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Trabajo Fin De Máster UNIVERSIDAD NACIONAL DE EDUCACIÓN A DISTANCIA Máster universitario en Comunicación y Educación en la Red: Subprograma de Comunicación Digital en Educación TRABAJO FIN DE MÁSTER SEXISMO EN LOS VIDEOJUEGOS. Reproducción de un modelo de Desigualdad Social a través del Entretenimiento. DIANA MOISÉS TORO Septiembre 2017 Título original: “Sexismo en los Videojuegos: Reproducción de un modelo de Desigualdad Social a través de Entretenimiento”. Autora: Diana Moisés Toro Director: Roberto Aparici Trabajo final de Máster: Comunicación y Educación en la Red: de la sociedad de la información a la sociedad del conocimiento. Subprograma de Investigación en Comunicación Digital en Educación. UNED Esta obra se distribuye bajo una licencia Creative Commons. Se permite la copia, distribución, uso y comunicación públicos de esta obra bajo las siguientes condiciones: Se debe acreditar y reconocer explícitamente la autoría de la obra. No se puede alterar, transformar o generar una obra derivada a partir de esta obra. No puede utilizar esta obra para fines comerciales. Este es un resumen fácilmente legible y jurídicamente válido del Texto Legal completo: http://creativecommons.org/licenses/by-nc-nd/3.0/ Montaje de las cubiertas: Erick García Hernández 2 AGRADECIMIENTOS Comencé este Máster con una idea muy clara en mi cabeza; hacer este trabajo de investigación. El Máster era un medio para un fin, el puente que unía dos orillas. Sin embargo, este puente me ha ofrecido mucho más que una vía. He leído, he debatido, he conocido gente estupenda con la que compartir conocimiento; pero sobre todo, me ha hecho reflexionar. Por ello, muchísimas gracias a mis profesores y profesoras y a mis compañeros y compañeras, por compartir su saber y sus ideas. Gracias especialmente a Roberto y David, por acompañarme, guiarme y apoyarme también en el reto que ha sido realizar este trabajo. El camino sigue y espero encontraros en él. Quiero agradecer también su participanción a los expertos y expertas que han confiado en mí y han accedido a participar en las entrevistas. Vuestro conocimiento, experiencia y visión han sido muy importantes para mí de cara al análisis de este trabajo. Espero que os guste, ya que también es vuestro. Gracias a mi madre, Julia; uno de los pilares de mi vida, y al resto de mi familia, que siempre están ahí para ofrecerme su amor y apoyo incondicional. A Erick, mi “support” tanto en la vida analógica como en la digital, gracias por estar ahí ante cualquier idea o locura que se me ocurra realizar. Y a María, que ya esté cerca o lejos, siempre está a mi lado. Y por último, gracias a los videojuegos que tantas horas de entretenimiento y tantas emociones me han ofrecido en el pasado y seguro, me seguirán ofreciendo en el futuro. Y a todas las mujeres del mundo gamer que luchan porque los videojuegos se conviertan en un entorno innovador, más diverso, más igualitario, solidario y justo. En el que todas las personas tengan cabida. 3 Mientras rebuscaba en el mundo de la fantasía algún cliché más del que reírme, encontré uno tan arraigado que casi no te das cuenta que existe. Me golpeó tan fuerte que empecé a tomármelo en serio. Me refiero a la clarísima división entre la magia hecha por hombres y la hecha por mujeres. Hablemos de magos y brujas. Hay una tendencia a mencionarlos en el mismo golpe de aliento, como si fueran etiquetas generizadas para el mismo trabajo. Y no es así. En el mundo de fantasía no existen los brujos (…). De hecho no existe el equivalente femenino a “mago”. ¿Hechiceras? Una clase superior de bruja. ¿Encantadoras? Una bruja con piernas bonitas. El mundo de la fantasía se merece una visita por parte de la gente de la paridad, porque en el mundo de la fantasía la magia hecha por mujeres suele ser de mala calidad, de tercera clase, negativa, mientras que los magos suelen ser cerebrales, listos, poderosos y sabios. Curiosamente ocurre lo mismo en este mundo. No necesitas creer en la magia para darte cuenta. Terry Pratchett 4 ¿POR QUÉ UN TRABAJO SOBRE SEXISMO Y VIDEOJUEGOS? He jugado a videojuegos desde que era muy pequeña. Recuerdo las peleas con mi primo por jugar a Súper Mario Bros, o para compartir la GameBoy; recuerdo los “piques” con mi madre a ver quién conseguía la mayor puntuación en Tetris; recuerdo las partidas en mi primer PC a juegos de aventuras, carreras de coches, arcades y plataformas; y recuerdo con especial cariño, las tardes y tardes que he pasado jugando al Tekken 3 con mis amigos, cuando era adolescente; aprendiendo combos con Nina, Lei y Hwoarang (mis personajes favoritos), y compitiendo con mis amigos. Siempre he sido la única chica del grupo que jugaba a videojuegos; y puede que sea la única chica que ha ganado y también perdido, jugando con