Gamificación compulsiva

juego como servicio y estructuras de juegos de azar en la plataforma Roblox

Autores/as

DOI:

https://doi.org/10.30962/ecomps.2926

Palabras clave:

Industria de videojuegos, Roblox, Gamificación, Juego de azar, Interfaces

Resumen

La industria de los videojuegos está pasando por una transición del modelo de producto al de servicio, lo que redefine las formas de producción y consumo típicas de su ecosistema mediático. Esta metamorfosis depende del uso de tácticas persuasivas incorporadas en las interfaces gráficas. Para abordar este proceso, este estudio se enfoca en las microtransacciones y los elementos de juegos de azar en la plataforma Roblox, con el objetivo de investigar su papel en el modelo de juego como servicio. Demostramos, con un método que combina el mapeo de la interfaz y la aplicación de una tipología de juegos de azar, que el modelo en cuestión depende de tácticas que hacen obligatorios los parámetros de los juegos de azar y la gamificación.

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Biografía del autor/a

Ivan, Universidad Federal da Paraíba

Doctor en Comunicación por el Programa de Posgrado en Comunicación de la Universidad del Estado de Río de Janeiro (PPGCOM/UERJ). Profesor permanente del Programa de Posgrado en Comunicación de la Universidad Federal de Paraíba (PPGC/UFPB). Realiza investigaciones en el área de concentración de Juegos, cultura digital y dinámicas productivas y políticas de la industria de juegos.

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Publicado

18-10-2024

Cómo citar

Ivan. (2024). Gamificación compulsiva: juego como servicio y estructuras de juegos de azar en la plataforma Roblox. E-Compós, 27. https://doi.org/10.30962/ecomps.2926

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