DOI: 10.17151/kepes.2025.22.32.3
Cómo citar
Bonilla-Builes, A. D., & Rocha-Castaño, C. A. (2025). La Inteligencia Artificial como Directora: La Búsqueda de Experiencias Narrativas Personalizadas. Kepes, 22(32), 47–84. https://doi.org/10.17151/kepes.2025.22.32.3

Autores/as

Arauth Daniel Bonilla-Builes
Universidad Militar Nueva Granada 
est.arauth.bonilla@unimilitar.edu.co
https://orcid.org/0009-0003-0928-4900
Perfil Google Scholar
Carlos Alberto Rocha-Castaño
Universidad Militar Nueva Granada 
carlos.rocha@unimilitar.edu.co
https://orcid.org/0000-0002-2800-5132
Perfil Google Scholar

Resumen

Este artículo analiza el papel de la inteligencia artificial (IA) como directora narrativa en los videojuegos de terror, con especial atención a su capacidad para producir experiencias emocionales personalizadas. Se examina cómo los sistemas basados en IA pueden adaptar tanto la narrativa como las dinámicas de juego a los temores individuales de cada jugador, favoreciendo así mayores niveles de inmersión, agencia y resonancia afectiva. Para ello, se empleó un enfoque metodológico mixto que combinó una revisión de literatura sobre sistemas adaptativos dirigidos por IA con una encuesta aplicada a jugadores habituales del programa de Ingeniería Multimedia de la Universidad Militar Nueva Granada. El instrumento permitió explorar percepciones sobre miedo, inmersión y adaptación en títulos ampliamente reconocidos como Resident Evil, Silent Hill: Shattered Memories, Alien: Isolation y Left 4 Dead. Los resultados evidencian una correlación significativa entre los niveles de miedo percibidos por los participantes y el grado de alineación entre los temas, mecánicas y atmósferas del juego con sus propios temores. Asimismo, los participantes manifestaron una alta aceptación respecto a la implementación de “directores IA” capaces de ajustar la experiencia de juego y potenciar la generación de miedo. En conjunto, los hallazgos sugieren que la incorporación de sistemas adaptativos basados en IA constituye un aporte relevante para la construcción de experiencias interactivas más personalizadas, y representa un avance significativo en el diseño narrativo y emocional de los videojuegos de terror contemporáneos.

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