Acciones transmedia en los videojuegos de simulación deportiva

  1. Ángel Serrano Valverde
Revista:
Indivisa: Boletín de estudios e investigación

ISSN: 1579-3141 2254-5972

Any de publicació: 2020

Número: 20

Pàgines: 327-353

Tipus: Article

Altres publicacions en: Indivisa: Boletín de estudios e investigación

Resum

The actions that allow spreading a transmedia universe from videogames which star fictional characters are widely known. They tend to delve into the story of these characters, their motivations, and the plots that interrelate them in order to display their narratives. We can find comic books and movies based on videogames, social profiles of their protagonists, real-time competitions, etc. However, what happens when the videogame is based on the digitization of real characters? Or when the protagonists are inanimate objects? Some of the more commonly used actions do not seem possible. This article begins by analyzing classic sagas, which have used videogame as a transmedia tool without these being the core of the plot. Subsequently, it presents two cases of transmedia universes in which the videogame is the core of the narrative. Finally, it shows two cases of sport simulation videogames that have managed to implement transmedia actions without fictional characters: the best-selling football series by Electronic Arts, FIFA, and the Gran Turismo series, by Polyphony Studios, a driving simulator only available for the PlayStation platform.