La Simulación Histórica Y La Historia Militar

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La Simulación Histórica Y La Historia Militar La simulación histórica y la historia militar Los juegos de guerra y su influencia en el desarrollo de la guerra contemporánea Antonio Catalán Trabajo Fin de Máster Máster en Historia Militar de las Guerras Contemporáneas Septiembre de 2017 UNIVERSITAT JAUME I MÁSTER EN HISTORIA MILITAR DE LAS GUERRAS CONTEMPORÁNEAS Trabajo Fin de Máster LA SIMULACIÓN HISTÓRICA Y LA HISTORIA MILITAR LOS JUEGOS DE GUERRA Y SU INFLUENCIA EN EL DESARROLLO DE LA GUERRA CONTEMPORÁNEA Autor: Antonio Catalán Villanueva Tutor: Manuel Chust Calero (PhD) FACULTAD HISTORIA JAUME I – CASTELLÓN 31/08/17 - V.06.09 Versión final - Todos los derechos reservados. Resumen: Los juegos y la guerra forman parte de la cultura y historia del hombre desde su nacimiento. A lo largo de este trabajo se analiza la relación del juego bélico a lo largo de la historia y los juegos de guerra como herramienta militar. Se analiza su influencia desde su nacimiento en el siglo XIX con el kriegspiel, hasta la actualidad, centrándose en su definición, uso y repercusión en la historia militar y de la guerra. Se analiza su historia, uso y influencia sobre la guerra, su utilización y diseño profesional, su diseño como juego bélico y producto comercial y su utilización como herramienta didác- tica para la enseñanza de la historia, intentándose aproximar a su importancia en la nueva historia militar. Palabras clave: Juego de guerra, historia, juegos de simulación histórica, historia militar. Abstract: Games and war are part of the culture and history of man from his birth. Throughout this work we analyze the relation of the war game throughout history and the war games as a military tool. It analyzes its influence from its birth in the XIX century with the Kriegspiel, to the present, focusing on its definition, use and repercussion in military history and war. Its history, use and influence on war, its use and professional design, its design as a war game and commercial product and its use as a didactic tool for the teaching of history are analyzed, trying to approximate its importance in military history. Key Words: Wargames, History, Historical simulation game, Military history 3 Indice Introducción 7 1. Objeto de estudio 9 1.1. Definición 9 1.2. Preguntas de la investigación 11 1.3. Objetivo general y objetivos específicos 11 1.4. Metodología 11 1.5 Marco de estudio académico 12 1.6. Referentes 12 2. Marco teórico - Una visión cronológica de los juegos de guerra 2. Una visión cronológica de los juegos de guerra 13 2.1 De la Antigüedad al nacimiento del Kriegspiel 15 2.2 El nacimiento de los juegos de guerra modernos- Kriegspiel 21 2.3 El juego de guerra hasta 1900 25 2.4 Siglo XX, hasta la bomba atómica 34 - Hasta el final de la primera guerra mundial 1900-1919 34 - Periodo entre guerras - Preparando la nueva guerra (1920-1939) 39 - La segunda guerra mundial 46 2.5 De La guerra fría, hasta la actualidad 52 - El nacimiento de los juegos de guerra comerciales modernos 57 3. Teoría 3.1 Juego, realidad y simulación 71 3.2 Definición de Wargame - juego de guerra 76 3.3 Los juegos de guerra militares 80 3.4 Juegos comerciales modernos-Juegos de simulación histórica 89 3.5 Juegos de guerra: la academia y la enseñanza 99 4.0 Conclusiones 108 - La simbiosis - Militar, comercial y académica 110 Bibliografía 113 Indice de figuras 118 Agradecimientos 118 4 5 Fig. 1. Wargaming Polemos (1888) https://paxsims.wordpress.com/2015/10/17/ teaching-professional-wargaming/ Introducción " En consecuencia, la victoria en la guerra no es repetitiva, sino que adapta su forma continuamente." Sun Tzu (VI . a.C) El juego y la guerra forman parte de la naturaleza humana desde su nacimiento. La si- mulación de cualquier tipo de confrontación está presente desde los juegos infantiles, hasta las estrategias empresariales más modernas, y por extensión, no es ajena a la necesidad humana de representar los conflictos bélicos. La nueva historia militar al ampliar su rango de acción, restringida hasta hace poco al ámbito puro militar, permite abarcar otros temas que no son los relativos a la propia institución militar y a su historia cronológica. En el mundo anglosajón, principalmente en las universidades americanas y las británicas, como el King’s College y en su departamento de War Studies, consideran los juegos y la simulación una he- rramienta importante para el conocimiento de la estrategia, la historia y su correspondiente análisis. Ya desde tiempos ancestrales, cualquier líder militar utilizaba elementos para la representación y enseñanza a sus hombres de las posiciones del enemigo, o las estrategias a plantearse de cara a entablar un posible enfrentamiento. Griegos y romanos ya utilizaron representaciones mediante miniaturas, tanto para explicar como para intentar interpretar los conflictos contemporáneos y la guerra. Fueron utilizados de manera recurrente para diferentes motivos: la recreación, el entrenamiento, o simplemente