Caracteres: Estudios Culturales y Críticos de la Esfera Digital (May 2018)

La semilla digital en los videojuegos: los argumentos universales como marcos ludoficcionales

  • Antonio José Planells de la Maza

Journal volume & issue
Vol. 7, no. 1
pp. 450 – 471

Abstract

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he myth is a central element to understand all the cultural heritage, both classical and contemporary. Thus, literature, cinema and television constantly redefine the parameters of the great stories or universal plots, seeking variations and new discursive forms. In this context, the videogame emerges as an interactive and ludic work centered on the performative-ritual character of the mythogame (Boronat, 2009) that still has, as a pending task, to understand the extent to which universal plots have been applied in the medium and which are the present and future potential of them. In the present investigation, the theoretical framework of the myth and the universal plot is briefly established as well as the conception, in the field of Game Studies, of the so-called mythogame. After that, two universal plots are analyzed that respond, respectively, to the external action of the main character or to a potential internal conflict: the search for treasure and the labyrinth of Kafkaesque order.

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