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Presura Cultura Y Sociedad VIDEOJUEGOS,PRESURA CULTURA Y SOCIEDAD. LUCASARTS NÚMERO XII A lo largo de estas lo hemos conseguido, páginas te encontra- pero solo tú eres juez de rás precisamente esto, estas palabras. Por esto reflexiones y estudios mismo, si te interesa el LUCASARTS sobre la propia signifi- proyecto, si te ha gusta- cancia de estos títulos do, te pediríamos, te pe- o exploraciones de los diría, a nivel personal, Presura encamina sus pasos referentes y constructos que lo compartieras, hacia la mayoría de edad. 12 nú- utilizados para levan- es la única manera en meros nos observan detrás de tar los videojuegos más la que podemos seguir nuestros hombros. No es tarea conocidos de LucasArts. creciendo y trabajando, fácil para un proyecto que nació Con este número hemos de manera altruista, en con una vocación personal y pri- intentado superarnos, este proyecto que he- vada. Sin embargo, su proyección crecer en cuanto a ma- mos iniciado entre to- y difusión ha alcanzado cotas que quetación y colabora- dos, bienvenido al nú- nunca habíamos imaginado y ha dores, y creemos que mero 12 de Presura. atraído a talentos con los que nun- ca hubiéramos soñado. El ejemplo práctico de nuestras palabras es este número, compuesto por cola- boradores que realmente admiro y con los que trabajo en otros ám- bitos alejados del videojuego. Todo ello mezclado con una de ALBERTO VENEGAS RAMOS. las grandes compañías de video- juegos de la Historia. Un nombre Profesor de Historia. Historia y Press Button. que ha pasado a la memoria como Investigador y doctoran- Fundador, director y edi- sinónimo de videojuegos. Equi- do en identidades co- tor de la revista Presura e po que ha sobrepasado la propia lectivas altomedievales Historia de Extremadura. concepción, área y límites del en el sur Mediterráneo. Divulgador de temas re- PRESENTACIÓN videojuego para ocupar un lugar Estudiante de Antropolo- lacionados con Historia, predominante dentro de la cultu- gía Social y Cultural por Antropología y Videojue- ra popular de nuestro imaginario la U.N.E.D. Miembro del gos en diferentes plata- colectivo. Personajes como Guy- Comité de Redacción de formas. brush Threepwood, Le Chuck, Ma- Extremadura. Revista de nuel Calavera, etc., se han conver- tido a su vez en iconos de nuestro tiempo. [email protected] @albertoxvenegas COLABORADORES. Iris Rodríguez Alcaide (Móstoles, 1989) es Licenciada en Historia y Máster en Estudios Avanzados de Historia Moderna: “Monarquía de España, siglos XVI-XVIII” por la Universidad Autónoma de Madrid. Tras un breve pe- riodo como investigadora en el proyecto transdisciplinar europeo META- PRESURA BODY, intenta emprender un doctorado en el área de Historia Intelectual y VIDEOJUEGOS, Cultural de los Animales, desde una perspectiva de género y postcolonial. CULTURA Y Aficionada a los videojuegos y fruto de su interés por la relación entre éstos SOCIEDAD. y la historia, escribe desde 2014 en el blog Licencia Histórica. Antonio Luis Martínez Rodríguez (Murcia, 1990), arqueólogo, historia- dor y medievalista en potencia. Licenciado en Historia (UMU), Máster en Arqueología (UGR) y cursando el Máster en Formación del Profesorado (UMH). Editor de Medieval en Témpora Magazine, especializado en Ar- queología, Patrimonio Cultural e Historia Marítima. Mis intereses versan LUCASARTS también sobre la Historia de al-Ándalus, Murcia e Irlanda. @cantonioluis NÚMERO XII Antonio Contreras Limones, natural de La Puebla de Cazalla, un pueblo de la provincia de Sevilla. Graduado en Comunicación Audiovisual y en pro- ceso de investigador. Trabajando actualmente como creador de contenidos audiovisuales y estudiante. Amante del arte y de la cultura en cualquiera de sus expresiones. Daniel Muriel. Doctor en Sociología por la Universidad del País Vasco, se Gaymer.es es la principal comunidad online para jugadores LGTB+ de habla encuentra actualmente inmerso en una investigación postdoctoral sobre la hispana. Está formada por jóvenes de toda España que trabajan en defen- cultura del videojuego financiada por el Gobierno Vasco. A medio camino sa de las representaciones del colectivo LGTB+ en videojuegos a través de entre Manchester (Universidad de Salford) y Bilbao (UPV/EHU), está es- la generación de teoría en torno a perspectivas de género, lgtb+, raciales, cribiendo —junto al catedrático Garry Crawford— el libro “Video Games etc. aplicadas a videojuegos, y de la creación de un espacio de encuentro y as Culture” para la editorial Routledge. A lo largo de su vida académica debate donde compartir opiniones y conocer otras personas con intereses ha participado en numerosas investigaciones que tocan temas tan diversos similares. como el patrimonio cultural, el saber experto, los jóvenes, la figura de la víctima, la inmigración, las nuevas tecnologías o la educación. Fue investi- gador visitante en la Universidad de Newcastle y en la Universidad de Bue- nos Aires, y ha publicado una treintena de artículos y capítulos de libro en Diseño de portada, revista y maquetación: Alberto Venegas Ramos. revistas y editoriales de reconocido prestigio en el ámbito de las Ciencias 