TESIS: Grand Theft Auto IV. Impacto Y Contexto En Los Videojuegos Como

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TESIS: Grand Theft Auto IV. Impacto Y Contexto En Los Videojuegos Como UNIVERSIDAD NACIONAL AUTÓNOMA DE MÉXICO FACULTAD DE ESTUDIOS SUPERIORES ACATLÁN Grand Theft Auto IV. Impacto y contexto en los videojuegos como parte de la cultura de masas Tesis para obtener el título de: Licenciado en Comunicación PRESENTA David Mendieta Velázquez ASESOR DE TESIS Mtro. José C. Botello Hernández UNAM – Dirección General de Bibliotecas Tesis Digitales Restricciones de uso DERECHOS RESERVADOS © PROHIBIDA SU REPRODUCCIÓN TOTAL O PARCIAL Todo el material contenido en esta tesis esta protegido por la Ley Federal del Derecho de Autor (LFDA) de los Estados Unidos Mexicanos (México). El uso de imágenes, fragmentos de videos, y demás material que sea objeto de protección de los derechos de autor, será exclusivamente para fines educativos e informativos y deberá citar la fuente donde la obtuvo mencionando el autor o autores. Cualquier uso distinto como el lucro, reproducción, edición o modificación, será perseguido y sancionado por el respectivo titular de los Derechos de Autor. Grand Theft Auto IV Impacto y contexto en los videojuegos como parte de la cultura de masas Agradecimientos A mis padres. Gracias, papá, por enseñarme valores y por tratar de enseñarme todo lo que sabías para que llegara a ser alguien importante. Sé que desde el cielo estás orgulloso de tu familia. Mamá, gracias por todo el apoyo en todos estos años; sé que tu esfuerzo es enorme y en este trabajo se refleja solo un poco de tus desvelos y preocupaciones. Gracias por todo tu apoyo para la terminación de este trabajo. A Ariadna Pruneda Alcántara. Gracias, mi amor, por toda tu ayuda y comprensión. Tu orientación, opiniones e interés que me has dado para la realización de cualquier proyecto que me he propuesto, así como por ser la motivación para seguir adelante siempre. Gracias por estar a mi lado en cada momento de mi vida. A Arlette Alcántara por ser una gran amiga y ayudarme a que se realizara éste trabajo. Tus consejos han sido de gran ayuda, para siempre seguir adelante con mis proyectos y no darme por vencido a pesar de los problemas. A Jacqueline Mendieta y Alberto Garza, por estar al pendiente de mi mamá y preocuparse por mi futuro. Gracias por sus consejos y por toda la ayuda en todos estos años que llevan juntos, y que espero que sean más. A mi maestro, asesor y, sobre todo, amigo José Botello Hernández, por sus conocimientos y la confianza que puso en mí, así como su tiempo y dedicación para que mis ideas y pensamientos los plasmara en este trabajo. Gracias por brindarme su amistad y por preocuparse por mí. A mi amigo el maestro Javier Olimpo, por su gran carisma y por enseñarme que no hay mejor inversión que el conocimiento. I Índice Introducción ...................................................................................................... 1 Capítulo 1. El juego y el desarrollo del videojuego en la Industria Cultural .................................................................................... 3 1.1 Antecedente histórico: cómo han surgido los juegos ..................... 4 1.1.1 El juego, planteamientos de Johan Huizinga en el libro Homo Ludens ................................................................. 4 1.1.2 Hacia un concepto de juego .......................................................... 6 1.1.3 Concepto de juego ......................................................................... 6 1.1.4 Surgimiento del videojuego ............................................................. 9 1.2 Crisis de los videojuegos en 1983. Caída de los videojuegos ....... 12 1.2.1 Principales causas de la crisis de los videojuegos ....................... 13 1.2.2 Fracasos comerciales ................................................................... 14 1.2.3 Crecimiento sin control ................................................................. 14 1.2.4 Saturación del mercado ............................................................... 15 1.2.5 Computadoras personales ............................................................ 15 1.3 Resurgimiento de los videojuegos .................................................. 16 1.3.1 Nintendo ...................................................................................... 17 1.3.2 Sega ........................................................................................... 17 1.3.3 El plomero Bigotón ..................................................................... 18 1.4 Generaciones de consolas ................................................................ 18 1.4.1 Primera generación ....................................................................... 19 1.4.2 Segunda generación ..................................................................... 20 1.4.3 Tercera generación ....................................................................... 20 1.4.4 Cuarta generación ........................................................................ 21 1.4.5 Quinta generación......................................................................... 21 1.4.6 Sexta generación .......................................................................... 22 1.4.7 Séptima generación ...................................................................... 23 1.4.7.1 Xbox 360 ............................................................................... 23 1.4.7.2 PlayStation 3 ......................................................................... 23 II 1.4.7.3 Wii .......................................................................................... 24 1.4.8 Lista de las consolas más vendidas hasta 2013 .......................... 24 1.5 Clasificación de videojuegos ............................................................ 26 1.5.1 Sistema de clasificación ESRB ..................................................... 27 1.5.2 Sistema de clasificación PEGI ...................................................... 31 1.6 Géneros de videojuegos ................................................................... 34 1.6.1 Aventura ....................................................................................... 34 1.6.2 Disparos ........................................................................................ 35 1.6.3 Educativos .................................................................................... 35 1.6.4 Estrategia ...................................................................................... 36 1.6.5 Lucha ............................................................................................ 37 1.6.6 Survival horror............................................................................... 38 1.6.7 Plataformas ................................................................................... 39 1.6.8 Rol ................................................................................................ 39 1.6.9 Musicales ...................................................................................... 40 1.6.10 Deportivo .................................................................................... 40 1.6.11 Carreras ...................................................................................... 41 1.6.12 No lineal ...................................................................................... 42 1.7 Multijugador y Xbox Live ................................................................... 43 1.7.1 Xbox Live ...................................................................................... 45 1.7.2 Cronograma de Xbox Live ............................................................ 46 Capítulo 2. Impacto de los videojuegos ....................................................... 48 2.1 Efectos y partes positivas en los videojuegos ............................... 48 2.1.1 Mejora de habilidades .................................................................. 48 2.1.2 Los videojuegos y la educación .................................................... 49 2.1.3 Videojuegos y la interacción en el aprendizaje ............................. 52 2.1.4 Videojuegos en el aprendizaje ...................................................... 52 2.1.5 Videojuegos de estrategia ............................................................ 52 2.1.6 Mejora de habilidades cognitivas ................................................. 53 2.1.7 Beneficios en el desarrollo de los niños y adolescentes ............... 53 2.2 Efectos negativos en los videojuegos ............................................. 54 III 2.2.1 Adicción a los videojuegos ............................................................ 55 2.2.2 Videojuegos para resolver problemas .......................................... 57 2.2.3 Trastornos de sueño .................................................................... 59 2.2.4 Aislamiento social ......................................................................... 59 2.2.5 Papel de las tecnologías en el aislamiento social ......................... 62 2.2.6 Rendimiento escolar ..................................................................... 62 2.2.7 Otras actividades absorbentes relacionadas a los videojuegos .... 65 2.2.7.1 Sexismo en los videojuegos .................................................. 66 2.2.7.2 Violencia en videojuegos ....................................................... 67 2.3 La violencia en los videojuegos ....................................................... 67 2.3.1 Teoría de Bandura y su relación con la violencia en los videojuegos .............................................. 68 2.3.2 Teoría del conductismo de Albert Bandura .................................. 68 2.3.3
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