ellos. Hay gente que se sorprende cuando se enteran de que juego a videojuegos. La primera vez que hablé del tema con mis alumnos me miraron sorprendidos y me preguntaron “pero profe, ¿a ti te gustan los videojuegos?”, mi respuesta afirmativa derivó en un montón de preguntas a modo de prueba, para comprobar si era verdad. Lo mismo, cuando he hablado de ello con gente de mi edad, siempre han buscado la referencia de mi modo de jugar con algún amigo que haya compartido partida conmigo. La primera reacción suele ser sorpresa o escepticismo. Curioso, ¿verdad? Cuando hablo con chicas, algunas comentan que “juegan a juegos de chicos”; aunque lo más frecuente es que la mayoría se rían y me llamen “friki”. Aunque cuando les pregunto si ellas juegan a juegos en su teléfono, la que más y la que menos juega a Candy Crush, Pokémon, o Los Sims. ¿Por qué ellas no se consideran gamers? Existe la idea generalizada de que las personas a la que le gustan los videojuegos son hombres con exceso de peso y gafas, con dificultades para relacionarse con las personas en el “mundo real”, y que son capaces de pasarse horas y horas, jugando, sin comer, ni beber, más que comida basura y refrescos o bebidas energéticas. Nada más lejos de la realidad. Lo cierto es que cada vez somos más las personas de todas las edades que jugamos a videojuegos; ya sea en el PC, la videoconsola, la tablet o el smartphone. Hay para todos los gustos y en todos los formatos, y eso ha generado que las mujeres cada día se interesen más por los videojuegos, tanto las “pequeñas”, como las “mayores”. 5 Sin embargo, la industria del videojuego, sigue despreciando a la mujer en todas sus versiones: como personaje, como jugadora, y como desarrolladora. En primer lugar, los personajes femeninos en los videojuegos suelen ser muñecas estereotipadas y/o hipersexualizadas con roles menores en el juego, y en situaciones de debilidad. Estando siempre en inferioridad respecto al número total de personajes en el juego. En cuanto a la jugadora, ésta no termina de encontrar su espacio en la comunidad, donde frecuentemente se ve minusvalorada y acosada por el resto de jugadores, que no toman en serio a una chica a la que le guste jugar. Además, no sólo la comunidad las rechaza, sino también la industria, a la que le cuesta avanzar hacia la igualdad de género en sus historias y desarrollo de personajes. Y si la industria maltrata a sus personajes, y a casi la mitad de su público, no iba a ser distinto con sus posibles empleadas. Las mujeres siguen siendo una minoría dentro de la industria en la que sólo representa un 20% de los puestos de trabajo, perteneciendo en la mayoría de los casos a departamentos de marketing y comunicación. Estos hechos no sólo muestran la desigualdad que existe en la industria y la comunidad gamer, sino también la escasa motivación hacia el cambio. Algo muy grave viniendo de un sector que recauda al año más que Hollywood y cuyo público, se sabe que en gran parte es menor de edad. Y es que aunque el videojuego se venda como un simple medio de entretenimiento, lo cierto es que es un poderoso mecanismo de educación informal; precisamente por el simple hecho de que no sólo vemos la historia, participamos en ella, de una manera más o menos inmersiva dependiendo del modo de juego. ¿Quién no se ha enfadado hasta el nivel de gritarle al protagonista?, ¿quién no ha sentido afecto hacia algún personaje? ¿quién no ha sentido vacío alguna vez tras acabar un videojuego que le ha gustado mucho? Los videojuegos son algo incluso más potente que el cine, simplemente por el hecho de que la vivencia es más personal, y por tanto, su poder de influencia es mayor. Nos muestra un mundo de posibilidades; pero también moldea nuestras mentes, según los ideales y creencias que el videojuego quiera transmitir que, por lo general, es la de la supremacía del hombre del “primer mundo”, blanco y heterosexual. Y como apunta Laura Fjäder, “la socialización en un sistema patriarcal implica la asimilación y normalización de sus pautas de comportamiento y sistemas de categorías. Sin el 6 contrapeso de una educación que privilegie el pensamiento crítico desde un enfoque feminista, se perpetúa la violencia simbólica y estructural de dicho sistema y sus directrices”. Lo que se pretende con este trabajo es aportar una pincelada de ese pensamiento crítico. Una crítica a la industria y a la comunidad gamer, no desde el odio, sino desde el agotamiento y el deseo de cambio. Os invito a leerlo. Espero que facilite la reflexión, el debate y la discusión. BE CRITICAL OF THE MEDIA YOU LOVE Feminist Frequency 7 8 ÍNDICE DE CONTENIDOS INTRODUCCIÓN 10 ANTECEDENTES 10 PREGUNTAS DE INVESTIGACIÓN 11 OBJETIVOS 12 INTERÉS Y RELEVANCIA DE LA INVESTIGACIÓN 12 DESCRIPCIÓN METODOLÓGICA.
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