Citas bibligráficas
Alvarez, D., (2023). La retórica visual en la gráfica de videojuegos indie sin diálogo para narrar deeper meanings a jugadores de 20-30 años [Trabajo de investigación, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/669037
Alvarez, D., La retórica visual en la gráfica de videojuegos indie sin diálogo para narrar deeper meanings a jugadores de 20-30 años [Trabajo de investigación]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2023. http://hdl.handle.net/10757/669037
@misc{renati/407709,
title = "La retórica visual en la gráfica de videojuegos indie sin diálogo para narrar deeper meanings a jugadores de 20-30 años",
author = "Alvarez Cardenas, Daniella Lucia",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2023"
}
The following investigation aims to analyze visual rhetoric as a main element in graphics to understand the narrative of deeper meanings in indie video games without dialogue. The hypothesis being addressed is that visual rhetoric is built through figurative transformations in world design which breaks a linear narrative by using colors and lighting of high contrast; as the game continues, these visual alterations become more noticeable in the changing hierarchies between characters and objects. Through a qualitative research with a descriptive scope, analyzing three indie videogames were known for not using any dialogues, relying solely on graphics along with visual rhetoric to narrate. This analysis was reinforced with interviews by different experts in the field to fully understand how these games emotionally engage someone through intangible concepts. This is achieved using shapes and colors that follow along the story and convey different emotions to players. As well as reinforced by the main character’s body language and facial expressions when encountering objects or enemies. In addition, the impact of a story on a player is higher if the game makes the user participate in the narrative and decision making process. Therefore, it can be concluded that the use of rhetorical figures indirectly changes the narrative of a linear story through different graphic elements which are influenced by the use of psychology to create empathy in players.
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