La arquitectura colonial española como verosimilitud selectiva en videojuegos históricos

Autores/as

DOI:

https://doi.org/10.3989/chdj.2020.005

Palabras clave:

Estudios del videojuego histórico, Videojuegos históricos, Verosimilitud selectiva, Semiología, Historia mito, Imperio Español, América Latina colonial

Resumen


Los edificios juegan un papel crucial en los videojuegos ambientados en el pasado, tanto como componentes interactivos como elementos de realismo histórico. Sus funciones dependen del género videolúdico en el que estén representados: desde las posibilidades o dificultades que presentan a la hora de moverse por los mundos virtuales en los juegos de acción-aventura como Assassin’s Creed hasta los cuarteles sedentarios en juegos de estrategia y gestión. El objetivo del presente artículo es analizar el propósito que persigue la arquitectura colonial española en los juegos digitales ambientado en el periodo en el que la Monarquía Hispánica gobernaba allende los mares. Para lograrlo, se utilizarán el marco teórico y aparato crítico de Adam Champan con el fin de desvelar el enfoque epistemológico y ludonarrativo de estos juegos, así como el concepto de verosimilitud selectiva de Salvati y Bullinger para determinar el rol de estos edificios a la hora de evocar una lectura particular del pasado. Mediante estas herramientas, se sacarán a relucir las macronarrativas de las que beben estos juegos y cómo éstas dotan de significado a la historia de España y de sus antiguas colonias.

Descargas

Los datos de descargas todavía no están disponibles.

Citas

Baron, Jaimie (2010) "Digital Historicism: Archival Footage, Digital Interface, and Historiographic Effects in Call of Duty: World at War". Eludamos. Journal for Computer Game Culture. 4 pp. 303-314.

Barthes, Roland (1999) Mitologías. 12º Ed. Siglo XXI Editores, Madrid.

Bonner, Marc (2014) "Construction as a Condition to Win: Depiction and Function of Early Modern Architecture and Ubran Landscapes in Strategy and Economic Simulation Games". In Early Modernity and Video Games, edited by Winnerling, Tobias and Kerschbaumer, Florian. Cambridge Scholars Publishing, Newcastle upon Thyne pp.91-104.

Chapman, Adam (2013) "Is Sid Meier's Civilization history?". Rethinking History. The Journal of Theory and Practice. 17 pp. 312-332. https://doi.org/10.1080/13642529.2013.774719

Chapman, Adam (2016) Digital Games as History. How Videogames Represent the Past and Offer Access to Historical Practice. Routledge, New York. https://doi.org/10.4324/9781315732060

Chapman, Adam; Foka, Anna and Westin, Jonathan (2016) "Introduction: what is historical game studies?" Rethinking History. The Journal of Theory and Practice Special Section: Challenge the Past - Historical Games. pp. 1-14.

De Groot, Jerome (2009) Consuming History. Historians and heritage in contemporary popular culture. Routledge, New York. https://doi.org/10.4324/9780203889008

Dillon, Beth A. (2008) "Signifying the West: Colonialist Design in Age of Empires III: The WarChiefs". Eludamos. Jorunal for Computer Game Culture. 2 pp .129-145.

Donecker, Stefan (2014) "Pharaoh Mao Zedong and the Musketeers of Babylon: The Civilization Series between Primordialist Nationalism and Subversive Parody". In Early Modernity and Video Games, edited by Winnerling, Tobias and Kerschbaumer, Florian. Cambridge Scholars Publishing, Newcastle upon Thyne. pp. 105-122.

Dow, Douglas N. (2013) "Historical Veneers: Anachronism, Simulation, and Art History in Assassin's Creed II". In Playing with the Past. Digital Games and the Simulation of History, edited by Elliott, Andrew B. R. and Kapell, Matthew Wilhelm. Bloomsbury, London pp. 215-232.

Egenfeldt-Nielsen, Simon; Smith, Jonas Heide and Pajares Tosca, Susana (2008) Understanding video games. The essential introduction. Routledge, New York. https://doi.org/10.4324/9780203930748

Elliott, Andrew B. R. and Kapell, Matthew Wilhelm (2013) "Conclusion(s): Playing at True Myths, Engaging with Authentic Histories". In Playing with the Past. Digital Games and the Simulation of History, edited by Elliott, Andrew B. R. and Kapell, Matthew Wilhelm. Bloomsbury, London pp. 357-369.

Ferro, Marc (1988) Cinema and History. Translated by Naomi Greene. Wayne State University Press, Detroit.

Gish, Harrison (2010) "Playing the Second Wolrd War: Call of Duty and the Telling of History". Eludamos. Journal for Computer Game Culture 4 pp. 167-180.

