Bibliographic citations
Ludeña, E., (2022). Diseño ludonarrativo en el entorno fantástico de videojuegos de mundo abierto en realidad virtual. Casos: The Elder Scrolls V: Skyrim VR, Zenith: The Last City y Ruins Magus [Trabajo de investigación, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/668086
Ludeña, E., Diseño ludonarrativo en el entorno fantástico de videojuegos de mundo abierto en realidad virtual. Casos: The Elder Scrolls V: Skyrim VR, Zenith: The Last City y Ruins Magus [Trabajo de investigación]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2022. http://hdl.handle.net/10757/668086
@misc{renati/405339,
title = "Diseño ludonarrativo en el entorno fantástico de videojuegos de mundo abierto en realidad virtual. Casos: The Elder Scrolls V: Skyrim VR, Zenith: The Last City y Ruins Magus",
author = "Ludeña Diaz, Estefany Lucero",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2022"
}
The objective of this research is to analyze the ludonarrative graphic construction of the fantastic open world environment in virtual reality. Given this, the hypothesis was raised that the graphics that make up the ludonarrative in the environment of a virtual reality video game encourage the player to create their own route and obtain a more immersive experience. Therefore, a theoretical documentary analysis was carried out and, consequently, a visual analysis on the ludonarrative design in the environments of virtual reality video games: The Elder Scrolls V: Skyrim VR, Zenith: The Last City, and Ruins Magus. This research is of a descriptive, non-experimental, descriptive cross-sectional type, tools such as analysis sheets focused on the identification of the ludonarrative graph of their environments and interviews with experts in the field of video game design and development were also used. Among the main findings, it was determined that the environment plays a very important role in building and explaining the time, style and sensations that the game wants to communicate. In addition to its ludonarrative design applied in the environment, it uses a dynamic of circumstantial choice to affect the narrative discourse and guide the player along a certain path. This is how it can be concluded that the ludonarrative design of the open world environments analyzed in virtual reality influences the player's decisions and allows the creation of a unique progression in the course, thus obtaining a better, more immersive gaming experience.
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