Deus Ex Machina

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Deus Ex Machina 001 002 Cuaderno de máquinas y juegos | Nº 1 | Año 2017 003 DEUS EX MACHINA Cuaderno de máquinas y juegos N.º 1 | Año 2017 | Madrid [España] Publicado por Plataforma Editorial Sello ArsGames [sello.arsgames.net] [[email protected]] Edita: Asociación ArsGames [coord.: José Andrés Fernández] Diseño y producción gráfica: Sello ArsGames [Mr. Moutas] Ilustración de cubiertas: Díaz-Faes Compilación de textos: Deus Ex Machina [Guillermo G. M.] [deusexmachina.es] [[email protected] ] ISSN: 2529-9662 Depósito legal: M-23110-2016 Se permite la reproducción total o parcial de la obra y su di- fusión telemática para uso personal de los lectores siem- pre y cuando no sea con fines comerciales. Creative Commons-Atribución-NoComercial-CompartirIgual 3.0 España (CC BY-NC-SA 3.0 ES) AGRADECIMIENTOS — María Pérez Recio — Ricardo Suárez — Carmen Suárez — — Alicia Guardeño — Guillermo G. M. — Rodrigo Aliende — — Pablo Algaba — Galamot Shaku — Paula Rivera Donoso — — Israel Fernández — Isidoro Vélez — Alonso & Moutas — — David Rodríguez — Vctr_Seleucos — Toni Gomariz — — Ignasi Meda Calvet — Jenn Scarlett — Isa Pirracas — — Jorge González Sánchez — Marçal Mora — Díaz-Faes — — Eva Cid — Isi Cano — Rutxi García — Start-t Magazine Books — ARCHIVO EN CLAVE DE SOMRA LA FÓRMULA DE GEOFF CRAMMOND Eva Cid ................................................ 012 Isidoro Vélez ............................................060 ‘READY PLAYER ONE’: UN POCO DE INTELIGENCIA ARTIFICIAL UNA NOVELA SOBRE VIDEOJUEGOS David Rodríguez ........................................064 Ricardo Suárez ......................................... 016 LA CABALLERÍA DE LA PALA ‘VALHALLEANDO’, Marçal Mora ...........................................068 QUE ES GERUNDIO Guillermo G. M. .........................................022 FRIJOLVANIA Y ALEBRIJISMO Guillermo G. M. .........................................070 UNA VIDA CORTA PERO UNA VIDA FELIZ Rodrigo Aliende .........................................024 ECHOES, SILENCE, PATIENCE & GRACE Toni Gomariz ...........................................072 ESPELEOLOGÍA ‘INDIE’ Guillermo G. M. .........................................028 DE ‘OGRE BATTLE’ A ‘TEO TORRIATTE’ Marçal Mora ...........................................076 HISTORIA DE UNA RECREATIVA Ricardo Suárez .........................................032 REFLEXIONES EPISTEMOLÓGICAS SOBRE LOS VIDEOJUEGOS LOVE IN THE MACHINE Ignasi Meda Calvet ......................................080 Pablo Algaba ...........................................038 EN LA REALIDAD NO HAY NADA ABSOLUTO BIG IN JAPAN Jenn Scalett .............................................082 Marçal Mora ...........................................044 EN DEFENSA DE LA IMAGINACIÓN: APROXIMACIONES AL OTRO LADO DEL ESPEJO AL VIDEOJUEGO COMO FICCIÓN IMAGINATIVA Israel Fernández ........................................056 Paula Rivera Donoso ....................................086 MISIVAS ‘OXENFREE’: LA OCURRENCIA DE SER LIBRE EL JUEGO DE LAS DEFINICIONES Elba Lara ..............................................098 Víctor Navarro-Remesal .................................. 176 INTERSECCIONES EN ‘OVERWATCH’ HEGEMONÍA Y SUBALTERIDAD: Eva Cid ................................................ 102 PASIVOS, ACTIVOS Y ACTIVISTAS LGTB+ EN VIDEOJUEGOS Jorge González Sánchez .................................. 180 Y EN EL BOSQUE NOS ENCONTRAREMOS Diego Freire ............................................ 108 LA EXPERIENCIA ENCARNADA DEL JUGADOR Daniel Muriel ........................................... 186 VIVIR JUNTOS, MORIR SOLOS Koldo Gutiérrez ..........................................116 MUJERES E ‘E-SPORTS’: EL PAPEL DEL ‘MARKETING’, LA CULTURA Y LA SOCIEDAD ‘BREATH OF THE WILD’: LAS DOS CARAS DE UN MUNDO EN LA INFRARREPRESENTACIÓN FEMENINA Víctor Samper (BeetBeatBit) .............................. 120 Marta Triviño .......................................... 190 LA FOSA ABISAL DE LA NARRATIVA BRITÁNICA IDENTIDAD, OTREDAD Guillermo G. M. ......................................... 126 Y EL ALLANAMIENTO DE LA PRIVACIDAD VIRTUAL 194 ‘FINAL FANTASY XV’: Mariela González ....................................... LA IMPORTANCIA DE UNA ‘BOYBAND’ JAQUE MATE: EL AJEDREZ DADAÍSTA EN LOS VIDEOJUEGOS María Pérez Recio ....................................... 134 Isabel Cano ............................................. 198 VIOLENCIA DE GÉNERO EN VIDEOJUEGOS ‘JOURNEY’: LA TIERRA BLANDA DIGITAL Marina Amores ......................................... 138 Samuel Fiunte ..........................................204 ‘LOST CONSTELLATION’: EL HORROR EN LAS PAREDES DE ESTRELLAS, FANTASMAS Y CONEXIONES Carlos Gómez Gurpegui .................................. 212 Paula Rivera Donoso .................................... 