Notas para una periodización del videojuego

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02/2021
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Universidad Nacional de las Artes. Área Transdepartamental de Crítica de Artes. Instituto de Investigación y Experimentación en Arte y Crítica
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2591-6297
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En los 90 se escriben las primeras historias del videojuego. Allí se estabilizan una serie de determinismos que reducen la producción discursiva del videojuego a un mero efecto de un estado tecnológico y, en menor medida, socioeconómico. Esas historias operaron como condición de producción de la mayor parte de abordajes historiográficos posteriores de los game studies. La predominancia de las explicaciones deterministas produjo una vacancia: no hay casi periodizaciones que atiendan a las formas del videojuego. En este trabajo se propone una periodización compuesta de cuatro momentos caracterizados por grandes desplazamientos y transformaciones discursivas que inicia con surgimiento mediático en los 70, continúa con el establecimiento de un sistema de géneros en los 80, sigue con la afirmación del realismo tridimensional y fotorrealista como dominante estilística, y llega hasta el presente con los constantes reenvíos al pasado y las nuevas modalidades de desludización
The first video game stories were written in the 1990s. There, a series of determinisms were stabilized that reduced the discursive production of the video game to a mere effect of a technological and, to a lesser extent, socioeconomic state. These stories operated as a condition of production of most of the later historiographic approaches of game studies. The predominance of deterministic explanations produced a vacancy: there are almost no periodizations that deal with the forms of the video game. This work proposes a periodization composed of four moments characterized by great displacements and discursive transformations that began with the medial emergence in the 1970s, continues with the establishment of a system of genres in the 1980s, continues with the affirmation of threedimensional and photorealistic realism as a dominant style, and reaches the present with the constant re-submissions to the past and the new modalities of desludization.
The first video game stories were written in the 1990s. There, a series of determinisms were stabilized that reduced the discursive production of the video game to a mere effect of a technological and, to a lesser extent, socioeconomic state. These stories operated as a condition of production of most of the later historiographic approaches of game studies. The predominance of deterministic explanations produced a vacancy: there are almost no periodizations that deal with the forms of the video game. This work proposes a periodization composed of four moments characterized by great displacements and discursive transformations that began with the medial emergence in the 1970s, continues with the establishment of a system of genres in the 1980s, continues with the affirmation of threedimensional and photorealistic realism as a dominant style, and reaches the present with the constant re-submissions to the past and the new modalities of desludization.
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