From consumers to prosumers: the transmedia storytelling in two mobile games for adolescents and young people

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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...

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Detalles Bibliográficos
Autores: Yucra-Quispe, Liz-Marjorie, Espinoza-Montoya, Claudia, Núñez-Pacheco, Rosa, Aguaded, Ignacio
Formato: artículo
Fecha de Publicación:2022
Institución:Universidad de Piura
Repositorio:Revista de Comunicación
Lenguaje:español
OAI Identifier:oai:revistas.udep.edu.pe:article/2624
Enlace del recurso:https://revistadecomunicacion.com/article/view/2624
Nivel de acceso:acceso abierto
Materia:narrativa expandida
CGU
fandom
juego móvi
ficción interactiva
escritura creativa
expanded narrativ
UGC
mobile gam
interactive fiction
panded narrative; UGC; fandom; mobile game; interactive fiction;
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spelling From consumers to prosumers: the transmedia storytelling in two mobile games for adolescents and young peopleDe consumidores a prosumidores: la narrativa transmedia en dos juegos móviles para adolescentes y jóvenesYucra-Quispe, Liz-MarjorieEspinoza-Montoya, ClaudiaNúñez-Pacheco, RosaAguaded, Ignacionarrativa expandidaCGUfandomjuego móvificción interactivaescritura creativaexpanded narrativUGCfandommobile gaminteractive fictionpanded narrative; UGC; fandom; mobile game; interactive fiction;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. En las últimas décadas, los juegos digitales se han convertido en parte esencial de la cultura de los adolescentes y jóvenes. Los consumidores de contenidos de estas plataformas se han incrementado notablemente, así como los estudios en torno a ellos. El objetivo de esta investigación consiste en analizar los contenidos generados por los usuarios en los juegos móviles Episode: Choose Your Story y Choices: Stories You Play, los cuales poseen una gran cantidad de usuarios jóvenes que difunden y expanden las historias a través de las redes sociales más importantes. Se realizaron dos estudios de casos sobre la estructura de las narrativas transmedia de estos juegos y se empleó una metodología cualitativa basada en el análisis narrativo y el análisis de contenido. Los resultados indican que, si bien ambos juegos expanden las historias en diversas plataformas, la presencia de un laboratorio de escritura por parte de Episode genera un comportamiento más delimitado en los usuarios en comparación con Choices, el cual brinda una mayor posibilidad de convertir a los consumidores en prosumidores. La enorme comunidad de fans en torno a estos juegos, corrobora la importancia de las narrativas expandidas en distintos medios. Universidad de Piura. Facultad de Comunicación2022-03-18info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionArticle evaluated by pairstextArtículo evaluado por parestextoapplication/pdfapplication/xmlhttps://revistadecomunicacion.com/article/view/262410.26441/RC21.1-2022-A22Revista de Comunicación; Vol. 21 No. 1 (2022); 433-450Revista de Comunicación; Vol. 21 Núm. 1 (2022); 433-4502227-14651684-0933reponame:Revista de Comunicacióninstname:Universidad de Piurainstacron:UDEPspahttps://revistadecomunicacion.com/article/view/2624/2178https://revistadecomunicacion.com/article/view/2624/2208Derechos de autor 2022 Revista de Comunicaciónhttp://creativecommons.org/licenses/by-nc-nd/4.0info:eu-repo/semantics/openAccessoai:revistas.udep.edu.pe:article/26242022-09-08T22:56:32Z
dc.title.none.fl_str_mv From consumers to prosumers: the transmedia storytelling in two mobile games for adolescents and young people
De consumidores a prosumidores: la narrativa transmedia en dos juegos móviles para adolescentes y jóvenes
title From consumers to prosumers: the transmedia storytelling in two mobile games for adolescents and young people
spellingShingle From consumers to prosumers: the transmedia storytelling in two mobile games for adolescents and young people
Yucra-Quispe, Liz-Marjorie
narrativa expandida
CGU
fandom
juego móvi
ficción interactiva
escritura creativa
expanded narrativ
UGC
fandom
mobile gam
interactive fiction
panded narrative; UGC; fandom; mobile game; interactive fiction;
title_short From consumers to prosumers: the transmedia storytelling in two mobile games for adolescents and young people
title_full From consumers to prosumers: the transmedia storytelling in two mobile games for adolescents and young people
title_fullStr From consumers to prosumers: the transmedia storytelling in two mobile games for adolescents and young people
title_full_unstemmed From consumers to prosumers: the transmedia storytelling in two mobile games for adolescents and young people
title_sort From consumers to prosumers: the transmedia storytelling in two mobile games for adolescents and young people
dc.creator.none.fl_str_mv Yucra-Quispe, Liz-Marjorie
Espinoza-Montoya, Claudia
Núñez-Pacheco, Rosa
Aguaded, Ignacio
author Yucra-Quispe, Liz-Marjorie
author_facet Yucra-Quispe, Liz-Marjorie
Espinoza-Montoya, Claudia
Núñez-Pacheco, Rosa
Aguaded, Ignacio
author_role author
author2 Espinoza-Montoya, Claudia
Núñez-Pacheco, Rosa
Aguaded, Ignacio
author2_role author
author
author
dc.subject.none.fl_str_mv narrativa expandida
CGU
fandom
juego móvi
ficción interactiva
escritura creativa
expanded narrativ
UGC
fandom
mobile gam
interactive fiction
panded narrative; UGC; fandom; mobile game; interactive fiction;
topic narrativa expandida
CGU
fandom
juego móvi
ficción interactiva
escritura creativa
expanded narrativ
UGC
fandom
mobile gam
interactive fiction
panded narrative; UGC; fandom; mobile game; interactive fiction;
description 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.
publishDate 2022
dc.date.none.fl_str_mv 2022-03-18
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Article evaluated by pairs
text
Artículo evaluado por pares
texto
format article
status_str publishedVersion
dc.identifier.none.fl_str_mv https://revistadecomunicacion.com/article/view/2624
10.26441/RC21.1-2022-A22
url https://revistadecomunicacion.com/article/view/2624
identifier_str_mv 10.26441/RC21.1-2022-A22
dc.language.none.fl_str_mv spa
language spa
dc.relation.none.fl_str_mv https://revistadecomunicacion.com/article/view/2624/2178
https://revistadecomunicacion.com/article/view/2624/2208
dc.rights.none.fl_str_mv Derechos de autor 2022 Revista de Comunicación
http://creativecommons.org/licenses/by-nc-nd/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Derechos de autor 2022 Revista de Comunicación
http://creativecommons.org/licenses/by-nc-nd/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
application/xml
dc.publisher.none.fl_str_mv Universidad de Piura. Facultad de Comunicación
publisher.none.fl_str_mv Universidad de Piura. Facultad de Comunicación
dc.source.none.fl_str_mv Revista de Comunicación; Vol. 21 No. 1 (2022); 433-450
Revista de Comunicación; Vol. 21 Núm. 1 (2022); 433-450
2227-1465
1684-0933
reponame:Revista de Comunicación
instname:Universidad de Piura
instacron:UDEP
instname_str Universidad de Piura
instacron_str UDEP
institution UDEP
reponame_str Revista de Comunicación
collection Revista de Comunicación
repository.name.fl_str_mv
repository.mail.fl_str_mv
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score 13.893769
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