Patrones oscuros y videojuegos: Análisis teórico y empírico entre jóvenes españoles
DOI:
https://doi.org/10.62008/ixc/16/02PatronPalabras clave:
videojuegos, patrones oscuros, sistemas de recompensas, cajas de botín, diseño persuasivo, microtransaccionesResumen
Este artículo presenta un análisis sobre los patrones oscuros y su impacto percibido por jugadores de una muestra española encuestada entre 16 y 25 años (N = 927). El análisis se divide en dos partes: (1) el análisis de jugabilidad y de fuentes secundarias de 12 de los juegos más populares entre los encuestados por parte de 6 investigadores, analizado a través de 25 patrones oscuros clasificados en 8 categorías; y (2) un breve análisis exploratorio de los datos de la encuesta sobre cómo los jugadores de los 6 juegos más mencionados perciben la inclusión de las 8 categorías de patrones oscuros. Este análisis aporta, así, un resumen histórico de videojuegos populares y sus patrones oscuros subyacentes, proponiendo una base accesible para futuras discusiones éticas y regulatorias sobre el diseño persuasivo en videojuegos.
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