Tesis Doctoral

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Tesis Doctoral De lo virtual a lo físico: expandiendo las fronteras entre arte y vida a través de los juegos digitales emersivos Samuel Gallastegui González Directora de tesis: Cristina Miranda de Almeida de Barros Programa de doctorado: Investigación y Creación en Arte 2006/2008 Tesis presentada y defendida en 2016 Departamento de Arte y Tecnología Universidad del País Vasco - Euskal Herriko Unibertsitatea iii Agradecimientos Han pasado muchos años desde que apareció en mi mente la primera intuición de lo que iba a ser esta tesis. Desde entonces, el proceso ha sido largo e intermitente, pero en él he contado, por suerte, con la compañía de Cristina Miranda de Almeida, que además de ser una gran amiga, es una profesional brillante que siempre me ha proporcionado las indicaciones precisas para orientarme en lo más oscuro y frondoso del bosque de ideas. Me siento muy agradecido por los consejos acertadísimos, la inspiración continua y la libertad intelectual que me ha dado para realizar esta tesis. Quiero dar las gracias, también, a otros académicos que han aportado al proceso: a la profesora de la Universitat Politècnica de València Mau Monleón, por haber organizado una conferencia para dar a conocer Hey Planet!; a los profesores de la Universidad del País Vasco – Euskal Herriko Unibetsitatea Rafa Calderón, Juan Crego, Ander González, Rita Sixto y Patxi Urquijo, que me cedieron su espacio lectivo para divulgar Hey Planet! entre los alumnos; a Josu Rekalde, Catedrático de Bellas Artes, por sus aportaciones conceptuales; y a Benjamín Tejerina, Catedrático de Sociología, por su valiosa contribución a la confección del cuestionario. Debo agradecer a los miembros de Arsgames la experiencia lúdica que compartimos en las calles de Madrid, la cual me ayudó a sintetizar y encauzar muchas ideas de esta tesis doctoral. Igualmente, estoy agradecido a Fernando y Vicente, los programadores de Hey Planet!, por su compromiso con el proyecto, su creatividad y todas las mañanas de sábado que pasamos debatiendo la mecánica de juego. También agradezco el tiempo dedicado a aquellas personas que participaron en Hey Planet!, a las que aportaron ideas para mejorarlo y a las que respondieron el cuestionario. Muchas gracias a mi madre por tantísimas cosas: por su tenaz insistencia en que acabara la tesis, por sus cuidados cuando tenía que volver a Bizkaia para acercarme a la Universidad, por haberme dado la vida… A mi padre por haberme transmitido el amor al conocimiento y por esos largos paseos en los que, diciéndoselos, aclaraba mis pensamientos. Y a mi hermano por su apoyo y por todas las ideas que aportó para mejorar Hey Planet!. Eskerrik asko! I a tu, Eva, mai no hi haurà paraules per agrair-t’ho tot, per agrair tot el suport, l’afecte i l’ànim que m’has donat, sense els quals mai no haguera pogut escriure ni una sola línia d’aquesta tesi. A més, les teues converses han aportat moltíssim al procés creatiu i han enriquit el meu pensament. Moltes gràcies, amor, per la teua llum que, encara que a voltes estem lluny, sempre està lluint a la meua ment i il·lumina els dies més foscos. v Resumen de la tesis Los juegos digitales tienen la capacidad de introducir al sujeto, de fuera hacia dentro, en un espacio de significación consensuado por los jugadores. Sin embargo, también tienen un gran potencial para hacer emerger el contenido del juego a la vida del sujeto, de dentro hacia fuera. Igualmente, el arte crea un espacio de significación consensuado que, además de permitir la inmersión, admite la emersión del contenido del arte a la vida, como muestran el movimiento Fluxus y el arte activista. Esta tesis pregunta cómo se produce esta emersión en los juegos digitales y si ésta permite articular el binomio arte y vida de una manera diferente a como se ha hecho hasta el momento. En primer lugar, se han explorado los límites entre juego y vida, así como el concepto de emersión en los juegos digitales y las características de los juegos digitales emersivos. En segundo lugar, se ha realizado un modelo para determinar si un juego digital está orientado inmersiva o emersivamente, creando tres escalas que permiten situar cualquier juego en el continuo entre inmersión y emersión. Finalmente, partiendo de este modelo, se ha realizado una propuesta práctica, que consiste en el diseño, desarrollo y puesta en acción de Hey Planet!. Los datos empíricos, la experiencia práctica y las reflexiones conceptuales reflejan que la emersión es un fenómeno creciente en los juegos digitales, que se puede analizar, controlar y usar para fines artísticos y educativos. Esta tesis doctoral muestra que los juegos digitales emersivos son un medio válido y poco explorado para expandir las fronteras entre arte y vida, y ofrece un marco teórico-práctico con gran potencial para su empleo artístico y didáctico. Palabras clave Arte, Videojuegos, Emersión, Juegos serios, Ludificación Índice Glosario de términos específicos ..........................................................................................3 Introducción .............................................................................................................................7 Capítulo 1. Planteamiento de la investigación .................................................................17 1.1 Problema de investigación ..................................................................................... 