Grado En Diseño Y Producción De Videojuegos El Perro Doméstico En

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Grado En Diseño Y Producción De Videojuegos El Perro Doméstico En Grado en Diseño y Producción de Videojuegos El perro doméstico en los videojuegos. Análisis de la representación de la figura del perro doméstico y su relación con el ser humano en los videojuegos Memoria Sergio Mora Catalán Tutor: Ignasi Medà Calvet CURS 2018-19 A todos los peludos que en algún momento iluminaron el camino. Dar las gracias a todos los que han compartido conmigo este proyecto, creyeran o no en él, y a los que luchan cada día por hacer de este mundo un lugar mejor para todos los que lo habitan. Resumen En este proyecto se realiza un análisis sobre la aparición de la figura del perro y su relación con el ser humano en los videojuegos, precedido de un estudio sobre la influencia tanto de este medio en sus usuarios, como del can en la vida de las personas. El análisis se llevará a cabo a través del desarrollo de una herramienta centrada en el animal, a partir de la cual se estudiará la aparición del perro en diversos videojuegos para conocer si este medio tecnológico difunde una imagen de respeto, discriminación o ambas hacia el can. Resum En aquest projecte es realitza una anàlisi sobre la aparició de la figura del gos y la seva relació amb l'ésser humà en els videojocs, precedit d'un estudi sobre la influència tant d'aquest mitjà en els seus usuaris, com del ca a la vida de les persones. L‟anàlisi es durà a terme a través del desenvolupament d'una eina centrada en l'animal, a partir de la qual s'estudiarà l'aparició del gos en diversos videojocs per conèixer si aquest mitjà tecnològic difon una imatge de respecte, discriminació o ambdós cap al ca. Abstract This project aims to analyse an appearance based on the portrayal of the dog and its relationship with human beings in video games, preceded by a study on the influence of both, video games on its users, and of dogs on people's life. The analysis will be carried out through the development of a tool focused on the animal from which will study the appearance of the dog in different games, in order to know whether this technological medium conveys images of respect or discrimination towards the animal or both. Índice de contenido I Índice de contenido Índice de figuras .......................................................................................................................... I Índice de tablas ............................................................................................................................ I 1. Introducción ........................................................................................................................... 1 2. Análisis de antecedentes ......................................................................................................... 3 2.1 Sobre la relación entre el perro y el humano .................................................................... 3 2.2 Sobre el análisis de videojuegos ..................................................................................... 10 3. Marco teórico ....................................................................................................................... 15 4. Objetivos .............................................................................................................................. 25 4.1 Principal .......................................................................................................................... 25 4.2 Secundarios ..................................................................................................................... 25 4.3 Pregunta de la investigación ........................................................................................... 25 5. Metodología ......................................................................................................................... 27 5.1 Cronograma ..................................................................................................................... 34 6. Análisis y resultados ............................................................................................................. 35 6.1 Análisis descriptivo ......................................................................................................... 35 Duck Hunt (1984) ............................................................................................................. 35 Valiant Hearts: The Great War (2014) .............................................................................. 39 Nintendogs + Cats (2011) ................................................................................................. 45 Mad Max (2015) ............................................................................................................... 49 Rule of Rose (2006) .......................................................................................................... 53 Dog‟s Life (2003) ............................................................................................................. 59 Haunting Ground (2005) ................................................................................................... 63 Dead to Rights: Retribution (2010) ................................................................................... 69 Los Sims 4 Perros y Gatos (2017) .................................................................................... 75 6.2 Resultados de la investigación ........................................................................................ 81 7. Conclusiones ........................................................................................................................ 85 8. Referencias ........................................................................................................................... 89 Figuras ................................................................................................................................... 93 Ludografía ............................................................................................................................. 94 Anexos ...................................................................................................................................... 97 Índice de figuras I Índice de figuras 3.1 Max de MDK ..................................................................................................................... 22 3.2 Amaterasu de Okami .......................................................................................................... 22 6.1 El perro de Duck Hunt quejándose al jugador en Vs. Duck Hunt ...................................... 38 6.2 El modo D-Dog en la versión flash de Pshykoh ................................................................ 38 6.3 Walt .................................................................................................................................... 40 6.4 El logro “Buen Perro” en Uplay ......................................................................................... 42 6.5 Dinki Di en el coche de Chumbucket ................................................................................. 50 6.6 La bolsa en la que se encuentra el cadáver de Brown ........................................................ 54 6.7 El modo en primera persona con la visualización de olores .............................................. 60 6.8 Aspiraciones de los “sims” ................................................................................................. 76 6.9 Rasgos de los “sims” .......................................................................................................... 76 6.10 Rasgos del perro ............................................................................................................... 76 Índice de tablas I Índice de tablas 2.1 Objeto, Sujeto y Personaje ................................................................................................. 12 1. Introducción 1 1. Introducción La industria de los videojuegos, cuenta con más de 15,8 millones de jugadores en España el año 2017, casi un 44% de los españoles y se ha convertido en la primera opción de ocio audiovisual en el país. Además, éste tiene una gran influencia en la sociedad, sobre todo entre la gente joven, pues más del 70% de niños y niñas, y jóvenes entre 6 y 14 años juegan a videojuegos (AEVI, 2018). El motivo por el que se lleva a cabo esta investigación es el de encontrar y analizar de qué forma los videojuegos contribuyen o no al respeto o a la discriminación del perro, a través de sus historias, sus personajes y la forma en que interactúan con el jugador. Dado que hasta la fecha no se han encontrado trabajos, estudios o investigaciones que analicen la figura de los perros en los videojuegos, ésta busca hacerlo pues encuentra en ellos una fuente de influencia en el jugador y cree que podría dar pie a una discriminación hacia el animal no apropiada. Para realizar dicha búsqueda, en este proyecto se realizará un análisis cualitativo y cuantitativo sobre la aparición y representación del perro en los videojuegos, centrándose principalmente en su relación con el ser humano y en su papel como animal social. De esta manera se procurará responder a la hipótesis anterior sobre si dicho medio difunde entre los jugadores una actitud de discriminación, respeto o ambas sobre el animal. Este análisis partirá de un estudio previo del papel del perro en la sociedad humana, desde el acercamiento entre ambas especies durante el período paleolítico, pasando por el desarrollo de la relación humano-animal, la psicología de ésta o la forma en que se trata en medios legales
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