la difusión de las guerras. Durante la edad media y hasta el siglo XVII, aparecieron muchos juegos que representaban el concepto bélico de aquellos momentos, reflejando el enfrentamiento de un líder militar con otro mediante una batalla decisiva, que intentaba dilucidar el desarrollo de su política por medios violentos. En esos momentos, el juego más representativo fue el Ajedrez, proveniente de un juego indio llamado Chaturanga, importado a occidente por los cruzados en el siglo XII. Existen muchas manifestaciones para trasladar la guerra a un tablero: como por ejemplo el Go, como juego de posición; las variantes asiáticas del ajedrez, como el Shogui, mucho más sofisticado que la versión occidental; o los juegos de Alquerque, juegos asimétricos que simulan el asalto a una fortaleza por un atacante. Este panorama cambió con la revolución militar en el siglo XIX y la aparición de nuevas armas, tácticas y estrategias militares, que a su vez cambiaron el uso de la simulación por los profesionales de la violencia organizada. Este cambio se produjo principalmente por el nacimiento del Kriegspiel en 1812, creado por Georg Lepold von Reiswitz. El General Von Müfflin, tras ver una demostración de como funcionaba la simulación de una batalla dijo: “¡Esto no es un juego! . ¡Esto es un entrenamiento para la guerra!. Debo recomendarlo a todo el ejército.” Durante el siglo XIX y sobre todo el XX, los juegos de guerra, de simulación histórica o wargames, han estado presentes en el estamento militar y en la sociedad civil. En el ámbito militar, con la misión de entrenar y servir de modelo para las estrategias, y en el civil como medios de propaganda, información y a veces de justificación de la utilización bélica de los ejércitos. Tenemos ejemplos como el trabajo de H.G.Wells, el Jane’s Fighting Ships, o la utilización de la simulación durante la crisis de Berlín en 1961. Existen desde el XIX , dos vertientes básicas de simulación, la utilizada por parte de los militares, relacionado con la estrategia y los Serious games1, y su vertiente más lúdica con juegos disponibles para el gran público. Intentaremos a su vez delimitar los niveles de la simulación para cada vertiente y su uso como herramienta académica para entender la historia militar. 1 Serious games: juegos diseñados para un propósito principal distinto del de la pura diversión. o en ambientes no lúdicos. El adjetivo "serio" se refiere a su utilización por industrias como la de defensa, educación, política, etc. 7 La investigación se centrara principalmente en los juegos de guerra analógicos, “wargames”, y en su vertiente militar. Y a aquellos cuya información pueda ser recopilada durante este espacio de tiempo, principalmente en fuentes bibliográficas. Excluiremos aquellos juegos que son de ordenador, videojuegos y abstractos pre-contemporáneos, que se podrían denominar como juegos con un nivel bajo de simulación, aunque serán nombrados y comparados,para mantener el contexto. Tampoco hablaremos del juego en su concepto de apuestas, o ludopático. Además excluiremos todas aquellas representaciones físicas y reales, como los propios ejercicios militares, o sus manifestaciones más lúdicas como las artes marciales, la recreación "reenactment"2, o el "paintball". Se utilizarán de forma sinónima en el texto, los términos: juegos de guerra, wargames o kriegspiel. En ningún momento se pretende hacer una recopilación exhaustiva de todos los juegos, ni explicar su diseño, o idea de juego, sino, un estudio de su historia y una aproximación a su uso militar, académico y lúdico. Los juegos de guerra comerciales cuentan actualmente, según la base de datos de Boardgamegeek3, con 7.700 juegos diferentes, 3.400 autores y 1.500 editores en todo el mundo. A modo de dato relevante que nos indica la magnitud del fenómeno, en la última década se han producido unos 2500 juegos diferentes, que cubren todas las épocas de la historia militar, representándolos a diferentes niveles, estratégicos, operacionales o tácticos. El objetivo de esta investigación es aportar un visión histórica y cronológica, de la evolu- ción de los juegos de simulación, y su utilidad en la planificación de los conflictos bélicos, prin- cipalmente durante el periodo de la historia militar contemporánea. Intentaremos observar, a través de diferentes fuentes bibliográficas, si fueron utilizados y cual fue su repercusión real durante los siglos XIX, XX y principios del XXI. También intentaremos investigar si son utilizados como herramienta pedagógica para el estudio de la historia militar, además de su realidad como elemento de simulación, a través de los juegos comerciales. Con esta finalidad principal, indagaremos en la bibliografía que existe sobre la utilización de los juegos y la simulación por el estamento militar, y su fidelidad con respecto a la simulación de la historia. En el Objeto de estudio, nos centraremos en las definiciones, las preguntas de la investi- gación y la definición de los objetivos, indicando los referentes.
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