USE OF DATABASE NARRATIVE IN MULTIMIDIA IPs AND VISUAL NOVELS
DOI:
https://doi.org/10.25112/bcij.v6i1.4493Resumen
This article aims to present the theoretical concepts and practical effects of the process of creating multimedia Intellectual Property (IP), as a franchise solidified in the market, through the use of database narrative in the creation of a game genre called visual novel. Through an exploratory study on concepts such as otaku subculture, database narrative, visual novel, and multimedia IPs, using the narrative review method, two case studies were structured. The results demonstrated that the capacity of visual novels to generate new successful multimedia IPs requires relatively small investments compared to other media in this cultural field, both in specific niches and throughout the otaku subculture in general, and even surpassing this subculture, with successful Western visual novels already circulating in the market, feeding back into this highly engaged subculture. This confirmed the hypothesis that the use of visual novels in the construction of a multimedia IP is a strategy successfully adopted since the 1990s, allowing cultural product companies to ensure, with little investment, a constant generation of original or adapted content, just as the creation of content by fan communities after the release of a title. Therefore, it can be concluded that this strategy is ideal for experimenting with narrative elements and for launching products on the market with low cost and high reach among the public.
Descargas
Publicado
Cómo citar
Número
Sección
Licencia
Derechos de autor 2026 Julio Cesar Ferreira, Vitor Pedro da Silva Castelo Tavares, Rafael Dirques David Regis, Felipe Paiva Vita Silva, Nicolas Renan Tomaz Lopes

Esta obra está bajo una licencia internacional Creative Commons Atribución 4.0.