Hong, Sun-ha (2015) "When Life Mattered: The Politics of the Real in Video Games' Reappropriation of History, Myth, and Ritual". Games and Culture. 10 pp. 35-56. https://doi.org/10.1177/1555412014557542

Jenkins, Keith (1995) On 'What is History'? Routledge, London. Juul, Jesper (2005) Half-real. Video Games between Real Rules and Fictional Worlds. The MIT Press, Cambridge (Mass.)

Kagan, Richard L. (1996) "Prescott's Paradigm: American Historical Scholarship and the Decline of Spain". The American Historical Review. 101 pp.423-466 https://doi.org/10.2307/2170397

Kagan, Richard L. (2010) "The Spanish Craze in the United States: Cultural Entitlement and the Appropriation of Spain's Cultural Patrimony, ca. 1890-ca.1930". Revista Complutense de Historia de América. 36 pp. 37-58. https://doi.org/10.5209/rev_RCHA.2010.v36.2

Mukherjee, Souvik (2015) "The playing fields of Empire: Empire and spatiality in video games". Journal of Gaming and Virtual Worlds. 7 pp. 299-315. https://doi.org/10.1386/jgvw.7.3.299_1

Nohr, Rolf F. (2014) "The Games is a Medium: The Game is a Message". In Early Modernity and Video Games, edited by Winnerling, Tobias and Kerschbaumer, Florian. Cambridge Scholars Publishing, Newcastle upon Thyne pp. 2-23.

Pérez Latorre, Oliver (2012) El Lenguaje Videolúdico. Análisis de la significación del videojuego. Laertes, Barcelona.

Planells de la Maza, Antonio (2015) Videojuegos y mundos de ficción. De Super Mario a Portal. Cátedra: Signo e Imagen, Madrid.

Prescott, William H. (2004) Historia de la Conquista de México. Antonio Machado Libros, Madrid.

Reisner, Clemens (2013) "'The Reality Behind It All Is Very True': Call of Duty: Black Ops and the Remembrance of the Cold War". In Playing with the Past. Digital Games and the Simulation of History, edited by Elliott, Andrew B. R. and Kapell, Matthew Wilhelm. Bloomsbury, London pp. 247-260.

Rejack, Brian (2007) "Towards a Visual Reenactment of History: Video Games and the Recreation of the Past" Rethinking History. The Journal of Theory and Practice. 11 pp. 411-425. https://doi.org/10.1080/13642520701353652

Rosenstone, Robert A. (1998) Visions of the Past. The Challenge of Film to Our Idea of History. Harvard University Press, Cambridge (Mass.)

Rosenstone, Robert A. (2006) History on Film/Film on History. Pearson Longman, Harlow.

Ryan, Marie-Laure (2006) Avatars of Story. University of Minessota Press, Minneapolis.

Saga, Manuel; Parra, Enrique (2017) "MetaSpace. Arquitecturas para el metaverso". In Visiones Alternativas a la ciudad de hoy, Prieto Páez, Leopoldo et al, Fondo Editorial Universidad Distrital Francisco Jose De Caldas, Colombia pp. 249-260.

Salvati, Andrew J. and Bullinger, Jonathan M. (2013) "Selective Authenticity and the Playable Past". In Playing with the Past. Digital Games and the Simulation of History, edited by Elliott, Andrew B. R. and Kapell, Matthew Wilhelm. Bloomsbury, London pp. 153-168.

Shaw, Adrienne (2015) "The Tyranny of Realism: Historical accuracy and politics of representation in Assassin's Creed III". Loading… Journal of the Canadian Gaming Studies Organization. 9 pp. 4-25.

Thomas, Hugh (1994) Historia de la Conquista de México. 4º Ed. Planeta, Barcelona.

Uricchio, William (2005) "Simulation, history and computer games". In Handbook of Computer Game Studies, edited by

Raessens, Joost and Goldstein, Jeffrey. The MIT Press, Cambridge. pp. 327-338.

White, Hayden (1973) Metahistory. The Historical Imagination in Nineteenth-Century Europe. The Johns Hopkins University Press, Baltimore & London.

White, Hayden (1992) El contenido de la forma. Narrativa, discurso y representación histórica. Paidós, Barcelona

Publicado

2020-06-30

Cómo citar

Peñate Domínguez, F. (2020). La arquitectura colonial española como verosimilitud selectiva en videojuegos históricos. Culture &Amp; History Digital Journal, 9(1), e005. https://doi.org/10.3989/chdj.2020.005

Número

Sección

Dossier