Vértigo: Guía Del Homo Gamer Y Del Avatar Enfrascado/Emancipado/Glorificado

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Vértigo: Guía Del Homo Gamer Y Del Avatar Enfrascado/Emancipado/Glorificado Vértigo: Guía del Homo Gamer y del avatar enfrascado/emancipado/glorificado Daniella Riaño Sánchez Trabajo de grado para optar por el título de Comunicadora Social con énfasis en Producción Editorial Campo de Producción Editorial Miguel Mendoza Luna Director de Trabajo de Grado Pontificia Universidad Javeriana Facultad de Comunicación y Lenguaje Carrera de Comunicación Social Bogotá, 2012 7 Reglamento de la Pontificia Universidad Javeriana Artículo 23, resolución #13 de 1946 “La Universidad no se hace responsable por los conceptos emitidos por sus alumnos en sus trabajos de tesis. Sólo velará porque no se publique nada contrario al dogma y a la moral católica y porque las tesis no contengan ataques personales contra persona alguna, antes bien se vean en ellas el anhelo de buscar la verdad y la justicia”. 8 9 Agradecimientos A Miguel por la dedicación y la paciencia durante todo el proceso. A mis papás por el apoyo, la confianza y la compañía. A mi hermano por traducir mis palabras en ilustraciones. A Adriana, María Camila y María Claudia por hacer este juego posible. A Nero, Tiki, Cachetes y Matilda por la compañía durante largas horas. A mi familia, profesores, amigos y compañeros. 10 Contenido Introducción ...........................................................................................................................................................13 1. El homo, el juego y la cultura: del Homo Ludens al Homo Gamer ................................................16 1.1 El juego y la invención del homo ...............................................................................................16 1.2 El mito de la creación: virtualización, entretenimiento y simulación de la realidad ............30 1.2.1 La evolución de la representación: virtualización de la realidad y vitrinas de nuevos universos .............................................................................................................................................31 1.2.2 El camino de la virtualización: teatro, arte, entretenimiento y medios .........................33 1.2.3 Días de radio y primeros simulacros.................................................................................40 1.2.4 Realidad Virtual y otros vértigos .......................................................................................43 1.3 Transformación de la experiencia: sala, escenario, pantalla ...................................................45 1.4 Expansión de territorios: industria, personalización y economía ..........................................47 1.4.1 Videojuegos: cifras, rituales y nuevos actores ..................................................................48 1.5 La vida como simulacro ..............................................................................................................50 1.6 El simulacro gamer: la obtención de experiencia sin pérdidas aparentes .............................53 1.7 El hábitat gamer: videojuegos y nuevas realidades .................................................................56 1.7.1 Nuevos imperios e ingredientes del éxito.........................................................................62 1.7.2 Dispositivos, pantallas y territorios ..................................................................................65 1.8 Escenarios de otredad y sustitución millonaria del valor de realidad ...................................71 2. Homo Gamer: nuevas especies y clasificación .......................................................................................75 2.1. Yo avatar ...........................................................................................................................................75 2.2. Videojuego como poder ..................................................................................................................78 2.3. Homo Gamers según su nivel de inversión de la realidad........................................................82 2.3.1. Nivel 1: Homo Gamer Vulgaris ...........................................................................................84 2.3.2. Nivel 2: Homo Gamer Consecutus .......................................................................................86 2.3.3. Nivel 3: Homo Gamer Doppel..............................................................................................89 2.3.4. Nivel 4: Homo Gamer Virtuosity .........................................................................................94 2.3.5. Nivel 5: Homo Gamer Hikikomori ......................................................................................99 2.4. Conclusiones preliminares: la evolución del avatar devoto del simulacro ..........................104 3. Narrativas del Homo Gamer: el mito virtual ................................................................................... 