Cultura Y Juegos De Mesa Analógicos. Los Juegos De Mesa Modernos Como Fenómeno Y Artefacto Cultural En El Siglo

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Cultura Y Juegos De Mesa Analógicos. Los Juegos De Mesa Modernos Como Fenómeno Y Artefacto Cultural En El Siglo Cultura y juegos de mesa analógicos Los juegos de mesa modernos como fenómeno y artefacto cultural contemporáneo ________________________________________________________ Antonio Catalán Trabajo Fin de Máster Máster en Humanidades: Arte. Cultura y Literatura contemporánea Estudios de Artes y Humanidades UNIVERSITAT OBERTA DE CATALUNYA JULIO DE 2020 1 MÁSTER EN HUMANIDADES: ARTE, CULTURA Y LITERATURA CONTEMPORÁNEAS Especialidad de Sociedad Orientación de investigación Trabajo Fin de Máster Cultura y juegos de mesa analógicos Los juegos de mesa modernos como fenómeno y artefacto cultural en el siglo XXI Autor: Antonio Catalán Villanueva Tutor: Jordi Sánchez Navarro (PhD) Estudios de Artes y Humanidades – UOC 01/08/20 – V. 03 - repositorio UOC. CC BY-NC-ND 3.0 ES 2 Notas y abreviaturas El siguiente trabajo ha sido realizado durante el confinamiento de la crisis sanitaria del virus COVID-19, entre el mes de marzo y junio de 2020. Es muy probable que el retrato del mercado y la situación mostrada en el siguiente trabajo, cambie sustancialmente a pocos meses del mismo, pero en todo caso representará un reflejo de la situación hasta marzo de 2020. Los títulos de los juegos que aparezcan en el siguiente trabajo, se representarán en itálica y en negrita. Algunos estarán indicados con una nota al pie a un enlace a la base de datos de de juegos Boardgamegeek - https://boardgamegeek.com. De cualquier modo todos son fáciles de consultar en dicha base de datos, con unas entradas muy amplias y completas. JMM – Juego de mesa moderno MBG – Modern Board Game BGG - Boardgamegeek.com 3 Resumen: El juego de mesa analógico moderno ha resurgido en el panorama como un elemento más de entretenimiento, actualmente dominado por lo digital y virtual. Sin embargo, a partir de principios del siglo XXI, la aparición de nuevos juegos, con diseños diferentes a los clásicos han creado un nuevo mundo de diseñadores, editores y jugadores. Los juegos han sido estudiados por diferentes ciencias, entre ellas la antropología, pero no han tomado relevancia en el mundo académico hasta la aparición de los game studies, obviando el mundo de los juegos analógicos. Los juegos de mesa modernos tienen unas características propias y han de ser investigados como un artefacto cultural. Para ello estudiaremos su definición, sus características y los diferentes aspectos que engloba este fenómeno del entretenimiento de una manera general, utilizando el punto de vista transversal de las humanidades, los estudios culturales y los game studies con la perspectiva actual del videojuego. Con una perspectiva global de los últimos 25 años, enfocándolo en la actualidad, de lo global hacia Europa y España. Se intenta conseguir una visión exploratoria desde la perspectiva del objeto, de los actores (creadores y jugadores) y la implicación del fenómeno como cultura, arte e industria. Palabras clave: Game studies, juegos de mesa modernos, analógico, jugador, cultura, diseño de juegos Abstract: The modern analog board game has re-emerged on the landscape as one more element of entertainment, currently dominated by digital and virtual. However, from the beginning of the 21st century, the appearance of new games, with designs different from the classic ones, have created a new world of designers, editors and players. Games has been studied by different sciences, including anthropology, but they have not become relevant in the academic world until the appearance of game studies, ignoring the world of analog games. Modern board games have their own characteristics and must be investigated as a cultural artifact. For that, we will study its definition, characteristics and the different aspects that this phenomenon of entertainment encompasses in a general way, using the cross- sectional point of view of the humanities, cultural studies and game studies with the current perspective of the video game. With a global perspective of the last 25 years, focusing on it today, from the global to Europe and Spain. An attempt made to achieve an exploratory vision from the perspective of the object, the actors (creators and players) and the involvement of the phenomenon as culture, art and industry. Key Words: Game studies, modern board games, analógic, player, culture, game design 4 Sumario Introducción 7 1. Objeto de estudio y justificación 9 1.1. Justificación del tema 9 1.2. Preguntas de la investigación 10 1.3. Marco del estudio y problemática 10 1.4. Hipótesis preliminares 11 1.5. Metodología 13 1.6. Referentes 15 2. Marco teórico 17 2.1. Cultura y Juego 18 2.1.1. El juego desde las humanidades 21 2.1.2. Juego, Juguete y Juego de Mesa 25 2.2. Breve historia del juego de mesa hasta finales del siglo XX 29 2.3. El estudio de los juegos de mesa – game studies 44 3. El juego de mesa moderno JMM 55 3.1. Juego de mesa moderno 57 