Patrones oscuros y videojuegos: Análisis teórico y empírico entre jóvenes españoles

Autores/as

DOI:

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

Palabras clave:

videojuegos, patrones oscuros, sistemas de recompensas, cajas de botín, diseño persuasivo, microtransacciones

Resumen

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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Publicado

2026-07-15

Cómo citar

Pons López, J. J., Jiménez-Torras, D., Samper-Martínez, A., & Arnedo-Moreno, J. (2026). Patrones oscuros y videojuegos: Análisis teórico y empírico entre jóvenes españoles. index.Comunicación, 16(2), 115–141. https://doi.org/10.62008/ixc/16/02Patron

Número

Sección

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