<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1405-1435</journal-id>
<journal-title><![CDATA[Convergencia]]></journal-title>
<abbrev-journal-title><![CDATA[Convergencia]]></abbrev-journal-title>
<issn>1405-1435</issn>
<publisher>
<publisher-name><![CDATA[Universidad Autónoma del Estado de México, Facultad de Ciencias Políticas y Administración]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1405-14352023000100002</article-id>
<article-id pub-id-type="doi">10.29101/crcs.v30i0.20385</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[El videojuego como motor de la trama fílmica: una intertextualidad en auge]]></article-title>
<article-title xml:lang="en"><![CDATA[Videogames as drivers for film plots: booming intertextuality]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Jiménez Sánchez]]></surname>
<given-names><![CDATA[Álvaro]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Lavín]]></surname>
<given-names><![CDATA[José M.]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Martín García]]></surname>
<given-names><![CDATA[Noemí]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad de Valladolid  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Spain</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidad Internacional de La Rioja  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Spain</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Universidad de Valladolid  ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>Spain</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>00</month>
<year>2023</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>00</month>
<year>2023</year>
</pub-date>
<volume>30</volume>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S1405-14352023000100002&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S1405-14352023000100002&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S1405-14352023000100002&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen: Esta investigación se centra en aquellos filmes cuya trama viene marcada por el uso de un videojuego y lo que éste implica respecto a la concepción de los personajes, la estructura y la historia. Se observaron 29 producciones cinematográficas. Se realizó un análisis fílmico de carácter temático discursivo, con el objetivo de profundizar en los usos y conceptualizaciones que se derivan de esta intertextualidad. Los resultados muestran una heterogeneidad en la manera de utilizar el juego digital como aporte narrativo. Se reflexiona sobre sus diferentes implicaciones, especialmente con la relación entre realidad y ficción, el uso del avatar, la estructura y reglas, el concepto de tiempo, la figura del demiurgo, la lucha contra la tiranía y la audiencia. Se concluye que este tipo de películas puede suponer un subgénero propio y muy prometedor dentro de la ciencia ficción y de la fantasía.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract: This research focuses on films whose plot is marked by a videogame and what this implies regarding the conception of characters, structure and story. Twenty-nine film productions were observed. A thematic-discursive film analysis was carried out for the purpose of deepening into the uses and conceptualizations derived from this synergy. The results show heterogeneity in the use of digital games as contributions for the narratives. We reflect on their various implications, in particular the relationship between reality and fiction, the use of avatars, structure and rules, concept of time, the figure of demiurges, the struggle against tyranny, and also the audiences. It is concluded that this type of films may represent a subgenre of its own and a very promising one in the sphere of science fiction and fantasy.]]></p></abstract>
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<kwd lng="es"><![CDATA[videojuego]]></kwd>
<kwd lng="es"><![CDATA[trama]]></kwd>
<kwd lng="es"><![CDATA[intertextualidad]]></kwd>
<kwd lng="en"><![CDATA[avatar]]></kwd>
<kwd lng="en"><![CDATA[film]]></kwd>
<kwd lng="en"><![CDATA[videogame]]></kwd>
<kwd lng="en"><![CDATA[plot]]></kwd>
<kwd lng="en"><![CDATA[intertextuality.]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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