De consumidores a prosumidoresla narrativa transmedia en dos juegos móviles para adolescentes y jóvenes

  1. Yucra-Quispe, Liz-Marjorie 1
  2. Espinoza-Montoya, Claudia 1
  3. Núñez-Pacheco, Rosa 1
  4. Aguaded, Ignacio 2
  1. 1 Universidad Nacional de San Agustín de Arequipa
  2. 2 Universidad de Huelva
    info

    Universidad de Huelva

    Huelva, España

    ROR https://ror.org/03a1kt624

Revista:
Revista de comunicación

ISSN: 1684-0933 2227-1465

Any de publicació: 2022

Volum: 21

Número: 1

Pàgines: 433-450

Tipus: Article

DOI: 10.26441/RC21.1-2022-A22 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

Altres publicacions en: Revista de comunicación

Resum

In the last decades, digital games have become an essential part of young people's culture. Consumers on these platforms have increased noticeably, just like the studies focused on them. The objective of this research is to analyze the user generated content in the mobile games ‘Episode: Choose Your Story’ and ‘Choices: Stories You Play’ which have a large number of young users who spread and expand the stories to the most important social media. There were conducted two case studies on the structure of the storytelling of these games and a qualitative methodology was used based on narrative analysis and content analysis. The results indicate that although both games expand the stories on various platforms, the presence of Episode’s writing laboratory produces a more defined behavior in the users compared to Choices, which offers a greater possibility of transforming consumers into prosumers. The huge fan’s community for these games corroborates the importance of the expanded narratives in different media.

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