106 3.1 Relatos y ficción: nuevos terrenos ..........................................................................................106 11 3.2 Mitologías para existir ..............................................................................................................113 4. Vértigo: Guía del Homo Gamer y del avatar enfrascado/emancipado/glorificado ........... 115 4.1 Fundamento ..............................................................................................................................116 4.2 Descripción de Vértigo .............................................................................................................116 4.3 Instrucciones y forma de juego................................................................................................117 Conclusiones ....................................................................................................................................................... 125 Bibliografía .......................................................................................................................................................... 127 12 Introducción Al iniciar el proceso de planeación y construcción del presente trabajo de grado, un elemento estuvo siempre presente: los videojuegos. Sin embargo, la problemática a tratar y el enfoque por abordar no fueron totalmente claros sino hasta después de iniciar la investigación sobre la forma y contenidos de esta tecnología, cuando desembocó el fenómeno esencial verdaderamente complejo detrás del sistema de los videojuegos: sus usuarios. Encontré que lo que más me interesaba no era solo el aspecto técnico o gráfico de esta tecnología sino quiénes recibían y se apropiaban de este tipo de sistemas lúdicos tecnológicos. El jugador emergió como clara figura entre los diferentes conceptos. Él era el centro del sistema, su verdadero generador, su mente era atraída por los mundos virtuales. Otro elemento latente que se hizo necesario abordar para poder reconocer las relaciones de comunicación frente a los videojuegos, fue la noción de simulacro y la respectiva fascinación que desde el comienzo de la evolución ha acompañado a nuestra especie. A partir de dicha reflexión (la del homo atraído inexorablemente por los sueños, por las imágenes, los relatos, las máscaras, los juegos y todas las formas de simulación) surgió entonces una pregunta de partida frente al videogamer contemporáneo: ¿quién era ese homo que con tanta fuerza deseaba, necesitaba, evadirse y sustituirse a sí mismo, fugarse de la realidad mediante escenarios tecnológicos? ¿Era acaso el mismo Homo Ludens del que hablaba Huizinga, quien tan solo había sustituido la tecnología y seguía jugando a la evasión, a la necesidad del avatar? La investigación tomó entonces un rumbo claro, definido por la necesidad de reconocer la trasformación de los simulacros y su aspecto lúdico. Hablando con algunos gamers locales, asistiendo a eventos vinculados con el entretenimiento y el ocio, consultando bibliografía y sitios web relacionados con los videojuegos y las nuevas identidades, resultó evidente que nos encontrábamos frente a un nuevo tipo de jugadores, con lenguajes, necesidades y lógicas sociales muy distintas a las convencionales. Esta nueva modalidad de jugadores nos condujo a un nivel más avanzado; el Homo Ludens propuesto por Huizinga había evolucionado guiado por los simulacros, la virtualización y, por supuesto, por las nuevas tecnologías, hasta llegar al surgimiento de un nuevo tipo de familia (en el orden taxonómico) de seres humanos: el Homo Gamer. Se trata de una nueva dimensión humana en la que la relación con el mundo, el juego y la tecnología, logra reinventar las lógicas del universo 13 material que hemos habitado y nos ha gobernado. Tal vez ya la Alicia de Carroll nos anticipaba el desenlace del juego del mundo al revés. Este homo, involucrado estrechamente con el juego y con una increíble fascinación por los simulacros, está íntimamente ligado a la virtualización y a la formulación de nuevos entornos y realidades en los cuales sus necesidades, valores y deseos, encuentran un terreno fértil para ser concretados. Los videojuegos se han convertido en la plataforma ideal para acceder a estas realidades paralelas y expandir todas las limitaciones humanas. En especial la que supone la identidad. En las últimas décadas, los estatutos de realidad de los videojuegos y los universos que permiten la evasión han triunfado rápidamente, conduciendo a replantear y reconsiderar los límites entre las realidades físicas y virtuales, que cada vez son más difusos. Las nuevas posibilidades de interacción e inversión de los valores y criterios de realidad han hecho evidente, no solo
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