Juegos y contenidos periodísticos : experiencias interactivas para informar entre 2019 y 2022
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Facultad de Ciencia Política y Relaciones Internacionales
Resumen
El presente trabajo aborda la hibridación entre videojuegos y periodismo digital entre
los años 2019 y 2022. La investigación parte de un análisis de la relación que ha
existido entre juegos y medios periodísticos, desde los primeros crucigramas, pasando
por los newsgames y llegando a otras experiencias gamificadas más recientes. Las
transformaciones en ese vínculo entre la información y lo lúdico son analizadas a la luz
de los cambios en los medios periodísticos digitales, desde sus primeras incursiones
en el mundo online hasta la actualidad.
En un intento por comprender por qué la gamificación nunca se ha adoptado en
el periodismo de manera masiva, el trabajo se detiene a indagar sus pros y contras. El
análisis se completa con el estudio de tres casos que han lanzado medios
periodísticos digitales de distintos lugares del mundo en los últimos años. Además de
describir la forma en que estos juegos más recientes incorporan la información, se
busca comprender hasta qué punto puede considerarse que forman parte de una
estrategia transmedia de los medios.
El trabajo concluye con la presentación de la maqueta del newsgame Las
aventuras del Capitán Tacho, que se inserta en el marco de un proyecto periodístico
transmedia acerca del desperdicio de alimentos.
This investigation addresses the hybridization between videogames and digital journalism from 2019 to 2022. The research begins with an analysis of the relationship between games and newspapers that goes from the first crossword puzzles, to newsgames and other recent gamified experiences. The transformations that blur the limits between games and information are studied in the light of the changes that took place in digital journalism, from the first steps of newspapers in the online world to the present time. In an attempt to understand why gamification has never been widely adopted in journalism, we ponder its pros and cons. The analysis is completed with the study of three cases, launched by online media outlets from different countries in recent years. In addition to describing the way in which these games incorporate information, the study aims to understand if newsgames can be understood as a part of a transmedia media strategy. The present work concludes with the presentation of the model of the newsgame titled Las aventuras del Capitán Tacho, which is part of the proposal of a transmedia journalistic project about food waste.
This investigation addresses the hybridization between videogames and digital journalism from 2019 to 2022. The research begins with an analysis of the relationship between games and newspapers that goes from the first crossword puzzles, to newsgames and other recent gamified experiences. The transformations that blur the limits between games and information are studied in the light of the changes that took place in digital journalism, from the first steps of newspapers in the online world to the present time. In an attempt to understand why gamification has never been widely adopted in journalism, we ponder its pros and cons. The analysis is completed with the study of three cases, launched by online media outlets from different countries in recent years. In addition to describing the way in which these games incorporate information, the study aims to understand if newsgames can be understood as a part of a transmedia media strategy. The present work concludes with the presentation of the model of the newsgame titled Las aventuras del Capitán Tacho, which is part of the proposal of a transmedia journalistic project about food waste.

