Uma Reflexão Sobre a Percepção Das Mulheres No Desenvolvimento De Jogos Digitais

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Uma Reflexão Sobre a Percepção Das Mulheres No Desenvolvimento De Jogos Digitais PONTIFÍCIA UNIVERSIDADE CATÓLICA DE SÃO PAULO PUC/SP DEPARTAMENTO DE PÓS-GRADUAÇÃO EM DESENVOLVIMENTO DE JOGOS DIGITAIS PRISCILLA VASCONCELOS DE MORAIS A PRINCESA NÃO PRECISA SER SALVA: UMA REFLEXÃO SOBRE A PERCEPÇÃO DAS MULHERES NO DESENVOLVIMENTO DE JOGOS DIGITAIS MESTRADO EM DESENVOLVIMENTO DE JOGOS DIGITAIS São Paulo 2020 PONTIFÍCIA UNIVERSIDADE CATÓLICA DE SÃO PAULO PUC/SP DEPARTAMENTO DE PÓS-GRADUAÇÃO EM DESENVOLVIMENTO DE JOGOS DIGITAIS PRISCILLA VASCONCELOS DE MORAIS Dissertação de Mestrado apresentada à Banca Examinadora da Pontifícia Universidade Católica de São Paulo, como exigência parcial para obtenção do título de Mestre em Desenvolvimento de Jogos Digitais, sob a orientação do Professor Doutor Claudio Fernando André. São Paulo 2020 BANCA EXAMINADORA Autorizo exclusivamente para fins acadêmicos e científicos, a reprodução parcial desta Tese de Mestrado por processos de fotocopiadoras ou eletrônicos. Assinatura Data E-mail FICHA CATALOGRÁFICA Sistema para Geração Automática de Ficha Catalográfica para Teses e Dissertações com dados fornecidos pelo autor DE MORAIS, PRISCILLA VASCONCELOS A PRINCESA NÃO PRECISA SER SALVA: UMA REFLEXÃO SOBRE A PERCEPÇÃO DAS MULHERES NO DESENVOLVIMENTO DE JOGOS DIGITAIS / PRISCILLA VASCONCELOS DE MORAIS. -- São Paulo: [s.n.], 2020. 127p. il. ; cm. Orientador: Claudio Fernando André. Dissertação (Mestrado em Desenvolvimento de Jogos Digitais) -- Pontifícia Universidade Católica de São Paulo, Programa de Estudos Pós- Graduados em Direito, 2020. 1. Desenvolvimento de Jogos Digitais; . 2. Mulheres Desenvolvedoras; . 3. Diversidade em Jogos Digitais.. I. André, Claudio Fernando . II. Pontifícia Universidade Católica de São Paulo, Programa de Estudos Pós-Graduados em Desenvolvimento de Jogos Digitais. III. Título. AGRADECIMENTOS Em primeiro lugar, agradeço a Deus, que colocou pessoas maravilhosas no meu caminho e que se Ele não quisesse, por mais que eu tentasse, nenhuma conquista seria possível. Agradeço aos meus pais, Dorgival e Patrícia que sempre priorizaram meus estudos e meu bem-estar, é imensurável a minha gratidão. Meu tio Ferrão, que ajudou a financiar meus sonhos. Meus amigos que me apoiaram, principalmente Guilherme, que me aconselhava e orientava para eu terminar os meus trabalhos. Gabriela e Rodrigo, que abriram sua casa para eu ter onde ficar em São Paulo. Aos professores que tive no Colégio Alcântara, Estácio, Seven, Unicarioca, PUC-SP, que foram importantes na minha formação. Ao meu orientador, Claudio André, que me ajudou a definir um tema depois de eu ter mudado três vezes. Em especial, ao amor da minha vida, Uiara, que tem tanto orgulho de mim, que me faz acreditar que eu sou a pessoa mais incrível do universo. Sempre compra minhas loucuras e aguenta meus desesperos e quando entrou na minha vida, não veio sozinha, me deu também mais uma família que me apoia e torce por mim. Obrigada. EPÍGRAFE Pois, se nada é verdade, por que acreditar em alguma coisa? E se tudo é permitido (...) Por que não perseguir todos os desejos? (Edward Kenway para o Mentor Ah Tabai, Black Flag: Assassin's Creed) RESUMO Esta pesquisa tem como premissa destacar a percepção das mulheres como personagens de jogos digitais, como consumidoras de jogos digitais e principalmente como desenvolvedoras de jogos digitais. Considera-se a suposição de que o crescimento do público feminino enquanto consumidoras de jogos, aumente também o interesse por trabalhar na área, reflita na indústria aumentando o número de mulheres trabalhando com jogos digitais e com isso, pode aumentar a quantidade de personagens femininas protagonistas nos jogos. Por objetivo geral, este trabalho visa verificar a participação das mulheres na indústria de jogos digitais no Brasil, considerando seu papel no desenvolvimento de jogos indie e triple A no mercado nacional e dificuldades encontradas por questões de gênero. O que justifica a realização deste trabalho é que o mercado de jogos digitais no Brasil é tão recente que poucas pesquisas são feitas em relação à área, principalmente pesquisas relacionadas aos profissionais dos jogos digitais em especial as mulheres que trabalham neste mercado. A motivação desta pesquisa está em identificar o perfil das mulheres no mercado de jogos digitais. O presenta trabalho visa responder a seguinte questão problematizadora: “Como é percebida a participação de mulheres no desenvolvimento de jogos digitais no Brasil”? Para a revisão de estudos relacionados, foram analisados trabalhos cujo foco é a percepção feminina nos jogos digitais. Devido aos objetivos teóricos e empíricos deste estudo, optou-se por utilizar os procedimentos metodológicos da pesquisa bibliográfica e de campo, o instrumento de coleta de