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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
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Index Comunicacion Pub Date : 2021-07-15 DOI: 10.33732/IXC/11/02VIDEOJ
Rubén García Moreno
{"title":"Videojuegos de mundo abierto: propuesta de un modelo de análisis ludonarrativo","authors":"Rubén García Moreno","doi":"10.33732/IXC/11/02VIDEOJ","DOIUrl":"https://doi.org/10.33732/IXC/11/02VIDEOJ","url":null,"abstract":"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.","PeriodicalId":42249,"journal":{"name":"Index Comunicacion","volume":null,"pages":null},"PeriodicalIF":0.8,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90663744","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: 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
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Index Comunicacion Pub Date : 2021-07-15 DOI: 10.33732/IXC/11/02BRANDP
Sara Piazzolla, I. García Medina, Marián Navarro-Beltrán
{"title":"Brand Placement in Music Videos: Effectiveness in UK, Spain and Italy","authors":"Sara Piazzolla, I. García Medina, Marián Navarro-Beltrán","doi":"10.33732/IXC/11/02BRANDP","DOIUrl":"https://doi.org/10.33732/IXC/11/02BRANDP","url":null,"abstract":"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.","PeriodicalId":42249,"journal":{"name":"Index Comunicacion","volume":null,"pages":null},"PeriodicalIF":0.8,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84341021","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: 0
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
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Index Comunicacion Pub Date : 2021-07-15 DOI: 10.33732/IXC/11/02GAMEST
S. Gómez-García, Teresa de la Hera, Alfonso Cuadrado-Alvarado
{"title":"Game Studies, Next Level? Nuevos horizontes para una disciplina emergente","authors":"S. Gómez-García, Teresa de la Hera, Alfonso Cuadrado-Alvarado","doi":"10.33732/IXC/11/02GAMEST","DOIUrl":"https://doi.org/10.33732/IXC/11/02GAMEST","url":null,"abstract":"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.","PeriodicalId":42249,"journal":{"name":"Index Comunicacion","volume":null,"pages":null},"PeriodicalIF":0.8,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74564026","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: 0
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
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Index Comunicacion Pub Date : 2021-07-15 DOI: 10.33732/ixc/11/02Mapeod
Ana-María Pérez-Escoda, Gema Barón-Dulce, Juana Rubio-Romero
{"title":"Mapeo del consumo de medios en los jóvenes: redes sociales, 'fake news' y confianza en tiempos de pandemia","authors":"Ana-María Pérez-Escoda, Gema Barón-Dulce, Juana Rubio-Romero","doi":"10.33732/ixc/11/02Mapeod","DOIUrl":"https://doi.org/10.33732/ixc/11/02Mapeod","url":null,"abstract":"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.","PeriodicalId":42249,"journal":{"name":"Index Comunicacion","volume":null,"pages":null},"PeriodicalIF":0.8,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83374932","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: 7
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
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Index Comunicacion Pub Date : 2021-07-15 DOI: 10.33732/IXC/11/02PERCEP
Renzo Rodríguez-Ramírez, F. Arbaiza, E. Yalán
{"title":"Percepción de 'gamers' universitarios de la UPC sobre el 'in-game advertising' de Adidas en el videojuego 'FIFA20'","authors":"Renzo Rodríguez-Ramírez, F. Arbaiza, E. Yalán","doi":"10.33732/IXC/11/02PERCEP","DOIUrl":"https://doi.org/10.33732/IXC/11/02PERCEP","url":null,"abstract":"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.","PeriodicalId":42249,"journal":{"name":"Index Comunicacion","volume":null,"pages":null},"PeriodicalIF":0.8,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88632286","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
'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
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Index Comunicacion Pub Date : 2021-07-15 DOI: 10.33732/IXC/11/02SERIOU
Laura Manzano-Zambruno, Guillermo Paredes-Otero
{"title":"'Serious Games' y violencia de género. Un análisis lúdico-narrativo de la trilogía 'The Kite'","authors":"Laura Manzano-Zambruno, Guillermo Paredes-Otero","doi":"10.33732/IXC/11/02SERIOU","DOIUrl":"https://doi.org/10.33732/IXC/11/02SERIOU","url":null,"abstract":"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.","PeriodicalId":42249,"journal":{"name":"Index Comunicacion","volume":null,"pages":null},"PeriodicalIF":0.8,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91071873","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
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
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Index Comunicacion Pub Date : 2021-07-15 DOI: 10.33732/IXC/11/02OPORTU
Rubén Rivas-de-Roca
{"title":"Oportunidades de la robotización en el periodismo local: el caso de 'Mittmedia'","authors":"Rubén Rivas-de-Roca","doi":"10.33732/IXC/11/02OPORTU","DOIUrl":"https://doi.org/10.33732/IXC/11/02OPORTU","url":null,"abstract":"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.","PeriodicalId":42249,"journal":{"name":"Index Comunicacion","volume":null,"pages":null},"PeriodicalIF":0.8,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81808785","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
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
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Index Comunicacion Pub Date : 2021-07-15 DOI: 10.33732/IXC/11/02CONCAP
Alberto Porta-Pérez
{"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":null,"pages":null},"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
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
Index Comunicacion Pub Date : 2021-07-15 DOI: 10.33732/IXC/11/02UNMODE
Carlos Moreno Azqueta
{"title":"Un modelo de análisis político comparado para videojuegos de simulación de gobierno. Estudio de caso con 'Frostpunk', 'Tropico IV' y 'Civilization V'","authors":"Carlos Moreno Azqueta","doi":"10.33732/IXC/11/02UNMODE","DOIUrl":"https://doi.org/10.33732/IXC/11/02UNMODE","url":null,"abstract":"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.","PeriodicalId":42249,"journal":{"name":"Index Comunicacion","volume":null,"pages":null},"PeriodicalIF":0.8,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77069142","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
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)
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Index Comunicacion Pub Date : 2021-07-15 DOI: 10.33732/IXC/11/02DERADI
José Ignacio Wert Moreno, José María Legorburu Hortelano
{"title":"De Radio 80 a M80 Radio: 36 años de metamorfosis sonora (1982-2018)","authors":"José Ignacio Wert Moreno, José María Legorburu Hortelano","doi":"10.33732/IXC/11/02DERADI","DOIUrl":"https://doi.org/10.33732/IXC/11/02DERADI","url":null,"abstract":"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.","PeriodicalId":42249,"journal":{"name":"Index Comunicacion","volume":null,"pages":null},"PeriodicalIF":0.8,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76994530","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: 0
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