Adaptación de los procesos creativos para cambiar el mundo

  • Christy Dena SAE Creative ´Media Institute
Palabras clave: Storytelling, diseño de juegos, entretenimiento, retórica, cultura, evolución


Los discursos en torno a la estandarización y la formación de la identidad impiden enfoques alternativos a la práctica creativa. Sin embargo, los cambios se producen a través de cambios de actitud generalizados que se articulan en la retórica. Basándose en la investigación de las ciencias sociales sobre la historia económica y la evolución cultural basada en la elección, este ensayo analiza los cambios en la noción de conflicto y cierre en las industrias creativas. Se argumenta que estos cambios están provocados por la idea de una coevolución basada en la elección, de la que se hacen eco muchos de los discursos que rodean la práctica.


La descarga de datos todavía no está disponible.


Anthropy, A. (2015). “Empathy Game.” AuntiePixelante, n.d.

Belman, J. & Flanagan, M. (2009). “Designing Games to Foster Empathy.” Cognitive Technology 14(2): 5-15.

Bison, A. & T. Verdier (2011). “The Economics of Cultural Transmission and the Dynamics of Preferences.” Journal of Economic Theory 97: 298-319. doi:10.1006jeth.2000.2678.

Bogost, I. (2017). “Video Games Are Better Without Stories.” The Atlantic, 25 April.

Christopoulou, R., Jaber, A., & D.R. Lillard (2013). “The Inter-Generational and Social Transmission of Cultural Traits: Theory and Evidence From Smoking Behaviour.” NBER Working Paper 19304. doi: 10.3386/w19304

Dena, C. (2017). “Finding a Way: Techniques to Avoid Schema Tension in Narrative Design.” Transactions of the Digital Games Research Association (ToDiGRA) 3 (1), 27-61. doi: 10.26503/todigra.v3i1.63

Dena, C. (2018). “Transmedia Adaptation: Revising the No-Adaptation Rule.” In Freeman, M. and Gambarato, R. The Routledge Companion to Transmedia Studies. New York: Routledge.

Desta, Y. (2017). “Rotten Apples Is Like Rotten Tomatoes with a Post-Weinstein Twist.” Vanity Fair, 14 December.

Dunne, A. & Raby, F. (2011). “Critical Design FAQ.” DunneandRaby.

Elkington, J. (1997). Cannibals with Forks: The Triple Bottom Line of 21st Century Business. Oxford: Capstone Publishing.

Fullerton, T. (2008). Game Design Workshop: A Playcentric Approach to Creating Innovative Games, 2nd Edition. Burlington: Morgan Kaufmann.

Gee, J.P. (2003). What Video Games have to Teach Us about Learning and Literacy. New York: Palgrave Macmillan.

Golding, D. (2013). “To Configure or to Navigate?: On Textual Frames.” In Waggoner, Z. (Ed.) Terms of Play: Essays on Words That Matter in Videogame Theory. Jefferson: McFarland & Company, Inc.

Gomez, J. (2017a). “When it Comes to Story, You’re Not Getting It.” Medium, 14 February.

Gomez, J. (2017b). “The Collective Journey Comes to Television.” Medium, 18 February.

Haughe, M. (2017). “What’s Your Theme.” Story Mastery, 8 November.

Hirschman, E., & Holbrook, M. (1982). Hedonic Consumption: Emerging Concepts, Methods and Propositions. Journal of Marketing, 46(3), 92-101. doi:10.2307/1251707

Hindle, T. (2009). “Triple Bottom Line.” The Economist, 17 November.

Jenkins, H. (2009). “The Aesthetics of Transmedia: In Response to David Bordwell (Part 1).” Confesssions of an ACA-FAN, 10 September.

Kaplan, S. (2013). Hidden Tools of Comedy. CA: Michael Wiese Productions.

Kaufman, J. C., & Beghetto, R. A. (2009). “Beyond Big and Little: The Four C model of Creativity.” Review of General Psychology, 13: 1–13.

Kip. (2016). “Designing an AI Persona.” Medium, 19 January.

McCloskey, D. (2011). “The Treason Of The Clerisy: Capitalism And The Intellectuals After 1848.” Mercatus Center, George Mason University, 24 October.

McCloskey, D. (2016). Bourgeois Equality: How Ideas, Not Capital or Institutions, Enriched the World. Chicago: University of Chicago Press.

McKee, R. (1999) Story: Substance, Structure, Style, and the Principles of Screenwriting. London: Methuen.

Murphy, J. (2016). “A Film is Not a Film and Not an Empathy Machine.” Immerse, 7 October,

Nash Information Services. (2017). “Magic Mike XXL.” The Numbers (n.d.).

Neff, C. (2014). “The Jaws Effect: How Movie Narratives are Used to Influence Policy Responses to Shark Bites in Western Australia.” Australian Journal of Political Science, 1, 114-127. doi: 10.1080/10361146.2014.989385

Ray, S.G. (2004). Gender Inclusive Game Design: Expanding the Market. Hingham: Charles River Media, Inc.

Rubin, R. (2017). “Ashley Judd, Mira Sorvino Respond to Peter Jackson’s Claims That Weinstein Blacklisted Them.” Variety, 15 December.

Ruiz, R. (1995). Poetics of Cinema (translated by Brian Holmes). Paris: Dis Voir.

Schell, J. (2010) The Art of Game Design: A Book of Lenses. Burlington: Elsevier.

Schwartz, S. (2011). “Studying Values: Personal Adventure, Future Directions.”

Journal of Cross-Cultural Psychology, 42(3): 307–19.

Schwartz, S. H. (1992). “Universals in the Content and Structure of Values: Theoretical Advances and Empirical Tests in 20 Countries.” In M. P. Zanna (Ed.), Advances in Experimental Social Psychology, 25: 1-65. Orlando: Academic Press.

Shaul, N.B. (2015). Cinema of Choice: Optional Thinking and Narrative Movies. New York: Berghahn.

Simonton, D. K. (1994). Greatness: Who Makes History and Why. New York: Guilford Press.

Snyder, B. (2005). Save the Cat!: The Last Book on Screenwriting You’ll Ever Need. Studio City: Michael Wiese Productions.

Still eating oranges collective (2015). “The Significance of Plot Without Conflict.” still eating oranges, 15 June.

Sun, R. (2017). “Top Hollywood Execs Unveil Anti-Sexual Harassment Commission Chaired by Anita Hill.” The Hollywood Reporter, 15 December.

Trottier, D. (2005). The Screenwriter’s Bible: A Complete Guide to Writing, Formatting, and Selling your Script, 4th Edition. Los Angeles: Silman-James Press.

Truby, J. (2007). The Anatomy of Story: 22 Steps to Becoming a Master Storyteller. New York: Faber and Faber, Inc.

Upton, B. (2015). The Aesthetic of Play. Cambridge: MIT Press.

Wendt, T. (2017). Persistent Fools: Cunning Intelligence and the Politics of Design. Lexington: Thomas Wendt.

Cómo citar
Dena, C. (2018). Adaptación de los procesos creativos para cambiar el mundo. Revista De La Asociación Española De Investigación De La Comunicación, 5(9), 1-9.