Citas bibligráficas
Simbron, W., (2023). La narrativa visual y la interfaz diegética para la construcción mental del monstruo en el usuario, en los videojuegos de horror cósmico [Trabajo de investigación, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/668432
Simbron, W., La narrativa visual y la interfaz diegética para la construcción mental del monstruo en el usuario, en los videojuegos de horror cósmico [Trabajo de investigación]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2023. http://hdl.handle.net/10757/668432
@misc{renati/406619,
title = "La narrativa visual y la interfaz diegética para la construcción mental del monstruo en el usuario, en los videojuegos de horror cósmico",
author = "Simbron Grados, Walther Joel",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2023"
}
The present research will analyze the relationship of the visual storytelling with the mental construction of the monster in the video gamers of the cosmic horror genre, which affects the video gamers to create a new differential perspective between cosmic horror and other horror genres. It is hypothesized that, due to the lack of the visual aspect of the monster, the video game would lose the essence of fear in the user. Likewise, a qualitative study focused on two case studies of cosmic horror videogames was carried out. Interviews were conducted with experts in video game design and users with experience in the case studies. The result of the interviews highlighted the relationship between the visual storytelling and the diegetic interface, given that the usability in the chosen cases was effective for the users in terms of creating the mental image of the monster. Likewise, the creation of the environment in cosmic horror video games in relation to the monster is essential, since it is relevant for the genre to create an atmosphere of graphic unity before the final appearance of the monster. By virtue of this, the graphic narrative presents graphical elements suitable for users to discover in the exploration of the environment a link to the monster. Therefore, to create in the user, the mental image of the monster that inhabits the space and thus generate a fear of that mental image that will haunt him.
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