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Cuadernos del Centro de Estudios en Diseño y Comunicación. Ensayos

versión On-line ISSN 1853-3523

Resumen

IBANEZ, María Florencia. Programando mundos. Rebelión y homenaje a los videojuegos en Wreck-it Ralph. Cuad. Cent. Estud. Diseñ. Comun., Ensayos [online]. 2022, n.110, pp.37-51.  Epub 01-Jun-2022. ISSN 1853-3523.  http://dx.doi.org/10.18682/cdc.vi110.4059.

From the arcades to the video game consoles, video games rises as one of the

protagonists of everyday lives for children and adults. Its potential as a product of mass consumption leads the video game to invade other screens that are no longer as interactive as other media: cinema and television. In both cases, and despite presenting similarities with traditional media means regarding the construction of the narrative through support in film genres, the video game player is stripped of his role as a videogame character to become a spectator.

However, movies and series can also be benefited by the beauties of the video game with another way of cross-linking. In a connected world, convergence enters the scenes while transmedia narration sneaks into the world of video games to be part of an audiovisual whole. Nevertheless, its presence on the screens is not only manifested itself in these ways, but also gives rise to narratives that make use of conventions to become a tribute to the retro, as is the movie Wreck-It Ralph (2012). However, when the characters of the past go through current times, they cannot be created to rebel against a pre-established role. Inserted in a world where everything becomes reminiscent of the video games of the 80s, the main characters seek to shed the characteristics of the bad guys and the princesses of the Arcade. Vanellope and Ralph rise in a rebellion, no longer in 8 bits, but in 3D.

Palabras clave : video games; arcade; transmedia narration; cinema and television; Wreck-It Ralph.

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