Open world video games and theme parks: narrative and recreational convergences

Main Article Content

Alfonso Cuadrado Alvarado

This work aims to establish the possible ways of relationship between video games and theme parks, media that have barely been studied in their narrative and recreational coincidences. Theme parks have created the ideal of modern leisure that fuses fun and immersive participation in imaginary worlds. Although they have received increasing attention from academic literature, they are still considered a simple product of the leisure industry with little artistic value. Our approach considers the theme park as a cultural practice whose roots it shares with a long tradition of popular spectacles such as cinema, television, circus and video games. As an approach to the latter,  possible methodologies for their analysis are established from various perspectives: intermediality, transmedia, media ecology and media archeology and a comparison is made with the closest video game genre, the so-called open world video games. It is concluded that both media offer similar experiences based on the immersive process in a fictional world with a feeling of being alive, where freedom of exploration and emotional experiences based on attractions and missions prevail, as a desire for personal transfiguration.

Keywords
Interactive leisure, Transmedia narrative, Theme parks, Videogames, Open world videogames

Article Details

How to Cite
Cuadrado Alvarado, Alfonso. “Open world video games and theme parks: narrative and recreational convergences”. 2024. Hipertext.net, no. 29, pp. 113-2, doi:10.31009/hipertext.net.2024.i29.09.
Author Biography

Alfonso Cuadrado Alvarado, Universidad Rey Juan Carlos

Graduate in Information Sciences from the Complutense University of Madrid. He is carrying out doctoral studies at the Complutense University and received his doctorate with the thesis Los personajes virtuales en el videojuego Los Sims 2. In 2001 he joined the Faculty of Communication Sciences at the Rey Juan Carlos University of Madrid, where he taught the subjects Narración Audiovisual, Guion Audiovisual e Imagen Sintética y Videojuegos. He is the author of books such as Narración Audiovisual, elementos, procesos y estructuras en la narración cinematográfica y televisiva and Ficción y videojuegos. Teoría y Práctica de la Ludonarración (the latter together with A. Planells). His research activity focuses on cinematographic and television narration and their relationship with video games. He is director of the Master in Narrative Design of video games.

References

Baker, C. (2018). Exploring a Three-Dimensional Narrative Medium: The Theme Park as “De Sprookjessprokkelaar,” The Gatherer and Teller of Stories” [Tesis doctoral, University of Central Florida. Florida]. https://stars.library.ucf.edu/etd/5795

Baudrillard, J. (1994). The precession of simulacra. En J. Baudrillard (Ed.), Simulacra and simulation (pp.1–43). The University of Michigan Press.

Bolter, D. y Grusin, R. (2011). Inmediatez, hipermediación, remediación. CIC: Cuadernos de información y comunicación, 16, 29-57. https://doi.org/10.5209/rev_CIYC.2011.v16.2

Bryman, A. (1999). The Disneyization of Society. The Sociological Review, 47(1), 25-47. https://doi.org/10.1111/1467-954X.00161

Eco, U. (1986). Travels in hyperreality: Essays. Picado Books

Fonts-González, E. (2022). Narrativa inmersiva en parques temáticos. [Tesis doctoral, Universitat de Vic - Universitat Central de Catalunya. Vic]. https://hdl.handle.net/10803/673596

Freitag, F. (2017). “Like Walking into a Movie”: Intermedial Relations between Theme Parks and Movies. The Journal of Popular Culture, 50(4), 704-722. https://doi.org/10.1111/jpcu.12569

Freitag, F. (2023). Intermediality in Theme Parks. En J. Bruhn, A. López-Varela y M. de Paiva Vieira (Eds.), The Palgrave Handbook of Intermediality. Palgrave Macmillan. https://doi.org/10.1007/978-3-030-91263-5_53-1

García-Moreno, R. (2021). Videojuegos de mundo abierto: propuesta de un modelo de análisis ludonarrativo. Index.Comunicación, 11(2), 109–132. https://doi.org/10.33732/ixc/11/02Videoj

George, B. y Gottwald, D. (2020). Cinematography in the landscape: Transitional zones in themed environments. Landscape Research Record, (9), 49-64. https://thecela.org/wp-content/uploads/Cinematogrpahy-Article.pdf

Gottwald, D. y Turner-Rahman, G (2019). The End of Architecture: Theme Parks, Video Games, and the Built Environment in Cinematic Mode. The International Journal of the Constructed Environment, 10 (2), 41-60. https://doi.org/10.18848/2154-8587/CGP/v10i02/41-60

Jiménez, R. (2007). Realidades ficticias: el parque temático y su relación con la industria cinematográfica. Área Abierta, (18), 1-9. https://revistas.ucm.es/index.php/ARAB/article/view/ARAB0707330001B

Liang, Z. y Li, X. R. (2023). What is a Theme Park? A Synthesis and Research Framework. Journal of Hospitality & Tourism Research, 47(8), 1343-1370. https://doi.org/10.1177/10963480211069173

Lukas, Scott A. (2008). Theme Park. Reaktion Books Ltd.

Lukas, Scott A. (2009). The Cinematic Theme Park [Artículo autopublicado]. https://www.academia.edu/17321873/The_Cinematic_Theme_Park

Lukas, Scott A. (2012). The Immersive Worlds Handbook: Designing Theme Parks and Consumer Spaces. Routledge.

Jayy-Hughes, N. G. (2023). Understanding Specific Gaming Experiences: The Case of Open World Games, [Tesis doctoral, University of York]. https://etheses.whiterose.ac.uk/33608/

Navarro-Remesal, V. (2013). Libertad dirigida: análisis formal del videojuego como sistema, su estructura y su avataridad. [Tesis Doctoral, Universitat Rovira i Virgili]. https://hdl.handle.net/10803/111168

Ndalianis, A. y Balanzategui, J. (2019). ‘Being inside the movie’: 1990s theme park ride films and immersive film experiences. The Velvet Light Trap, (84), 18–33. https://doi.org/10.7560/VLT8403

Pérez-Latorre, Ó. (2023). Imaginarios ludonarrativos. Análisis intertextual de juegos, videojuegos y ficción audiovisual. Editorial Shangrila.

Pearce, C. (2007). ‘Narrative Environments: from Disneyland to World of Warcraft’. En F. Borries, S. P. Walz y M. Böttger, M. (Eds.), Space, Time, Play: Computer Games, Architecture and Urbanism: The Next Level (pp. 200–205). https://doi.org/10.1007/978-3-7643-8415-9_3

Rockstar Games. (2010). Red Dead Redemption [Videojuego].

Rockstar Games. (2018). Red Dead Redemption 2 [Videojuego].

Schickel, R. (1968). The Disney version: The life, times, art and commerce of Walt Disney. Simon and Schuster.

Scolari, C. (12 de febrero de 2015). Ecología de los medios. Entornos, evoluciones e interpretaciones. Hipermediaciones. https://hipermediaciones.com/2015/02/12/ecologia-de-los-medios/

Supermassive Games. (2016). Until Dawn: Rush of Blood [Videojuego].

Zielinski, S. (2011). Arqueología de los medios. Hacia el tiempo profundo de la visión y la audición técnica. Universidad de los Andes.