El desarrollo de la narrativa online en videojuegos

La representación del jugador en Gran Theft Auto V Roleplay

Autores/as

  • Kim Martínez García

DOI:

https://doi.org/10.62161/revvisual.v16.5387

Palabras clave:

Narrativa, Videojuego, Agencia, Mecánicas, Interacción social

Resumen

El Grand Theft Auto (GTA) V Roleplay es una modalidad de su versión online multijugador que transforma la narrativa, la interacción y las mecánicas originales. Se estudian cinco tipos de servidor (Drift, Race, Players Versus Players, Players Versus Environment y Roleplay) para determinar qué posibilidades ofrece cada uno y qué tipo de agencia obtiene el jugador. Cada categoría construye una experiencia diferente mediante la implementación de eventos narrativos, facciones o interacciones sociales. Así se determina que, aunque el GTA Roleplay se hizo popular gracias a los influencers, se sigue desarrollando gracias al compromiso de sus jugadores.

Descargas

Los datos de descargas todavía no están disponibles.

Citas

Abbasi, A. Z., Alqahtani, N., Tsiotsou, R. H., Rehman, U., & Ting, D. H. (2023). Esports as playful consumption experiences: Examining the antecedents and consequences of game engagement. Telematics And Informatics, 77, 101937. https://doi.org/10.1016/j.tele.2023.101937 DOI: https://doi.org/10.1016/j.tele.2023.101937

Antón, M. (2020, 13 junio). ¿En qué consiste el famoso role play de GTA V? MARCA. https://www.marca.com/videojuegos/otros-juegos/2020/06/13/5ee47caf46163fa8a48b462e.html

Atkinson, R., & Rodgers, T. A. (2015). Pleasure Zones and Murder Boxes: Online Pornography and Violent Video Games as Cultural Zones of Exception. The British Journal Of Criminology, 56(6), 1291-1307. https://doi.org/10.1093/bjc/azv113 DOI: https://doi.org/10.1093/bjc/azv113

Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDS. http://www.mud.co.uk/richard/hcds.htm

Bartsch, A., & Hartmann, T. (2016). The Role of Cognitive and Affective Challenge in Entertainment Experience. Communication Research, 44(1), 29-53. https://doi.org/10.1177/0093650214565921 DOI: https://doi.org/10.1177/0093650214565921

Billieux, J., Van Der Linden, M., Achab, S., Khazaal, Y., Paraskevopoulos, L., Zullino, D., & Thorens, G. (2013). Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth. Computers In Human Behavior, 29(1), 103-109. https://doi.org/10.1016/j.chb.2012.07.021 DOI: https://doi.org/10.1016/j.chb.2012.07.021

Camacho, M. M. (2022). Videojuegos, un territorio narrativo para las marcas. Visual Review, 9(Monográfico), 1-10. https://doi.org/10.37467/revvisual.v9.3618 DOI: https://doi.org/10.37467/revvisual.v9.3618

Caroux, L., Isbister, K., Bigot, L. L., & Vibert, N. (2015). Player–video game interaction: A systematic review of current concepts. Computers In Human Behavior, 48, 366-381. https://doi.org/10.1016/j.chb.2015.01.066 DOI: https://doi.org/10.1016/j.chb.2015.01.066

Christy, K. R., & Fox, J. (2016). Transportability and Presence as Predictors of Avatar Identification Within Narrative Video Games. Cyberpsychology, Behavior, And Social Networking, 19(4), 283-287. https://doi.org/10.1089/cyber.2015.0474 DOI: https://doi.org/10.1089/cyber.2015.0474

Cole, T., & Gillies, M. (2019). Thinking and Doing: Challenge, Agency, and the Eudaimonic Experience in Video Games. Games And Culture, 16(2), 187-207. https://doi.org/10.1177/1555412019881536 DOI: https://doi.org/10.1177/1555412019881536

Denham, J., & Spokes, M. (2018). Thinking Outside the ‘Murder Box’: Virtual Violence and Pro-social Action in Video Games. The British Journal Of Criminology, 59(3), 737-755. https://doi.org/10.1093/bjc/azy067 DOI: https://doi.org/10.1093/bjc/azy067

FiveM. (s. f.). The GTA V Multiplayer Modification You Have Dreamt Of. https://fivem.net/

FiveM servers in Spain - TOP FiveM Servers. (s. f.). TrackyServers. https://www.trackyserver.com/fivem-server/country/ES

Flanagan, M., & Nissenbaum, H. (2016). Values at Play in Digital Games. MIT Press.

Garro, J. (2020, 12 junio). El fascinante mundo de los servidores Roleplay de GTA V: cuando jugar implica «interpretar» a tu personaje. Xataka. https://www.xataka.com/videojuegos/fascinante-mundo-servidores-Roleplay-gta-v-cuando-para-jugar-implica-interpretar-a-tu-personaje

Germov, J., & Poole, M. (2020). Public socology. En Routledge eBooks. https://doi.org/10.4324/9781003116974 DOI: https://doi.org/10.4324/9781003116974

González, D. (2021, 4 marzo). GTA Online Roleplay: Qué es y cómo empezar a jugar (paso a paso fácil). Vandal. https://vandal.elespanol.com/guias/guia-gta-online-trucos-consejos-y-secretos/gta-Roleplay

González, D. (2023, 14 noviembre). Los juegos más vendidos de la historia hasta la fecha (2023). Vandal. https://vandal.elespanol.com/noticia/1350759936/los-juegos-mas-vendidos-de-la-historia-hasta-la-fecha-2023/

Goria, S. (2017). Diversion of Role‐playing Games. Methods And Tools For Creative Competitive Intelligence, 159-174. https://doi.org/10.1002/9781119427469.ch10 DOI: https://doi.org/10.1002/9781119427469.ch10

Grey, S. (2009). Dissonance and Dystopia: Fallout 3 and Philosophy Amidst the Ashes. En Anonymous Online Proceedings for the Philosophy of Computer Games Conference. Oslo.

