Estudio Sobre La Evolución Del Juego De Mesa Y Su Transformación En Producto Editorial

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Estudio Sobre La Evolución Del Juego De Mesa Y Su Transformación En Producto Editorial ESTUDIO SOBRE LA EVOLUCIÓN DEL JUEGO DE MESA Y SU TRANSFORMACIÓN EN PRODUCTO EDITORIAL Criterios para la edición, producción y comercialización de un juego de mesa Antonio Catalán Projecto final de Licenciatura de Diseño y Producción gráfica Setiembre de 2016 INSTITUTO SUPERIOR DE EDUCAÇÃO E CIÊNCIAS Escola de Design, Comunicação e Artes Provas destinadas à obtenção do grau de Licenciado em Design e Produção Gráfica ESTUDO DA EVOLUÇÃO DO JOGO DE TABULEIRO, E SUA TRANSFORMAÇÃO EM PRODUTO EDITORIAL Critérios para a edição, produção e comercialização de um jogo de tabuleiro ESTUDIO SOBRE LA EVOLUCIÓN DEL JUEGO DE MESA Y SU TRANSFORMACIÓN EN PRODUCTO EDITORIAL Criterios para la edición, producción y comercialización de un juego de mesa Autor:Antonio Catalán Villanueva Orientadores: José Manuel Martínez Bouza (PhD) Rafael Pozo Puértolas (PhD) SALESIANS DE SARRIÀ, Barcelona – Septiembre de 2016 Resumen: Los juegos de mesa han evolucionado hasta convertirse en un producto editorial desde finales del siglo XX, hasta llegar al concepto nuevo de Eurogame. A lo largo de este estudio analizamos la historia de los juegos y su evolución hacia un producto editorial, desde la era pre-Gutenberg, hasta la actualidad. Se explica el concepto del nuevo paradigma, qué acto- res intervienen en su producción y cuáles son sus procesos. Las aportaciones de este proyecto se dividen en tres partes: estudiar de manera breve, pero exhaustiva la historia y evolución hacia un producto editorial. Plantear una teoría de diseño, producción y comercialización de un juego de mesa moderno y mostrar una aplica- ción práctica de esta teoría, mediante un caso de estudio. Palabras clave: juego de mesa, diseño gráfico, producto editorial, eurogame, ludología Resumo: Os jogos de tabuleiro evoluíram até se converterem num produto editorial desde o final do sec XIX, até se converterem num novo conceito de Eurogame. Ao longo deste estudo, analisaremos a história dos jogos e a sua evolução para um produto editorial, desde a era pré-Gutenberg, até a actualidade. Vai-se explicar o conceito do novo paradigma, os actores envolvidos nos seus processos e na sua produção. Este trabalho desenvolve-se em três partes com contribuições para o entendimento de: uma breve mas completa história da evolução para um produto editorial. A concepção teó- rica de realização do design, produção e comercialização de um conceito de Eurogame e demonstrar a sua aplicabilidade prática através de um caso de estudo. Palavras-chave: jogo de tabuleiro, design gráfico, produto editorial, eurogame, estudos de jogo analógicos Abstract: Board games have evolved into an editorial product since the late twentieth century, until the new concept of Eurogame. Throughout this study, we analyze the history of the games and its evolution towards an editorial product, from the pre-Gutenberg era, to the present. The concept of the new paradigm, the actors involved in its production and processes which are explained. The contributions of this project are divided into three parts: study brief but thorough history and evolution towards an editorial product. Ask a theory of design, production and marketing of a Eurogame and show a practical application of this theory through a case study. Key Words: boardgame, graphic design, editorial product, eurogame, analogic game studies 3 Indice Introducción 7-8 1. Objeto de estudio 1.1 Definición 9-10 1.2 Preguntas de la investigación 1.3 Objetivo general y objetivos específicos 1.4 Referentes 11 2. Marco teórico 2.1 Una visión cronológica hasta los años 80 13-14 2.2.1. De la antigüedad hasta el siglo XIX 15-22 2.1.2. Siglo XIX 23-28 2.1.3. El siglo XX hasta los años 80 28-35 2.2 La influencia del arte en el diseño de los juegos. 36-41 2.3 Los juegos, sistemas de producción editorial en la historia 42-45 3. Diseño, producción y comercialización de un juego de mesa moderno 3.1 Un nuevo concepto del juego de mesa a partir de los años 80 3.1.1. Conceptos: Del juego a los juegos de producción editorial 46-58 3.1.2. Los juegos modernos 59-64 3.1.3. Los juegos como productos editoriales 65-68 3.1.4. Los actores del proceso 68-75 3.2 Los procesos de la producción editorial del juego de mesa 76-78 3.2.1. Evaluación del producto 78-79 3.2.2. Diseño de producción 79-80 3.2.3. Diseño gráfico 80-81 3.2.4. Ilustración 81-82 3.2.5. Fases específicas del diseño del juego 82-86 3.2.6. Los elementos del juego 86-88 3.3 Condicionantes de la comercialización y distribución 88-90 3.3.1. El modelo de negocio 90-92 3.3.2. La evolución de productos, editoriales y consumidores 92-95 3.3.3. Estrategias de marketing 96-99 3.4 Criterios: qué, como, por qué y para