Esports): El Espectáculo De Las Competiciones De Videojuegos

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Esports): El Espectáculo De Las Competiciones De Videojuegos UNIVERSIDAD COMPLUTENSE DE MADRID FACULTAD DE CIENCIAS DE LA INFORMACIÓN TESIS DOCTORAL Los deportes electrónicos (esports): el espectáculo de las competiciones de videojuegos MEMORIA PARA OPTAR AL GRADO DE DOCTOR PRESENTADA POR Marcos Antón Roncero Director Francisco García García . Madrid Ed. electrónica 2019 © Marcos Antón Roncero, 2018 FACULTAD DE CIENCIAS DE LA INFORMACIÓN DEPARTAMENTO DE TEORÍAS Y ANÁLISIS DE LA COMUNICACIÓN DOCTORADO EN COMUNICACIÓN AUDIOVISUAL, PUBLICIDAD Y RELACIONES PÚBLICAS LOS DEPORTES ELECTRÓNICOS (ESPORTS) El espectáculo en las competiciones de videojuegos TESIS DOCTORAL PRESENTADA POR: D. Marcos Antón Roncero DIRECTOR: D. Francisco García García MADRID, 2018 Todas las imágenes y textos con copyright referenciados en el presente trabajo han sido utilizados bajo el derecho de cita, regulado en el artículo 32 del Texto refundido que recoge la Ley de la Propiedad Intelectual (TRLPI) según se recoge en el Decreto Legislativo 1/1996, de 12 de abril. AGRADECIMIENTOS Estamos demasiado acostumbrados a leer agradecimientos, incluso a escribirlos, pero pocas veces se agradece de palabra y de corazón, mirando a los ojos. Que esta página sea una mirada a los ojos para quienes aparecen en ella, pues muchos están lejos y a otros no les agradezco lo suficiente su paciencia, experiencia y visión del mundo, cualidades que me han hecho crecer y madurar para convertirme en quien soy ahora y llevarme a realizar el trabajo que aquí se presenta. Gracias a mis padres por darme los medios y la voluntad para seguir un camino que ellos no tuvieron la opción de elegir. De ellos son todos los logros conseguidos (con y sin títulos de por medio). A mi compañera de fatigas durante todos estos años; mi mejor lectora y la persona que me pone los pies en la tierra cada mañana. Gracias a ellos por escucharme, muchas veces sin comprender del todo, pero apoyando cada decisión y cambio de rumbo que he dado en estos años. A mis amigos y familia, que muchas veces son lo mismo. A los de aquí y los de allí. Por preguntar e interesarse por lo que hago, por intentar comprenderlo, aunque en ocasiones suene a locura, y por estar ahí en los momentos difíciles. A Eduardo Yuguero, por iniciarme profesionalmente en el mundo de los esports con nocturnidad y alevosía, codo con codo en la mesa de realización, entre fideos chinos y guiones de Miguel Negrillo. A José Agustín Carrillo, por las sesiones de terapia compartida entre dos lunáticos académicos de los esports. A Salvador Gómez, por su interés, paciencia y sabiduría directa y sin adornos. A Gustavo Montes y María Abellán, por animarme a convertir la universidad en una profesión. Y a Vicente Sanz y el resto de profesores de Aranjuez, quienes me hicieron ver que otra universidad es posible cuando el intercambio se produce, con sinceridad, entre alumno y docente. También quiero agradecer a todos los currantes con los que he compartido trinchera en eventos, platós y redacciones. Personas que, sin pedir nada a cambio, me han cedido su tiempo y transmitido su pasión por el trabajo bien hecho. No me puedo olvidar de unos cuantos megamedios, quienes con su 7 amistad y profesionalidad jamás me impidieron crecer tanto personal como profesionalmente durante los años que compartimos redacción. A los alumnos que han pasado por mis clases. Los primeros de un número que espero seguir ampliando con los años. Por cederme su tiempo y ofrecerme una experiencia inolvidable. Y finalmente, pero no en último lugar, a Paco García, mi director, por confiar en mi proyecto, por guiarme cuando le he necesitado, pero sobre todo por otorgarme una libertad sin la que estas hojas no hubieran visto la luz. Y gracias a ti, lector, porque espero que mi trabajo sirva para ayudar a comprender y desarrollar un sector que ya está cambiando la forma de ver el mundo. Jamás imaginé que lo que comenzó jugando a Counter-Strike 1.6 en el cíber del barrio terminaría floreciendo en una tesis doctoral. 8 ÍNDICE AGRADECIMIENTOS ........................................................................................ 7 LISTADO DE FIGURAS ................................................................................... 13 LISTADO DE TABLAS ..................................................................................... 15 PALABRAS CLAVE .......................................................................................... 16 RESUMEN ....................................................................................................... 16 ABSTRACT ...................................................................................................... 19 1. INTRODUCCIÓN ......................................................................................... 