17 1.2 Estado de la cuestión ............................................................................................ 22 1.3 Hipótesis ............................................................................................................... 64 1.4 Objetivos .............................................................................................................. 65 1.5 Metodología ......................................................................................................... 66 Capítulo 2. La emersión de los juegos digitales .................................................................69 2.1 Espacios del juego y espacios de la vida ................................................................. 70 2.2 Intersección entre el espacio virtual y físico ........................................................... 79 2.3 Bidireccionalidad juego-vida .................................................................................. 87 2.4 Definiendo emersión ............................................................................................ 100 2.5 Características de la emersión ............................................................................. 105 2 De lo virtual a lo físico: expandiendo las fronteras entre arte y vida a través de los juegos digitales emersivos Capítulo 3. Modelo para determinar la emersividad de la interfaz ..............................119 3.1 Construcción de un modelo para determinar la orientación de la interfaz ............. 120 3.2 Escala de interacción entre persona y computadora ............................................ 127 3.3 Escala de representación entre real y virtual .......................................................... 141 3.4 Escala de narración entre realidad y ficción........................................................... 153 3.5 Aplicación del modelo a varios casos para determinar su orientación .................... 169 3.6 Aplicación del modelo para orientar juegos existentes de forma emersiva ............ 175 Capítulo 4. Creación y evaluación de un juego emersivo: Hey Planet! .........................181 4.1 Proceso creativo de Hey Planet!............................................................................ 182 4.2 Validación del concepto – prueba de concepto – metodología ............................. 195 4.3 Resultados de la evaluación de la propuesta ........................................................ 202 Capítulo 5. Conclusiones y aportaciones ..........................................................................219 5.1 Conclusiones teóricas ........................................................................................... 221 5.2 Resultados empíricos ............................................................................................ 224 5.3 Aportaciones e implicaciones teóricas ................................................................. 226 5.4 Implicaciones prácticas a nivel del arte, diseño y políticas institucionales .............. 228 5.5 Recomendaciones para futuros estudios .............................................................. 229 5.6 Límite de la tesis ................................................................................................. 230 Epílogo ...................................................................................................................... 231 Referencias bibliográficas ....................................................................................................233 Índice de tablas, figuras y gráficos .....................................................................................253 Anexo: cuestionario sobre la emersividad de Hey Planet! .............................................261 Glosario de términos específicos Computación ubicua: concepto de las ciencias de la computación que se refiere a la integración de la informática en el entorno cotidiano, desde los teléfonos, las tabletas o la televisión hasta los electrodomésticos, la ropa o el transporte. Emersión: concepto aportado y desarrollado en esta tesis para referirse a un fenómeno complementario a la inmersión, en el que la persona percibe que el contenido del medio emerge
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