PONTIFÍCIA UNIVERSIDADE CATÓLICA DE SÃO PAULO PUC-SP Caio Assis Capasso Dimensões Do Conteúdo Gerado Por Usuário Em Videog

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DE SÃO PAULO PUC-SP Caio Assis Capasso Dimensões Do Conteúdo Gerado Por Usuário Em Videog PONTIFÍCIA UNIVERSIDADE CATÓLICA DE SÃO PAULO PUC-SP Caio Assis Capasso Dimensões do Conteúdo Gerado Por Usuário Em Videogames: Cultura participativa e a intervenção criativa através do Modding MESTRADO EM TECNOLOGIAS DA INTELIGÊNCIA E DESIGN DIGITAL SÃO PAULO 2014 PONTIFÍCIA UNIVERSIDADE CATÓLICA DE SÃO PAULO PUC-SP Caio Assis Capasso Dimensões do Conteúdo Gerado Por Usuário Em Videogames: Cultura participativa e a intervenção criativa através do Modding MESTRADO EM TECNOLOGIAS DA INTELIGÊNCIA E DESIGN DIGITAL Dissertação apresentada à Banca Examinadora da Pontifícia Universidade Católica de São Paulo, como exigência parcial para a obtenção do título de MESTRE em Tecnologias da Inteligência e Design Digital – Área de contentração: “Processos Cognitivos e Ambientes Digitais”; Linha de Pesquisa: “Design Digital e Inteligência Coletiva” - sob a orientação do Prof. Dr. Fábio Fernandes. SÃO PAULO 2014 Banca Examinadora _________________________________________ ________________________________________ ________________________________________ DEDICATÓRIA Dedico este trabalho àqueles que estiveram ao meu lado, em especial aos meus pais, Laura e Cesar, e agradeço pelo cuidado constante e pelo suporte oferecidos durante todo esse percurso. AGRADECIMENTOS Ao meu orientador Prof. Dr. Fábio Fernandes por acreditar nesse trabalho e pela paciência e compreensão durante todo o processo. À PUC-SP e à sempre atenciosa Edna Conti pelo apoio constante durante esse período. Agradeço também à todos os colegas do TIDD com quem tive o prazer de conviver, debater e aprender ao longo desses dois anos. RESUMO Nesse trabalho discutimos videogames, definidos como jogos digitais dependentes de um suporte computacional para sua realização, que nos ajudam a entender melhor as formas que as atividades de criação e alteração de conteúdo por jogadores se dão. Atenção especial é dada à criação de “mods”: termo comumente utilizado para denominar a alteração de características de um videogame através da manipulação de arquivos e/ou processos que o constituem e que resultam em uma experiência diferente da originalmente pretendida. A intenção dessa pesquisa é verificar como os videogames permitem a criação, troca e colaboração de conteúdo criado por usuários e as características das comunidades de entusiastas que são formadas para tais fins. Os videogames, e o modding em particular, são objeto de estudo valioso num período onde a crescente agência de consumidores sobre objetos midiáticos pode ser percebida tanto como estratégia de libertação quanto de exploração, pois se encontra na interseção entre atividade lúdica e trabalho, produção amadora e indústria. São fornecidos pistas e apontamentos na direção de um entendimento mais profundo das maneiras como os papéis de produtor e consumidor, autor e usuário, jogador e fã vêm se transformando com o desenvolvimento das novas tecnologias e das mídias digitais, a partir de um ponto de vista sociológico e historiográfico. Também damos atenção especial e aos “modders” – jogadores que se tornam criadores amadores de conteúdo para videogames. Utilizamos três grupos de autores na fundamentação teórica. O primeiro é composto por autores que ajudam a pensar questões referentes à cultura participativa e as potencialidades da internet, especialmente Mizuko Ito e Henry Jenkins. No segundo Katie Salen e Eric Zimmerman e Jesper Juul oferecem os conceitos que permitem considerar as dimensões expressivas dos videogames. O terceiro grupo, com ênfase especial a Olli Sotamaa e Julian Kucklich, oferecem os casos práticos utilizados para estudar as questões relativas ao modding enquanto prática produtiva. Nossa intenção é operacionalizar uma perspectiva teórica que trabalhe o potencial expressivo de um videogame e como as intervenções que classificamos como mod são uma das maneiras mais intrigantes de subversão das relações autor/usuário e produtor/consumidor. Pretendemos também apontar semelhanças e diferenças entre videogames e outras mídias e enriquecer o debate a respeito da participação online e dos artefatos que ela produz, e pensar a cultura participativa e a convergência midiática nas práticas de consumo e produção da sociedade contemporânea através dos videogames. Palavras-chave: jogos digitais, videogames, conteúdo gerado por usuário, comunidade de interesse online, cultura participativa, modding, fã, fandom. ABSTRACT This research aims to verify how videogames allow the creation, sharing and collaboration of user-generated content, and the characteristics of fan communities that are created to such objective. For this work we minimally define videogames as digital games that are dependent of a computational