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      Tendencias de consumo en los futuros diseñadores de videojuegos españoles: el impacto del retrogaming Translated title: Consumer trends in Spanish videogame designers students: the impact of retrogaming

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          Abstract

          Resumen: Conocer la historia de los videojuegos es clave para los futuros diseñadores de videojuegos ya que las plataformas y los títulos más relevantes de las últimas décadas aún marcan las pautas de la industria actual. Ahora bien, la generación Z no ha tenido acceso a esos videojuegos y, además, viven marcados por las tendencias digitales y las novedades. Este trabajo encuesta a 78 estudiantes de la Universidad de Burgos (España) para conocer sus hábitos de consumo y opiniones sobre los videojuegos antiguos. Se analizan sus tendencias sobre su experiencia de juego, destacando que hay un mayor consumo de títulos de los últimos 10 años. Asimismo, valoran la necesidad de aprender de los títulos más emblemáticos para su futuro laboral. Por último, se incide en el impacto del retrogaming, revelando a los emuladores como la mejor opción de acceso a los videojuegos antiguos.

          Translated abstract

          Abstract: Knowledge of the history of video games is key to the education of future video game designers, as the most relevant platforms and titles of the past decades still set the guidelines for today's indus-try. The generation being educated at universities did not have access to these video games, and they also live in a world of digital trends and novelties. We surveyed 78 video game design students at the University of Burgos (Spain) to find out their con-sumption habits regarding old video games. The results analyse their trends in terms of their gaming experience, highlighting a greater consumption of titles from the last 10 years. The students emphasize the need to learn the mechanics and aesthetics of the most emblematic titles for their future work in the industry. The findings stress the impact of retrogaming, the consumption of remakes, and reveal that emulators are the best option for accessing old video games.

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          Most cited references30

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          Determining social change: The role of technological determinism in the collective action framing of hackers

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            Atari Age : The Emergence of Video Games in America

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              Running Head: Video Game Nostalgia and Retro Gaming

              This article conceptually integrates research on the experience of nostalgia—defined as a predominantly positive, social, and past-oriented emotion—into the fold of video game research. We emphasize the role of nostalgia as an explanation for contemporary retro gaming trends, and suggest that nostalgia towards gaming events is a necessary area of research. To those ends, we broadly review existing literature on nostalgia before specifically focusing on media-induced nostalgia, and demonstrate how theoretical and empirical observations from this work can be applied to understand video game nostalgia. In particular, we argue that engaging in older gaming experiences indirectly (via memories) and even directly (via replaying or recreating experiences) elicits nostalgia, which in turn contributes to players' self-optimization and enhanced well-being. Moreover, as gamers and the medium mature together, nostalgic experiences with the medium are likely to become increasingly prevalent. The broad aim of this article is to offer future directions for research on video game nostalgia and provide a research agenda for research in this area.
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                Author and article information

                Journal
                cym
                Comunicación y medios
                Comun. medios
                Universidad de Chile. Instituto de la Comunicación e Imagen (santiago, , Chile )
                0716-3991
                0719-1529
                June 2024
                : 33
                : 49
                : 132-143
                Affiliations
                [1] Castilla y León orgnameUniversidad de Burgos Spain kmartinez@ 123456ubu.es
                Author information
                https://orcid.org/0000-0003-2681-454X
                https://orcid.org/0000-0003-2704-3572
                Article
                S0719-15292024000100132 S0719-1529(24)03304900132
                10.5354/0719-1529.2024.72366
                9a477474-c00b-4df2-aabb-d3386c18e51b

                This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

                History
                : 18 October 2023
                : 06 June 2024
                Page count
                Figures: 0, Tables: 0, Equations: 0, References: 30, Pages: 12
                Product

                SciELO Chile

                Categories
                Monografías

                retrogaming,video games industry,video game design,history of videogames,video games,industria de los videojuegos,diseño de videojuegos,historia de los videojuegos,videojuegos

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