El Videojuego Como Producto Cultural

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El Videojuego Como Producto Cultural El videojuego como producto cultural El uso de la narrativa y las mecánicas para transmitir un mensaje Ilverzon Zarate 15/11/2018 Licenciatura en Diseño Investigación Medios y estrategias de comunicación Índice Introducción ..................................................................................................................... 3 Capítulo 1. Comunicación y Videojuegos ...................................................................... 9 1.1 Estudio de videojuegos .......................................................................................... 10 1.2 Videojuegos y simulaciones ................................................................................... 12 1.3 Simular sistemas sociales en videojuegos ............................................................. 14 1.4 La inmersión .......................................................................................................... 16 1.4.1 El circulo mágico como una interfaz inmersiva ................................................ 18 1.5 Retos y Perspectivas ............................................................................................. 19 Capítulo 2. Rasgos narrativos de los videojuegos ...................................................... 21 2.1 Retórica y Videojuegos .......................................................................................... 23 2.2 Elementos Formales de un videojuego y cómo comunican .................................... 24 2.3Las Reglas del videojuego ...................................................................................... 28 2.4 Movilizar relatos contra cambiar comportamientos ................................................. 30 2.5 El potencial de los videojuegos .............................................................................. 32 Capítulo 3. Recepción sociocultural del videojuego ................................................... 33 3.1 Modificar cuantificablemente comportamientos ...................................................... 36 3.2 Relatos como fuente de poder ............................................................................... 38 3.3 El videojuego critico ............................................................................................... 38 3.4 Desarrollo de ideas y creencias a través del videojuego ........................................ 39 3.4.1 La violencia simbólica y el poder del prejuicio en videojuegos ........................ 40 3.5 Democracia y nuevas tecnologías .......................................................................... 42 3.5.1 Nuevas tecnologías como forma de resistencia .............................................. 44 Capítulo 4. Casos de uso del VG como medio de transmisión del mensaje ............. 45 4.1 Medición y evaluación ............................................................................................ 46 4.2 Entrevistas a profesionales del sector .................................................................... 48 4.2.1 Entrevista a: Hugo Gris ................................................................................... 48 4.2.2 Entrevista a: David Oliva Tirado ...................................................................... 50 4.2.3 Entrevista a: Juan García ................................................................................ 51 4.2.3 Entrevista a: Juan Rubio ................................................................................. 52 4.3.3 Entrevista a: Lucas Ramada Prieto ................................................................. 53 4.4 Recepción de videojuego seleccionados ................................................................ 55 4.4.1 Firewatch ........................................................................................................ 55 4.4.2 Kentucky Route Zero ....................................................................................... 58 4.4.4 What Remains of Edith Finch .......................................................................... 63 4.4.5 Gone Home ..................................................................................................... 67 Capítulo 5. Principios de diseño de videojuegos ........................................................ 71 5.1 Proceso y consideraciones generales .................................................................... 71 5.2 Conceptualización .................................................................................................. 72 5.2.1 Co-creación como alternativa de diseño .......................................................... 73 5.3 Comprobación ........................................................................................................ 76 5.3.1 La iteración como método de diseño, observación y comprobación. ............... 79 Conclusiones ................................................................................................................. 82 Lista de referencias bibliográficas ............................................................................... 84 2 Introducción El tema de este Proyecto de Investigación y Desarrollo (PID) es el videojuego independiente y su alcance como medio portador de mensajes e ideología. El siguiente proyecto de graduación pertenece a la carrera de licenciatura en Diseño y se inscribe dentro de la categoría de investigación y de la línea temática medios y estrategias de comunicación. Este tema surgió a partir de del interés del autor por los videojuegos, que estuvo estudiando y diseñando en un diplomado de gestión y producción audiovisual. Así mismo el trabajo se suma a la materia de Proyecto y Critica 1 y 2, ya que para la investigación y análisis de información de este proyecto es necesario analizar al videojuego y su efectividad para transmitir un mensaje. La pertinencia del tema está dada a partir del desarrollo de la complejidad del videojuego y dejar de ser más que un mero entretenimiento. Esto es relevante porque la estética y el diseño de la cultura del juego se han aplicado a herramientas y otras formas entretenimiento; como resultado, se han difuminado las líneas entre los juegos y otras formas de comunicación, y la creación de nuevos medios para mezclar información, entretenimiento y comunicación. Este PG tiene como finalidad analizar los videojuegos y su implementación de los conceptos antropológicos del juego físico, exponiendo momentos significativos a través de jugabilidad y la narrativa, los cuales puede ayudar a mejorar la comprensión y recordación de un tema y la manera de entender un mensaje. A su vez beneficia al público en general, ya que los videojuegos despiertan un enorme interés ya sean por temas políticos, económicos o culturales y este cada vez mayor porque la propia industria se encuentra en un proceso de expansión y desarrollo. Por esta razón, se considera como el núcleo del problema planteado, el videojuego como objeto cultural, no solamente es producto de la cultura y sociedad, sino también, el mismo hecho de existir interviene y puede llegar a transformarlas, Identificar los aspectos cotidianos en los que influyen, y determinar su papel en los medios de comunicación siendo utilizado como un transmisor. El supuesto de la investigación consiste en observar el videojuego 3 como un medio de expresión particular, regido por sus propias reglas, capaz de narrar los acontecimientos desde un punto de vista diferente al de las películas o los libros. Esto se debe a que los juegos han profundizado en este aspecto prestando una mayor atención a los escenarios como generador de historias y a la interactividad como cualidad para aumentar el nivel de compresión del jugador con lo que se relata. la pregunta problema es ¿Cómo se puede transmitir un mensaje de manera efectiva a través de un videojuego entendido como un producto cultural? Por lo tanto, el objetivo general es analizar el videojuego como producto cultural, su naturaleza y el uso de la experimentación y comprensión por parte del jugador para transmitir un mensaje. Asimismo, los objetivos específicos son: Identificar los rasgos del videojuego comprendido como un producto cultural. Conocer los elementos formales de un videojuego, su enfoque persuasivo y sus habilidades de comunicación. Entender el juego como medio de desarrollos de ideas y creencias para ayudar a entender lo que nos rodea y la forma de cómo los jugadores se relacionan entre ellos. Determinar el uso de videojuegos como medios para expresión creativa, instrumentos para el pensamiento conceptual y herramientas para el cambio social. Para conocer el Estado del arte se realiza un relevamiento de antecedentes entre los Proyectos de Graduación (PG) de los alumnos y artículos de profesores, de la Facultad de Diseño y Comunicación, de la Universidad de Palermo. Alonso, M. (2013). La era del nativo digital. Proyecto de Graduación. Este PID tiene como objetivo analizar el surgimiento de esta nueva generación, los cambios en las comunicaciones y el planeamiento que debe hacerse a la hora de sentarse a diseñar una pieza audiovisual y se vincula con este trabajo porque explica cómo a través de la implementación de nuevas herramientas de enseñanza se logra una alfabetización digital. Bonny, V. (2013). Juegos de Realidad Alternativa (ARG). Proyecto de Graduación. Este PID tiene como objetivo argumentar las posibilidades y los beneficios que tiene el emplear 4 los Juegos de Realidad para fines socioeducativos, y se vincula con este trabajo porque analiza la implementación de una nueva herramienta didáctica, para el proceso de
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