Autores/as
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.
Citas
American Psychological Association. (2018, Apr. 19). Fear. APA Dictionary of Psychology. https://dictionary.apa.org/
Andersen, M. M., Schjoedt, U., Price, H., Rosas, F. E., Scrivner, C., & Clasen, M. (2020). Playing with fear: A field study in recreational horror. Psychological Science, 31(12), 1497-1510.https://doi.org/10.1177/0956797620972116
APA Dictionary of Psychology. (s.f.). Fear. https://dictionary.apa.org/fear Bălan, O., Moise, G., Moldoveanu, A., Leordeanu, M., & Moldoveanu, F. (2019). Fear level classification based on emotional dimensions and machine learning techniques. Sensors, 19(7), 1738. https://doi.org/10.3390/s19071738
Barinaga, M. (1992). How Scary Things Get that Way: Researchers are closing in on the mechanisms by which the brain learns to interpret certain situations as fearful—with hopeful indications for anxiety sufferers. Science, 258(5084), 887-888. https://doi.org/10.1126/science.1439800
Booth, M. (2009, October). The AI Systems of Left 4 Dead. Paper presented at the Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE), Stanford University. https://cdn.fastly.steamstatic.com/apps/valve/2009/ai_systems_of_l4d_mike_booth.pdf
Calleja, G. (2010). Digital games and escapism. Games and Culture, 5(4), 335–353. https://doi.org/10.1177/1555412009360412
Chooseco. (s. f.). History of CYOA. Retrieved from: https://www.cyoa.com/pages/history-of-cyoa
Glitchy Pixel. (2014). Poltergeist: A Pixelated Horror [Videogame]. Glitchy Pixel.
Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. American Psychologist, 69(1), 66-78. https://doi.org/10.1037/a0034857
Ingram, B., Rosman, B., Alten, C., & Klein, R. (2022). Play-style identification through deep unsupervised clustering of trajectories. IEEE Conference on Games (CoG), 393–400. https://doi.org/10.1109/CoG51982.2022.9893680
Ip, B. (2011). Narrative structures in computer and video games: Part 1: Context, definitions, and initial findings. Games and Culture, 6(2), 103–134. https://doi.org/10.1177/1555412010364982
Jagdale, D. (2021). Finite state machine in game development. International Journal of Advanced Research in Science, Communication and Technology, 384-390. https://doi.org/10.48175/IJARSCT-2062
Kirkpatrick, D. R. (1984). Age, gender and patterns of common intense fears among adults.Behaviour Research and Therapy, 22(2), 141-150. https://doi.org/10.1016/0005-7967(84)90102-5
Lou, X. (Harbing). (2018, Sept 13). Ai in video games: Toward a more intelligent game. Linkedin.https://n9.cl/j01mb
Mateas, M., & Stern, A. (2003, March 24–26). Integrating plot, character, and natural language processing in the interactive drama Façade. In 1st International Conference on Technologies for Interactive Digital Storytelling and Entertainment (TIDSE 2003). Darmstadt, Germany.https://users.soe.ucsc.edu/~michaelm/publications/mateas-tidse2003.pdf
Perron, B. (2009). Horror video games: Essays on the fusion of fear and play. McFarland. https://archive.org/details/horrorvideogames0000unse
Rezk, A., & Haahr, M. (2022). Beyond free will: Understanding approaches to agency and their suitability for Bandersnatch-like titles. Entertainment Computing, 43,100500. https://doi.org/10.1016/j.entcom.2022.100500
Russell, S., & Norvig, P. (2010). Artificial intelligence: A modern approach (3rd ed.). Prentice Hall.
Smed, J., Suovou, Trygg, N. & Skult, P. (2019). Lecture notes on interactive storytelling. https://n9.cl/iyg8o
Soares, E., Silva, B. M. C., & Galam, G. T. (2022). Adaptive virtual reality horror games based on machine learning and player modeling. Entertainment Computing, 43, 100515. https://doi.org/10.1016/j.entcom.2022.100515
Song, Y., Kim, H., Yoo, T., Bae, B.-C., & Cheong, Y.-G. (2020). An intelligent storytelling system for narrative conflict generation and resolution. 2020 IEEE Conference on Games (CoG), 192–197. https://doi.org/10.1109/CoG47356.2020.9231592
Stone, C. (2019, Jan 7). The evolution of video games as a storytelling medium, and the role of narrative in modern games. Game Developer. https://www.gamedeveloper.com/design/theevolution-of-video-games-as-a-storytelling-medium-and-the-role-of-narrative-in-moderngames
Švelch, J. (2020). Should the monster play fair? : Reception of artificial intelligence in alien: isolation. Game Studies, 20(2). https://gamestudies.org/2002/articles/jaroslav_svelch
Thompson, T. (2020, April 23). The story of Façade: The AI-powered interactive drama. Game Developer. https://www.gamedeveloper.com/design/the-story-of-facade-the-ai-poweredinteractive-drama
Utku Dağlı, S. (2022). The difficulty of videogames and intelligence of AI. Play/Write Student Journal (2nd ed.). https://netlibrary.aau.at/kcgl/periodical/titleinfo/7923016/full.pdf#page=29
Yannakakis, G. N., & Togelius, J. (2018). Artificial intelligence and games. Springer International Publishing. https://doi.org/10.1007/978-3-319-63519-4
Zohaib, M. (2018). Dynamic difficulty adjustment (Dda) in computer games: A review. Advances in Human-Computer Interaction, 2018, 1-12. https://doi.org/10.1155/2018/5681652
PDF
FLIP