144 EL USO DEL COLOR EN ‘FIREWATCH’, DE CAMPO SANTO LA LUCHA DE HIDETAKA SUEHIRO Ara Carrasco ...........................................222 Ricardo Suárez ......................................... 152 CUATRO POETAS NO EN NUESTRAS ESTRELLAS Javier Alemán ...........................................224 Víctor Ojuel ............................................ 160 LOS OTROS HÉROES DE HYRULE TENER EL CONTROL Nacho Bartolomé .......................................226 Celia Sánchez ........................................... 162 METAJUEGO Y LA COMUNICACIÓN AMPLIADA ‘HOMOZAPPING’: SEXUALIDAD Y VIDEOJUEGOS Alberto Murcia .........................................234 Eurídice Cabañes y Luca Carrubba ........................ 166 SILLYBERRYS DISEÑANDO EMPATÍA Adrián Castro, Eurídice Cabañes, Johan Paz, África Curiel ............................................ 172 Josué Monchan, Pablo Martínez y Santiago Eximeno . 238 ÁFRICA CURIEL Licenciada en Filología Inglesa, especializada en Na- rrativa Interactiva durante su máster de Escritura Creativa. Diseñadora narrativa y cofundadora de Fem- Devs, ha escrito para Equilateral, Nivel Oculto y Yugen. ALBERTO MURCIA LA Doctor en Humanidades por la Universidad Carlos III de Madrid, tecnófilo y autónomo por obligación. Dedica parte de su tiempo a escribir sobre videojue- go en AnaitGames, AntiHype, ZehnGames y Cáñamo. También sobre otras cosas en Canino o El Estado Mental. ARA CARRASCO PROMOCIÓN ‘Environment Artist’ e ilustradora; preparando su pri- mera novela gráfica. Ha trabajado en Jagex (RuneScape y Transformers), Traveller’s Tales (Lego Dimensions), Sonic The Hedgehog, Adventure Time para Warner Bros., Inkle (Sorcery! 4) o El Ministerio del Tiempo en VR. Colabora con eventos para favorecer la inclusión DE femenina en el mundo de los videojuegos. CARLOS GURPEGUI Estudió Comunicación Audiovisual en Sevilla y un máster en Estudios Narrativos de las Artes visuales en la URJC. En la actualidad colabora con IGN Espa- ña como redactor y aparece fugazmente en otras webs como AntiHype, AnaitGames o FS Gamer. ‘MISIVAS CELIA SÁNCHEZ Crítica de videojuegos temprana que escribe para su blog calei2copi0x. Presentadora del ‘podcast’ de vi- deojuegos El Ludoscopio y colaboradora ocasional en Visual404. DANIEL MURIEL 2016–17’ Doctor en Sociología, investigador postdoctoral en el Instituto de Estudios de Ocio de la Universidad de Deusto (Bilbao). Ha colaborado en varias universidades sobre temas de identidad, cultura, videojuegos, patri- monio cultural, juventud, o precariedad. Es coautor del libro Video Games as Culture. Ha publicado en Deus Ex Machina, AnaitGames, Presura, FS Gamer y ESTÁ ZehnGames. DIEGO FREIRE Ha escrito en lugares recónditos como en Indieorama, Deus Ex Machina, Nivel Oculto y El País. Actualmente, no tiene ganas de seguir escribiendo. Puede ser porque ahora es ‘Head of Studio’ y diseñador en Backfire Team y se dedica a hacer juegos de móvil. También puede ser COMPUESTA que haya perdido la ilusión. Es gallego, así que nunca te lo dejará claro. ELBA LARA Se licenció en Periodismo por vocación. Aspirante a poeta, dedicó seis años de su vida a escribir sobre tec- nología y videojuegos en una agencia de noticias de ám- POR: bito internacional. Hace unos meses cambió de bando para volcarse en el feminismo y los asuntos sociales. 008 EURÍDICE CABAÑES LUCA CARRUBBA RICARDO SUÁREZ Doctora en Filosofía por la Universidad Autónoma Artesano digital. Presidente de ArsGames España, Psicólogo de formación y vendedor de profesión. de Madrid. Fundadora de ArsGames (presidenta donde ha defendido con fervor desde la cultura li- Colaborador habitual en RetroGamer y New Super en México y vicepresidenta en España). Cuenta con bre el videojuego como herramienta de creación Juegos, también ha publicado de manera ocasional más de 50 publicaciones entre las que cabe destacar artística y transformadora en, entre otras, ini- en RetroManiac Magazine y Sphera Sports. el libro Gamestar(t): pedagogías libres en la intersec- ciativas que relacionan audio, vídeo y percepción ción entre el arte, la tecnología y los videojuegos. Ha como AudioGames o en proyectos de ludificación SAMUEL FIUNTE MATARREDONA diseñado videojuegos que experimentan con la in- de ‘OpenData’ como Juegos del Común. Ha trabajado en la industria del videojuego du- terfaz como AudioGames, educativos con ENOVA, o rante más de 10 años, en títulos como Napoleon: radicales como Homozzaping. MARIELA GONZÁLEZ Total War, Sonic & Sega All-Stars Racing, la serie EVA CID Escritora y periodista, trabaja como responsable Formula 1, Dirt 3, Operation Flashpoint: Red Ri- de comunicación ‘freelance’. Redactora en Fantí- ver, Dirt Showdown, Dirt Rally. Ha colaborado Integradora social de profesión, es autora de Por- fica e Indieorama. Ha publicado novelas de géne- con Vida Extra
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