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

 

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Author: Sáez Soro, Emilio
Date: 2009
Published in: Revista Internacional de Comunicación Audiovisual, Publicidad y Literatura, 1 (7), 205-221.
Document type: Article
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...
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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.
Cite: Sáez Soro, E. (2009). Videojuegos de universos persistentes. La comunicación en la construcción de una vida virtual. Revista Internacional de Comunicación Audiovisual, Publicidad y Literatura, 1 (7), 205-221.
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URI: http://hdl.handle.net/11441/58202

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