Los objetos como generadores de crédito ludoficcional en los videojuegos fantásticos: el caso "Alan Wake II

Lluís Anyó, Àngel Colom Pons

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Resum

The uniqueness of video games compared to other media is based on enabling action in virtual spaces in order to generate the video game story. The objects thus become a structural element of the game experience and determine the participatory dynamics characteristic of the medium. In fantasy video games, objects not only have an aesthet ic function, but also contribute to giving credit to the fictional world through their mechanics, reinforcing the narrative premise and sustaining the immersive experi ence. Within the theoretical framework of Game Studies and fictional worlds we will see how in Alan Wake II, a Survival Horror video game focused on the figure of a crazed writer, the objects give credence to a Lovecraftian ludonarrative imaginary with tinges of rural thriller and Folk Horror where writing is presented as an exorcism of our own monsters.

Idioma originalCastellà
Pàgines (de-a)229-254
Nombre de pàgines26
RevistaBrumal. Revista de investigación sobre lo fantástico
Volum13
Número1
DOIs
Estat de la publicacióPublicada - 2025

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