qué 100-101 3.4.1. Criterios en la edición 102 3.4.2. Criterios del diseño editorial 103-113 3.4.3. Criterios en la producción gráfica 114-123 3.4.4. Criterios en la comercialización 124-127 4 4. Metodología 4.1 El método 128 4.2 Planteamiento del método 129-130 4.3 Desarrollo del método 130-132 4.3 Justificación del método 132 5. Aplicaciones prácticas 5.1 Desarrollo del proyecto 133-138 5.2 Propuesta de diseño y edición 139-143 5.3 Propuesta de planificación de la producción gráfica 144-149 5.4 Propuesta de estrategia para la comercialización 150 5.5 Maqueta, créditos y diseños 151-172 6. Conclusiones 174-177 Agradecimientos 178 Bibliografía 179-182 Índice de Figuras 182-183 5 “Se aprende más de una persona en una hora de juego que en un año de conversación” Platón Introducción Si realizamos un breve recorrido cronológico para valorar la influencia del juego de mesa en la historia, observamos como los juegos de mesa forman parte de la cultura humana y llevan en alza desde finales del siglo XIX como entretenimiento moderno. Con esta investigación aportamos una perspectiva histórica y cronológica de la evolu- ción del juego de mesa “boardgame”1 y sus tipologías hasta los años 80, para posteriormente analizar el cambio de paradigma y la tendencia de convertirlo en un producto editorial. Ex- pondremos una teoría con los criterios para su edición, diseño y producción y una propuesta de aplicación de la misma. Durante este trabajo veremos, como la tendencia como producto editorial se refleja principalmente en la aparición de los juegos denominados “eurogames”2, sus variantes de diseño y su conversión en un producto complejo. Se evidencia en las últimas décadas por: la aparición de muchos juegos con una autoría reconocida como sello de calidad; la frecuencia de encaminarse hacia un ciclo de producto diferente al estacional de los juguetes tradicionales; la llegada al mercado de una gran can- tidad de nuevos juegos (competencia agresiva y perecedera); y por el corto ciclo de vida de estos en la mayoría de los casos. Además es un tipo de producto principalmente diseñado para un público familiar, con un concepto editorial moderno de segmentación. Tal como indica Stewart Woods en su tesis doctoral3, hablar de juegos de mesa puede parecer un anacronismo en plena era digital, debido principalmente al ascenso continuado de los videojuegos durante los últimos 40 años, pero el mundo de los juegos de mesa mo- dernos y en especial de los eurogames ha creado un público fiel y un universo editorial, que se mueve a su alrededor, desde hace aproximadamente unos 30 años. Intentaremos demostrar que los procesos de producción y diseño de estos, que normal- mente han sido incluidos dentro del mundo industrial del juguete, a partir de los años 80 cambió, con la aparición de estos nuevos tipos de juegos y sus variantes. Se ha creado una nueva categoría de productos, con unas características diferenciadoras, que lo han hecho alejarse del mundo del juguete y acercarse a las características de un diseño, producción y distribución similares de un producto editorial tradicional. La aparición de diseñadores gráficos, ilustradores e imprentas especializadas en esta tipología de producto, han evidenciado el fenómeno, ya que utilizan un uso intensivo de sus técnicas particulares y de aplicación de nuevas tecnologías. Todo ello ha hecho cam- biar el sector del juego de mesa, para alejarlo del mundo de los juguetes y convertirlo en un producto novedoso, con alto valor añadido y que se produce a través de una industria especializada. La amplitud del tema hace que esta investigación pretende ser una primera aproxima- ción, ya que se abre un abanico posterior a su estudio, como por ejemplo: sobre el diseño gráfico específico de estos productos, o la adecuación del diseño del autor a su producción gráfica. 1 Board game: Es un juego de mesa que utiliza un soporte para ser realizado, un conjunto de piezas o marcadores y se rige de acuerdo a un conjunto de reglas 2 Eurogame: Se conocen como juegos de mesa de estilo alemán, juegos de estilo europeo, aquellos juegos de mesa desarrollados con- forme a una filosofía que, a grandes rasgos, se caracteriza en términos generales, por una mayor sencillez de juego respecto a juegos precedentes, derivados de la escuela anglosajona. 3 Stewart Woods, Convivial Conflicts: The Form, Culture and Play of Modern European Strategy Games.Tesis doctoral. 7 El estudio se restringe geográficamente a Occidente, con una especial referencia en España, al ser el mayor aporte de datos disponibles para la investigación. Se centra en los eurogames, considerando de forma tangencial otro tipo de juegos contemporáneos, como los juegos de rol, los wargames y los juegos de cartas modernos, aunque tienen algunas características co- munes, sobre todo a nivel de producción editorial.
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