support for its realization. Some useful videogames for the better understanding of the activities of creation and alteration of content by players and the manner they happen, particularly the creation of mods: the name commonly used to refer to the practice of alteration of a videogame’s characteristics through the manipulation of files and/or processes that are constitute it, resulting in a different experience from the one originally planned by its developer. With this we try to offer clues and pointers towards a deeper understanding of the manners the roles of producer and consumer, author and user, player and fan are transforming with the ascension of new technologies and now (digital) media. With this intent we give special attention to the players turned “modders” – amateur content creators for a specific videogame -, through the online communities engaged in the creation and distribution of this kind of content. Three author groupings are used as theoretical foundation for this research. The first é composed by authors that helps us to think questions regarding participatory culture and the promises of the internet, among them we can cite Howard Rheingold, Sherry Turkle, clary Shirky, Axel Bruns and particularly Mizuko Ito and Henry Jenkins. In the second grouping Katie Salen and Eric Zimmerman and Jesper Juul offer the concepts that allow us to take into account the expressive dimensions od videogames. The third grouping, with a special emphasis in the works of Olli Sotamaa, David Nieborg and Julian Kucklich that offers us empirical study cases for us to study the questions related to modding as a productive practice. We attempt to operationalize a theoretical perspective that deal with the expressive potential of videogames and how the interventions characterized as mods are one of the most intriguing ways to subvert the author/user and producer/consumer relationships. We also attempt to suggest similarities and differences between videogames and other media. Other objective is to enrich the debate regarding online participation and the artifacts it produces, trying to think participatory culture and the media convergence in the contemporary consumption and production practices through videogames. Palavras-chave: digital games, videogames, user-generated content, online interest- driven communities, participatory culture, modding, fan, fandom. LISTA DE ILUSTRAÇÕES Figura 1 - Equipamento montado para Tennis for Two e foto aproximada do osciloscópio em funcionamento (esquerda) e PDP-1 e monitor com SpaceWar! sendo executado (direita) ..... 29 Figura 2 - Tela Inicial Adventure e dois comandos “yes” e “walk north” ............................... 35 Figura 3 - Versão caseira de Pong (esquerda acima), Atari 2600 (esquerda abaixo), fliperama original Pong (direita) ............................................................................................................... 42 Figura 4 - Da esquerda para a direita: Atari 400, Apple II e IBM PC 5150 ............................. 45 Figura 5 - Fragmento da revista Compute! Magazine, outubro de 1984 .................................. 47 Figura 6 - Relação entres os três agrupamentos propostos: Regras, interação lúdica e cultura54 Figura 7 - Anúncio em revista de "trainer" para Castle Wolfenstein (esquerda). Tela inicial em sua original e modificada (direita) ............................................................................................ 74 Figura 8 - Tela do jogo Lode Runner em andamento ............................................................... 77 Figura 9 - Menu do Editor de Níveis em Lode Runner ............................................................ 79 Figura 10 - Tela principal de Pinball Construction Set ........................................................... 82 Figura 11 - Tela de jogo modo um jogador (esquerda). Modo editor de pistas (direita) ......... 84 Figura 12 - Telas dos videogames Hovertank 3D (esquerda) e Catacomb 3D (direita) ........... 92 Figura 13 - Castle Wolfenstein (esquerda) e Wolfenstein 3D (direita) ..................................... 92 Figura 14 - Wolfenstein 3D com modificação feita por jogador via hack (esquerda) e tela do videogame Shadowcaster utilizando mesmo motor de jogo .................................................... 95 Figura 15 - Seleção de telas: Doom versão original (esquerda acima) e mods Brutal Doom (direita acima), Star Wars (esquerda abaixo) e Aliens Total Conversion (direita abaixo) ..... 100 Figura 16 - Captura de tela do primeiro nível de Quake (acima) e captura de tela de vídeo com melhores momentos de competição realizada na QuakeCon 2013 (abaixo) .......................... 105 Figura 17 - Modelos alternativos de personagens para partidas multijogador criados por jogadores/artistas amadores. Da esquerda para direita: “Tis”, “Sonic” e “Gaben Helm” ...... 107 LISTA DE TABELAS Tabela 1-
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