Kavanagh, F. (2024). The Gothic Pasts of Stranger Things. European Romantic Review, 35(1), 129-143. https://doi.org/10.1080/10509585.2024.2307146 DOI: https://doi.org/10.1080/10509585.2024.2307146

Maloney, M. (2016). Ambivalent Violence in Contemporary Game Design. Games And Culture, 14(1), 26-45. https://doi.org/10.1177/1555412016647848 DOI: https://doi.org/10.1177/1555412016647848

Merhi, M. I. (2016). Towards a framework for online game adoption. Computers In Human Behavior, 60, 253-263. https://doi.org/10.1016/j.chb.2016.02.072 DOI: https://doi.org/10.1016/j.chb.2016.02.072

Pastoriza, M. (2024, 9 febrero). Los mejores servidores de GTA RP y cómo unirse a ellos. Dexerto. https://www.dexerto.es/gta/los-mejores-servidores-de-gta-rp-y-como-unirse-a-ellos-1439221/

Poremba, C. (2006). Against Embodied Agency: Subversion and emergence in GTA3. En The Meaning and Culture of Grand Theft Auto: Critical Essays. McFarland & Co.

Schneider, E., & Betrus, A. K. (2016). User delinquency and instructional conditions: Undesirable behaviour in open virtual worlds. Journal Of Gaming & Virtual Worlds, 8(3), 265-278. https://doi.org/10.1386/jgvw.8.3.265_1 DOI: https://doi.org/10.1386/jgvw.8.3.265_1

Sharma, S., & Sharma, S. (2021). For it is in giving that we receive: Investigating gamers’ gifting behaviour in online games. International Journal Of Information Management, 60, 102363. https://doi.org/10.1016/j.ijinfomgt.2021.102363 DOI: https://doi.org/10.1016/j.ijinfomgt.2021.102363

Sharma, S., Stylidis, D., & Woosnam, K. M. (2022). From virtual to actual destinations: do interactions with others, emotional solidarity, and destination image in online games influence willingness to travel? Current Issues In Tourism, 26(9), 1427-1445. https://doi.org/10.1080/13683500.2022.2056001 DOI: https://doi.org/10.1080/13683500.2022.2056001

Sicart, M. (2011). The Ethics of Computer Games. Mit Press.

Stamenković, D., Jaćević, M., & Wildfeuer, J. (2017). The persuasive aims of Metal Gear Solid: A discourse theoretical approach to the study of argumentation in video games. Discourse, Context And Media, 15, 11-23. https://doi.org/10.1016/j.dcm.2016.12.002 DOI: https://doi.org/10.1016/j.dcm.2016.12.002

Stamenković, D., & Wildfeuer, J. (2021). An Empirical Multimodal Approach to Open-World Video Games. En De Gruyter eBooks (pp. 259-280). https://doi.org/10.1515/9783110725001-011 DOI: https://doi.org/10.1515/9783110725001-011

Tanenbaum, K., & Tanenbaum, T. J. (2009). Commitment to Meaning: A Reframing of Agency in Games. En Digital Arts and Culture. https://escholarship.org/content/qt6f49r74n/qt6f49r74n.pdf?t=pyebbq

Verdú, R. M. (2023). Universitarios, violencia de género, brecha digital y videojuegos. Visual Review, 10(Monográfico), 1-13. https://doi.org/10.37467/revvisual.v10.4637 DOI: https://doi.org/10.37467/revvisual.v10.4637

Weber, R., & Shaw, P. J. (2009). Player Types and Quality Perceptions. International Journal Of Gaming And Computer-mediated Simulations, 1(1), 66-89. https://doi.org/10.4018/jgcms.2009010105 DOI: https://doi.org/10.4018/jgcms.2009010105

Wills, J. E. (2021). “Ain’t the American Dream Grand”: Satirical Play in Rockstar’s Grand Theft Auto V. European Journal Of American Studies, 16(3). https://doi.org/10.4000/ejas.17274 DOI: https://doi.org/10.4000/ejas.17274

Yee, N. (2016, 15 octubre). The Gamer Motivation Profile. CHI PLAY ’16. https://doi.org/10.1145/2967934.2967937 DOI: https://doi.org/10.1145/2967934.2967937

Publicado

2024-11-19

Cómo citar

Martínez García, K. (2024). El desarrollo de la narrativa online en videojuegos: La representación del jugador en Gran Theft Auto V Roleplay. VISUAL REVIEW. International Visual Culture Review Revista Internacional De Cultura Visual, 16(7), 157–167. https://doi.org/10.62161/revvisual.v16.5387