2016. Presura. Todos los derechos reservados. Para reproducción del conte- Sociales y las Humanidades. nido o parte de él debe tener nuestro explícito consentimiento. Los productos nombrados en estas páginas son propiedad de sus respectivos propietarios. PRESURA CONTENIDOS: VIDEOJUEGOS, TRIBUNA - PÁGINA 8 CULTURA Y SOCIEDAD. ARTÍCULOS - PÁGINA 14 “Retroalimentación en los más profundo del Caribe. Historia y cultura popular en Monkey Island”, por Antonio Luis Martínez Rodríguez. Página 22. “Bárbaros a las puertas de Coruscant. Los mandalorianos de “Star Wars” y su construcción en los videojuegos”, por Iris Rodríguez Alcaide, página 46 PRESURAVIDEOJUEGOS, CULTURA Y SOCIEDAD. “Construyendo el mundo de Manuel Calavera. Un paseo por las referencias de Grim Fandango”, por Alberto Venegas Ramos, página 78. GÉNERO Y VIDEOJUEGOS NÚMERO XI “La importancia sociocultural de “The Secret of Monkey Island” como artefacto postmoderno”, por Daniel Muriel, página 96. PRESURAVIDEOJUEGOS, CULTURA Y “Videojuegos, industria cultural e impe- SOCIEDAD. rialismo” por Antonio Contreras Limones. Página 116. TRIBUNA LA AVENTURA GRÁFICA ES UNO DE LOS GÉNEROS FAVORITOS DE LAS VIDEOJUGADORAS. El porqué de estas prefe- pero las aventuras gráficas y rencias puede tener su pun- en especial las de LucasArt to de partida en la forma en plantean otra situación com- la que se han sentido las ju- pletamente diferente en el gadoras representadas en el que la jugadora sigue estando mundo de los videojuegos. representada en el juego no En muy pocas ocasiones jue- como un personaje más, sino gos en la que la protagonis- como jugadora en sí misma. ta haya sido una mujer y por Las mecánicas clásicas supuesto esto también pasa del “point & click” hacen en las aventuras gráficas. Los posible este proceso de juegos de rol han sabido pa- desdoblamiento entre per- liar este asunto a través de sonaje y jugadora creando la creación de un avatar, en a la vez una complicidad y la mayoría de los casos mu- empatía de la jugadora con dos, pero que cumple con las el personaje protagonista. necesidades que se esbozan Todos los pensamientos Si hay un género por el que La aventura gráfica es uno cuando hablamos de diver- del personaje, descripciones destaque la compañía LucasArt de los géneros favoritos de las sidad en los videojuegos. es la aventura gráfica. Es in- videojugadoras y según el es- de objetos y tareas a realizar Hablamos siempre de la evitable pensar en aventuras tudio realizado por la Univer- están dirigidas al jugador de importancia de que exista gráficas y mencionar Monkey sidad Europea de Madrid coor- forma explícita, con el per- un avatar al que podamos Island, El Día del Tentáculo o dinado por el profesor Joaquín sonaje en cuestión hablando crear a nuestro gusto y con el Sam y Max y sus tramas llenas Perez, “Mujeres y videojuegos: en voz alta solo para que tú que sentirnos más o menos de humor y carisma, además de hábitos de las videojugadoras” lo escuches, haciendo que identificados y que sea afín sus protagonistas que compor- en cuanto a los contenidos fa- el juego sobrepase la pan- a nuestras preferencias a la tan a día de hoy toda una cul- voritos del público femenino, talla e involucre al jugador, hora de jugar una aventura, tura y una iconografía recono- el orden de preferencia sería destruyendo la cuarta pa- además de pedir una mayor cible para todos los jugadores de ingenio y estrategia, de so- red que existe entre el ju- representación y diversidad y jugadoras, desde los más ve- lución de problemas y enigmas, gador o jugadora y el juego. de personajes tanto secun- teranos hasta los pertenecien- y de tramas más elaboradas. darios como protagonistas, tes a las nuevas generaciones. UN EXPERTO EN ROMPER LA CUARTA PARED Y HACER QUE EL JUGADOR SEA PARTÍCIPE EN TODO MOMENTO ES “MONKEY ISLAND”. Un experto en romper de las mayores evidencias de la cuarta pared y hacer que esto es cuando en “Monkey el jugador sea partícipe en Island 2: Lechuck’s Revenge” todo momento es “Monkey podías encontrar un teléfo- Island” y es que el humor no colgado de un árbol que con el que cuenta la saga del se comunicaba directamen- pirata más famoso de los vi- te con la Línea de Ayuda de deojuegos se basa en gran LucasArt pudiendo gastar parte en la destrucción de ese alguna broma y que ade- muro invisible que separa a más servía para promocionar ambos elementos esencia- otros juegos de la compañía. les de las aventuras gráficas. Pero una de las grandes Podemos observar que características que hacen que existen muchos momentos el jugador esté totalmente en los que el juego rompe la dentro de la aventura como cuarta pared y es que la ma- jugador es cuando después yoría de diálogos y escenas de examinar algún objeto, en las que vemos a Guybrush Guybrush comenta acerca Threepwood tienen una gran de ese objeto directamente GUYBRUSH ES SIMPLEMENTE NUESTRA carga de humor basado pre- con el jugador en sí e incluso cisamente en lo ilógico que llega a mirarte a la cara, cues- HERRAMIENTA PARA PODER DESEMPEÑAR resulta para el jugador y no tionándote a ti como jugador para los personajes del jue- la decisión que has tomado.
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