22 1.1. Presentación del objeto de estudio y su contexto ........................................................... 22 1.2. Propósito de la investigación ........................................................................................... 29 1.3. Justificación personal, social, económica y científica ...................................................... 29 1.4. Oportunidad ..................................................................................................................... 30 1.5. Finalidad ........................................................................................................................... 31 1.6. Recursos ........................................................................................................................... 31 1.7. Estructura ......................................................................................................................... 32 2. MARCO TEÓRICO Y ESTADO DE LA CUESTIÓN ..................................... 36 2.1. De las teorías del videojuego al estudio de los esports ................................................... 38 2.1.1. La teoría antropológica ............................................................................................. 39 2.1.2. La teoría narrativa ..................................................................................................... 41 2.1.3. La teoría ludológica ................................................................................................... 45 2.1.4. La perspectiva cultural y mediática del videojuego .................................................. 48 2.1.5. Otras perspectivas ..................................................................................................... 49 2.1.5.1. Del juego al videojuego: la conceptualización del término ............................... 49 2.1.5.2. Diseño, jugabilidad, reglas y experiencia de juego ............................................ 50 2.1.5.3. El estudio de los géneros en los videojuegos ..................................................... 52 2.2. Los deportes electrónicos en la academia ....................................................................... 53 2.2.1. Los primeros estudios: la popularización del ocio digital ......................................... 56 2.2.2. La visión social de los deportes electrónicos ............................................................ 59 2.2.2.1. La percepción social del videojuego ................................................................... 60 I - El videojuego como un producto infantil ................................................................ 61 II - El videojuego como un producto pasivo y adictivo ................................................ 61 III - El videojuego como un producto violento ............................................................ 62 IV - El videojuego como un producto machista y sexualizado .................................... 64 9 V - El videojuego como herramienta de trabajo: gamificación, juegos serios y advergaming ............................................................................................................... 65 2.2.3. Las oportunidades de los deportes electrónicos en otros sectores.......................... 68 2.2.4. Los esports como deporte ......................................................................................... 70 2.2.5. Los esports como espectáculo deportivo y mediático .............................................. 71 2.2.6. Los esports desde el punto de vista del diseño de videojuegos ............................... 74 2.2.7. En busca de una definición para los deportes electrónicos ...................................... 75 2.3. Un recorrido histórico ...................................................................................................... 79 2.3.1. Del juego al videojuego: el nacimiento de una industria .......................................... 81 2.3.1.1. Los primeros juegos electrónicos ....................................................................... 81 2.3.1.2. Los precursores del videojuego: de Nim a Tennis for Two ................................ 83 2.3.1.3. El primer videojuego: Spacewar! vs. Pong ......................................................... 86 2.3.1.4. La edad dorada del videojuego .......................................................................... 89 2.3.1.5. El crash del videojuego ....................................................................................... 90 2.3.1.6. Después del crash ............................................................................................... 92 2.3.2. Del videojuego lúdico al videojuego competitivo ..................................................... 94 2.3.2.1. Los primeros torneos de videojuegos ...............................................................
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