3.1.1. Clasificaciones 65 3.2. Los actores y su universo – Jugadores y creadores 71 3.2.1. Los jugadores 72 3.2.2. Autores y editores 85 3.3. Juegos de mesa modernos como producto cultural 93 3.3.1. Los juegos modernos como producto editorial de consumo 105 3.3.2. Los juegos modernos como cultura y arte 115 4.0 Conclusiones 127 Bibliografía 133 Índice de figuras 138 Agradecimientos 138 5 Foto de colección privada, sin autoría conocida. Fuente: Grupo de aficionados a juegos de mesa en Facebook 6 Introducción El juego es más viejo que la cultura Johan Huizinga Intentar justificar que el juego no es más que “entretenimiento” es algo difícil, sobretodo en un momento que el juego está inmerso en multitud de facetas de nuestra vida cotidiana, en una sociedad que se está ludificando, desde el mundo del videojuego que invade nuestros teléfonos móviles y casas, hasta la gamificación en el mundo laboral o de la enseñanza. El juego forma parte de la naturaleza humana desde su nacimiento y se engloba en una primera apreciación en la definición de cultura de Tylor1: Todo complejo que integra saber, creencia, arte, moral, ley, costumbre y cualquier otra capacidad y hábito adquiridos por el humano como miembro de la sociedad. Desde la obra seminal de Huizinga, Homo ludens2, los game studies se pueden considerar un campo de estudio académico separado de otros, e intentar apartar el concepto “juego” de la cultura, es apartar una actividad humana esencial. Hablar del juego de mesa analógico quizás parezca anacrónico en plena era digital, pero su práctica ha resurgido desde principios del siglo XXI. Actualmente se editan más de 5.000 juegos nuevos cada año, con un continuo ritmo de novedades y un público que los consume. Cualquier juego aparecido en el mercado alrededor del inicio del siglo, tiene una serie de características intrínsecas que le separa de los juegos mainstream del siglo XX y de los juegos de mesa clásicos, por ello se les denomina “modernos” y se consideran analógicos para contraponerlo a los videojuegos que se centran en el mundo digital. Existen en los nuevos medios (youtubers, bloguers y podcasters) y decenas de ferias y festivales, además de múltiples encuentros de jugadores en todo el mundo. Un ejemplo de su evolución como producto, es que a principios de siglo existía una sola editorial en España, que lanzaba un par de productos al año, actualmente existen más de un centenar, que editan anualmente en castellano más de 500 productos, que son una selección de la producción mundial, realizándose también muchas ediciones de creación propia. 1 Barfield.T (2001). Diccionario de Antropología. Ed. Bellatera. Acceso el 23 de octubre de 2019. https://consejopsuntref.files.wordpress.com/2017/08/barfield-thomas-ed-diccionario-de-antropologia.pdf 2 Huizinga, J. Homo ludens (Madrid. Alianza Editorial 2012) 7 El juego de mesa moderno (JMM), “Modern Board Game” (MBG), es estudiado actualmente desde el punto de vista de la educación, la comunicación o la gamificación, pero no como fenómeno cultural contemporáneo, en un momento en que lo digital nos invade, y en contraposición lo analógico resiste. El juego de mesa moderno sobrepasa la frontera del juguete, convirtiéndose en un producto diferente con unas características diferenciadas y dirigido a todo tipo de públicos por segmentación. Tras unos inicios de nicho en el siglo XX, con los denominados Hobbygames, actualmente se crean productos específicos para todos los públicos como un producto editorial más, a medio camino entre los libros y el juego digital, con unas características transversales a diferentes estratos sociales, algo que se ha hecho sin ruido publicitario y mediático a través de los jugadores. Los game studies son un campo académico interdisciplinar que se centra en los juegos, sus actores y los fenómenos relacionados3 y se ha de considerar dentro de los estudios culturales. Nacieron con la antropología, para pasar luego a otros campos, reactivándose tras la aparición de los videojuegos con diferentes orientaciones: hacia la computación (ludología), la comunicación (narratología) y la educación (serious games / gamificación). Campos estudiados por las ciencias sociales, como los jugadores y su práctica en los juegos no digitales, están casi abandonados hasta el renacimiento de los juegos analógicos modernos (boardgames) y la vuelta de los analogic game studies4 por obras como Eurogames5 de Steward Woods. Esta investigación plantea enmarcar una breve explicación del juego y los juegos, para luego acotarse al fenómeno de los juegos analógicos modernos, desde principios del siglo XXI durante estos 20 años de siglo, viendo sus características y el universo de creadores, editores y jugadores que lo conforman actualmente, con la creación de un mercado y un fenómeno social alejado de la digitalización dominante. Así, se acota a una serie de campos determinados: • Juegos analógicos, denominados así por contraposición a lo digital, • Juegos de mesa modernos, a partir del nacimiento del juego de autor y eurogames a finales del siglo XX.
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