dados foi feito por questionário disponibilizado online. Dentre as referências para desenvolvimento dos principais conceitos destacam-se Huizinga (2014), Callois (1990), Schell (2011), Castanho, Wang e Santana (2018). O trabalho é concluído com a apresentação dos resultados demonstrando que as mulheres ainda são uma minoria no mercado de jogos digitais e a maioria delas está no campo artístico dos jogos. Palavras-chave: Desenvolvimento de Jogos Digitais; Mulheres Desenvolvedoras; Diversidade em Jogos Digitais. ABSTRACT This research aims to highlight the perception of women as characters of digital games, as consumers of digital games and especially as developers of digital games. The assumption is that the growth of female audiences as consumers of games, also increases interest in working in the field, reflects on the industry by increasing the number of women working with digital games and thus may increase the number of female characters protagonists. in games. As a general objective, this paper aims to verify the participation of women in the digital games industry in Brazil, considering their role in the development of indie and triple A games in the national market and difficulties encountered by gender issues. What justifies the accomplishment of this work is that the digital games market in Brazil is so recent that few researches are done in relation to the area, mainly researches related to the professionals of the digital games especially the women who work in this market. The motivation of this research is to identify the profile of women in the digital games market. This paper aims to answer the following question: “How is the participation of women in the development of digital games in Brazil”? For the review of related studies, studies focusing on female perception in digital games were analyzed. Due to the theoretical and empirical objectives of this study, it was decided to use the methodological procedures of the bibliographic and field research, the data collection instrument was made through a questionnaire available online. Among the references for the development of the main concepts are Huizinga (2014), Callois (1990), Schell (2011), Brown, Wang and Santana (2018). The paper concludes with the presentation of the results demonstrating that women are still a minority in the digital gaming market and most of them are in the artistic field of gaming. Keywords: Development of digital games; Women Developers; Diversity in Digital Games. ÍNDICE DE FIGURAS FIGURA 1 – OS NÚMEROS DE GAMES NOS EUA .............................................................. 17 FIGURA 2 – PESSOAS QUE DECLARAM JOGAR ALGUM JOGO ELETRÔNICO ........... 18 FIGURA 3 - HOMENS E MULHERES DE 10 ANOS OU MAIS POR NÍVEL DE INSTRUÇÃO ............................................................................................................................................ 22 FIGURA 4 - VALOR DE RENDIMENTO MÉDIO MENSAL POR SEXO .............................. 22 FIGURA 5 - DISTRIBUIÇÃO DOS PROFISSIONAIS DE INFORMÁTICA POR SEXO ........ 23 FIGURA 6 - ETAPAS DA PESQUISA ................................................................................. 29 FIGURA 7 - RESUMO DOS ESTUDOS RELACIONADOS DA BASE SBGAMES COM CRITÉRIOS DE EXCLUSÃO ............................................................................................... 37 FIGURA 8 - LEGO® “WOMEN OF NASA” ......................................................................... 58 FIGURA 9 - TELA DE SELEÇÃO DE PERSONAGEM DO STREET FIGHTER 2 ............... 70 FIGURA 10 - FINAL DE SUPER MARIO BROS .................................................................. 71 FIGURA 11 - FINAL DE THE LEGEND OF ZELDA (NES) .................................................. 71 FIGURA 12 - CAPA DO JOGO TOMB RAIDE DE 1996 ...................................................... 72 FIGURA 13 - CARTAZ DO JOGO TOMB RAIDER: UNDERWORLD ................................. 73 FIGURA 14 - EVOLUÇÃO DE LARA CROFT ..................................................................... 74 FIGURA 15 - DIVISÃO DE TRABALHO NA INDÚSTRIA DE JOGOS DIGITAS ................. 80 FIGURA 16 - PORCENTAGEM DE RESPOSTAS PARA P1: COMO VOCÊ SE IDENTIFICA? ............................................................................................................................................ 83 FIGURA 17 - PORCENTAGEM DE RESPOSTAS PARA P2: QUAL É A SUA IDADE? ..... 83 FIGURA 18 - PORCENTAGEM DE RESPOSTAS P3: EM QUE ESTADO BRASILEIRO VOCÊ MORA? .................................................................................................................... 84 FIGURA 19 - PORCENTAGEM DE RESPOSTAS P4: COMO VOCÊ ATUA NO MERCADO DE JOGOS DIGITAIS? ........................................................................................................ 85 FIGURA 20 - PORCENTAGEM DE RESPOSTAS PARA P5:
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