Last week my colleague Daniel Pariente threw a series of pure data on the video game industry on this page, indicating the good health of the sector and in particular its potential if properly cared for and protected. All the data pointed to the primary sector of video games, ie development, however there are other data that only confirm their words and it is the robustness that exists in parallel branches of the sector. In this series of small articles, we’ll focus on two in particular, video game literature and the serious game field.
Within the first sector, that of video game literature, the first evidence of its good state is the action you are taking when reading this text. Video game blogs have grown exponentially, showing a power unheard of in other cultural genres like music or film. There are dozens of them, all or almost all created and developed altruistically. Texts are published every week that deal with video games from different angles and in many cases daily. The work behind the realization shows two essential aspects, on the one hand there is an interest from the makers’ point of view to understand the video game from its various facets and from the reader’s point of view the existence of a demand for content. The community that these sites have created is truly incredible, and not a week goes by without a heated debate taking place on one of them or on the social network where their posts are promoted. This scenario presents us with a lively and attractive scene that forces us to think about it and consider the time we live in as one of the best moments for digital video game writing assignment in our country.
The majority of portals continue to exist, of course, but these, the most popular, remain anchored in offering content related to news and current affairs, rather than relying on reflection and reasoned opinion. Although there are some who turn to a more mature and thoughtful proposal. Of course, this type of content is of great importance for the amount of information and news they present, which serves to falsify the texts in blogs and other sites. Nor can we forget his majority orientation, as well as his financial interest, both aspects that tend to transform his interior into a series of curiosities, news and light reports so that whoever arrives can read them, also stimulating reading about video games and everyone interested in traveling to other places with more reflective content.
However, this amateur writing on the blogs, amateur only in its background since we do not receive financial compensation, not in the forms where there is great professionalism, is not the only example of the good health that literature about video games enjoys in our country. A few weeks ago it was announced the release of a new publisher dedicated to the world of video games, Arcade Editions. Its launch was a surprise and a success due to the great relevance it had on social networks, an impact made clear by the publication of his first book, What is a Video Game? By Isaac López Redondo and his presentation of his upcoming releases at the Gamepolis video game fair in Malaga. This fact in itself, the decision to create a publishing company solely interested in video games, is already a sufficient example of the good state of demand for this type of content in our country, but it is not the only one.
The ARSGAMES group is doing really good and interesting work in terms of spreading the most positive aspect of video gaming in early childhood education. This goal is not only there, and within the Bit and Apart project they have one of the first academic journals dedicated to video games, where we have had the pleasure of being able to publish one of our works. This magazine consists of a short scientific committee of experts in the field who evaluate and certify the quality of the works. The ARSGAMES group has not only created this magazine as a literary medium for the study of video games, but has also authored other publications within its GAMESTAR(T) imprint and its Alea collection as Pedagogías in the interplay of art, technology and video games by Eurídice Cabañes and Maria Rubio.
The University of Seville counts the Videogames Classroom among its projects related to new technologies. Life Play Magazine is published there, another scientific journal dedicated to video games, which has a scientific committee made up of experts who also certify the quality of the works received. Work is in progress, and forgive us for the shameless publicity, the magazine associated with TenGames, which also publishes Pixelated Letters, Press Button, which has a scientific committee composed of more than twenty national experts and university professors and has among its objectives the free dissemination of the preserved works. Or the magazine Aula, belonging to the GRAO group and dedicated to new pedagogies, which in November 2008 published a special volume on video games. The existence of these scientific bodies also shows us how the academic sector, mostly university professors, is increasingly considering video games as a subject of study beyond their development, for which there are already degrees and related courses with professional training. As we can see, in terms of video games and scientific journals, the academic world in our country is in good shape and, above all, has enormous potential.
However, the written side of the Spanish video game not only receives content from scientific publications, but there is also a wide range of informative publications. We should start by talking about the STAR-T MAGAZINE BOOKS label in this paragraph, which counts among its publications such well-known works as Ocho Quilates by Jaume Esteve Gutiérrez, published in two volumes dedicated to the history of video games in Spain, specifically the time frame It has been called the Golden Age of Spanish software. Another of his proposals, equally well known, are Pink Rockets or the recent Sherlock Holmes, from S*T*A*R*T or the already mentioned Pixelated Letters. The informative offer within the video game is completed by other publishers such as Dolmen, which has recently opted for content related to video entertainment with examples such as History of video games from Super Mario to Lara Croft by David Martínez and published in 2004.
In the previous section we should also add the congresses and seminars that are being held in Spain related to the video game and that are increasing every day, like that at the University of Extremadura, the CIVE (International Congress of Video). Games and Education), which brings together in its minutes a large number of works of great importance from the most academic field of video games or the I National Congress of Health Games held in Madrid on May 28th. Increasingly committed to more precise and scientific content related to the gaming aspect of video games, Gamelab and Gamepolis are true platforms for the announcement of new projects, the former having gained great prestige not only within our borders but also abroad.
The health of video gaming in Spain also depends on the creation of this type of content, which will support and reinforce it, creating knowledge bases that will allow the sector to continuously progress, not only in demand but also in the quality of that demand , and required a greater effort from the creators to support the theoretical apparatus with the practical. In addition, we believe that the creation and development of this branch parallel to the video game is really necessary, since the study and the deepening of these two elements that allow and support the normalization and democratization of the video game, as well as the elimination of social stigma towards them. , since by becoming objects of study they automatically shed the negative halo that they have brought to our day to become an enriching aspect of the society in which they find themselves, not only economically but also culturally.