Comunicación persuasiva en videojuegos y ocio digital: generaciones jóvenes ante nuevos modelos de consumo

Autores/as

DOI:

https://doi.org/10.62008/ixc/16/02Comuni

Palabras clave:

videojuegos, advergaming, patrones oscuros, juventud, comunicación persuasiva

Resumen

La comunicación persuasiva en videojuegos y ocio digital ha adquirido una creciente relevancia con la consolidación de modelos como los games as a service y los entornos free-to-play. A partir de la literatura reciente, este artículo aborda tres dimensiones principales: las arquitecturas persuasivas y los patrones oscuros presentes en el diseño del videojuego, la integración comercial de marcas y formatos publicitarios dentro de la experiencia lúdica y los usos pedagógicos e ideológicos de la persuasión. Este enfoque permite entender el videojuego como un ecosistema comunicativo, social y económico especialmente significativo entre las generaciones jóvenes, en el que se difuminan las fronteras entre juego, consumo y transacción. Finalmente, se subraya la necesidad de avanzar en alfabetización mediática y marcos regulatorios adaptados al ocio digital contemporáneo.

Citas

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Publicado

2026-07-15

Cómo citar

Bonales Daimiel, G., Gutiérrez-Manjón, S., & Cañete Sanz, L. (2026). Comunicación persuasiva en videojuegos y ocio digital: generaciones jóvenes ante nuevos modelos de consumo. index.Comunicación, 16(2), 13–33. https://doi.org/10.62008/ixc/16/02Comuni

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Monográfico 16(2) Comunicación persuasiva en videojuegos y ocio digital: generaciones jóvenes ante nuevos modelos de consumo