line, Comunidades virtuales, comunidades virtuales, MMORPG, Virtual communities, Comunicación on-line

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    influence
    This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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    impulse
    This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
Average
Green
gold