Oda Nobunaga in Japanese Videogames the Case of Nobunaga’S Ambition: Sphere of Influence (Koei, 2013)

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Oda Nobunaga in Japanese Videogames the Case of Nobunaga’S Ambition: Sphere of Influence (Koei, 2013) Trabajo Fin de Máster Oda Nobunaga en los videojuegos japoneses El caso de Nobunaga’s Ambition: Sphere of Influence (Koei, 2013) Oda Nobunaga in Japanese videogames The case of Nobunaga’s Ambition: Sphere of Influence (Koei, 2013) Autora Claudia Bonillo Fernández Directoras Elena Barlés Báguena Amparo Martínez Herranz Facultad de Filosofía y Letras/ Departamento de Historia del Arte Curso 2017-2018 2 ÍNDICE I. PRESENTACIÓN DEL TRABAJO .......................................................................................................................... 3 1. Delimitación del tema y causas de su elección ..................................................................................................... 3 2. Estado de la cuestión ............................................................................................................................................. 5 3. Objetivos del trabajo ............................................................................................................................................. 9 4. Metodología .......................................................................................................................................................... 9 4.1. Búsqueda, recopilación, lectura y análisis de material bibliográfico ........................................................... 10 4.2. Búsqueda, recopilación, lectura y análisis de material documental ............................................................. 11 4.3. Trabajo de campo ......................................................................................................................................... 12 4.4. Organización de la información recogida y estructura del trabajo ............................................................... 13 5. Agradecimientos ................................................................................................................................................. 14 II. DESARROLLO ANALÍTICO ............................................................................................................................... 15 1. Oda Nobunaga. Su realidad histórica y representación en productos audiovisuales del Japón actual ................ 15 1.1. Biografía de Oda Nobunaga ........................................................................................................................ 15 1.2. Oda Nobunaga en los medios audiovisuales japoneses contemporáneos .................................................... 20 2. Estudio monográfico de Nobunaga’s Ambition: Sphere of Influence .................................................................. 46 2.1. El autor de la serie, Shibusawa Kô, y la empresa Koei ................................................................................ 46 2.2. El origen y desarrollo de la saga Nobunaga no Yabô. Los precedentes de Nobunaga’s Ambition: Sphere of Influence ............................................................................................................................................................. 49 2.3. Características de Nobunaga’s Ambition: Sphere of Influence ..................................................................... 51 2.4. El relato histórico. Las fuentes de Nobunaga’s Ambition: Sphere of Influence ........................................... 61 2.5. Los personajes y la ambientación histórica en Nobunaga’s Ambition: Sphere of Influence ........................ 71 2.6. Representación de Oda Nobunaga ............................................................................................................. 100 III. CONCLUSIONES .............................................................................................................................................. 105 IV. BIBLIOGRAFÍA Y FUENTES ........................................................................................................................... 108 1. Bibliografía ....................................................................................................................................................... 108 1.1. Bibliografía general ................................................................................................................................... 108 1.2. Bibliografía específica ............................................................................................................................... 110 2. Webgrafía .......................................................................................................................................................... 110 3. Filmografía ....................................................................................................................................................... 114 4. Fuentes .............................................................................................................................................................. 115 4.1. Fuentes literarias ........................................................................................................................................ 115 4.2. Entrevistas ................................................................................................................................................. 115 4.3. Webs específicas de los videojuegos y de Koei ......................................................................................... 116 V. ANEXOS .............................................................................................................................................................. 117 1. Catalogación de la serie Nobunaga no Yabô ................................................................................................. 117 2. Estudio de mercado de Nobunaga’s Ambition: Sphere of Influence ............................................................. 134 VI. APÉNDICE ......................................................................................................................................................... 142 1. Biografías de los personajes ......................................................................................................................... 142 2. Glosario de términos informáticos ................................................................................................................ 151 3 I. PRESENTACIÓN DEL TRABAJO 1. Delimitación del tema y causas de su elección El Trabajo Fin de Máster que hemos abordado, bajo la dirección de las Dras. Elena Barlés y Amparo Martínez, tiene como fin estudiar el videojuego Nobunaga’s Ambition: Sphere of Influence (信長の野望・創造, “La Ambición de Nobunaga: Creación”),1 producido por Shibusawa Kô2 (Ashikaga, Japón, 1950), presidente de la empresa de videojuegos Koei, una de las más importantes de Japón en este ramo. Este videojuego está basado en la figura histórica del Japón medieval Oda Nobunaga (1534-1582), y fue lanzado por la empresa Koei en 2013 para ordenador para la celebración del trigésimo aniversario de la serie Nobunaga no Yabô (信長の野 望, “La Ambición de Nobunaga”, abreviada a partir de ahora como NnY). Dicha saga de catorce videojuegos tuvo su inicio en 1983 y ha tenido notable difusión, siendo la más reconocida de todas las basadas en el citado personaje histórico. En concreto, el videojuego objeto de nuestra atención, que tuvo su posterior salida en EE.UU. y Europa en 2015, constituye la culminación técnica y artística de esta serie y ha sido galardonado con diversos premios y obtenido muy buenas críticas. En este trabajo se pretende estudiarlo desde un punto de vista técnico y artístico y, particularmente, analizar los eventos en los que se enmarca, la representación de sus personajes (especialmente de su protagonista) y su ambientación con el fin de verificar su fidelidad histórica, así como los medios a través de los cuales los jugadores pueden percibir imágenes y procesos históricos, todo ello para valorar si constituye un instrumento eficaz para dar a conocer la historia de Japón. En adelante el videojuego, objeto de nuestro estudio, será denominado NA: SoI, siglas que se utilizan habitualmente para referirse este producto. Tres han sido las razones que me han llevado a la elección de este tema. En primer lugar, esta investigación se adecúa a mi perfil formativo y a mis gustos personales. Respecto a mi formación, cursé el Grado en Ingeniería Informática con mención en Computación3 en la Universidad de Zaragoza, lo que me ha permitido obtener un aprendizaje específico en los aspectos técnicos del diseño de videojuegos. Además, he ido adquiriendo conocimientos de carácter histórico-artístico gracias al Máster en Estudios Avanzados en Historia del Arte y al Diploma de Especialización en Estudios Japoneses, posgrado de la Universidad de Zaragoza,4 que finalicé el pasado curso académico y que incluye asignaturas sobre la historia, arte y sociedad niponas. A la par, he finalizado los estudios de Lengua Japonesa en el Centro Universitario de Lenguas Modernas (UZ)5 y poseo varios títulos oficiales de dicho idioma,6 lo 1 La traducción es de la autora, en adelante se indicará: [t.a.]. 2 Durante el trabajo se pondrán los nombres propios japoneses en el orden que se sigue en Japón, primero el apellido y luego el nombre. 3 Computación, http://computacion.unizar.es/ (consulta: 19-IV-2018). 4 Estudios Japoneses, https://derecho.unizar.es/ estudios-japoneses (consulta: 19-IV-2018). 5 CULM, https://culm.unizar.es/secciones/japones/seccion-de-japones (consulta: 19-IV-2018). 4 que me capacita para leer textos en japonés, habilidad que
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