Universidade Do Vale Do Rio Dos Sinos Unidade Acadêmica De Pesquisa E Graduação Programa De Pós-Graduação Em Ciências Da Comunicação Nível Mestrado

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Universidade Do Vale Do Rio Dos Sinos Unidade Acadêmica De Pesquisa E Graduação Programa De Pós-Graduação Em Ciências Da Comunicação Nível Mestrado UNIVERSIDADE DO VALE DO RIO DOS SINOS UNIDADE ACADÊMICA DE PESQUISA E GRADUAÇÃO PROGRAMA DE PÓS-GRADUAÇÃO EM CIÊNCIAS DA COMUNICAÇÃO NÍVEL MESTRADO GILSON MORAES LORENA FILHO DEVIRES MACHINIMA NA CULTURA DO SOFTWARE SÃO LEOPOLDO 2009 3 GILSON MORAES LORENA FILHO DEVIRES MACHINIMA NA CULTURA DO SOFTWARE Dissertação apresentada como requisito parcial para a obtenção do título de Mestre, pelo Programa de Pós-Graduação em Ciências da Comunicação da Universidade do Vale do Rio dos Sinos. Orientador: Prof.ª Dra. Suzana Kilpp SÃO LEOPOLDO 2009 4 Ficha catalográfica L868d Lorena Filho, Gilson Moraes Devires machinima na cultura do software / por Gilson Moraes Lorena Filho. – 2009. 97 f. : 30cm. Dissertação (mestrado) — Universidade do Vale do Rio dos Sinos, Programa de Pós-Graduação em Ciências da Comunicação, 2009. Orientação: Profª. Drª. Suzana Kilpp. 1. Machinima. 2. Remidiação. 3. Cultura do software. 4. Audiovisualidades. I. Título. CDU 791:004.92 Catalogação na Fonte: Bibliotecária Vanessa Borges Nunes - CRB 10/1556 5 RESUMO Este trabalho apresenta uma investigação sobre o machinima. O termo (derivado da união das palavras machi ne, a ni mation e cine ma ) é utilizado tanto para designar a prática da qual resultam, jogando, produtos audiovisuais, quanto para designar os próprios produtos, finalizados. O objetivo do trabalho é situar esta forma de expressão no universo cultural onde ele se encontra, aqui denominado de cultura do software e compreender a maneira com que seus rastros circulam entre os audiovisuais, principalmente em ambientes como a internet. Palavras chave: machinima, remidiação, cultura do software , audiovisualidades. 6 ABSTRACT The following work presents an investigation about machinima. The term (from the words machi ne, a ni mation and cine ma ) is used to define the practice on which results, through gameplay, the making of audiovisual products, and to define the resulting videos. This work objective is to situate this form of expression in the cultural universe where they are found, denominated here as software culture and to comprehend the way in which its trails circualte around the audiovisual products, mainly in enviorments such as the internet. Keywords: machinima, remediation, software culture, audiovisualities. 7 “a computadorização da cultura não nos leva apenas ao surgimento de novas formas culturais como o videogame e os mundos virtuais; ela redefine formas já existentes como a fotografia e o cinema” (Lev Manovich) 8 SUMÁRIO APRESENTAÇÃO ................................................................................................................... 9 1 CULTURA AUDIOVISUAL CONTEMPORÂNEA ....................................................... 14 1.1 CULTURA DO SOFTWARE E AS IMAGENS TÉCNICAS ........................................ 14 1.2 O AUDIOVISUAL COMO SOFTWARE CULTURAL ................................................ 18 2 TRÂNSITO, DISPERSÃO E CONVERGÊNCIA AUDIOVISUAL .............................. 21 2.1 IMAGENS DE TRÂNSITO E ENTRE-IMAGENS ...................................................... 21 2.2 DISPERSÃO RIZOMÁTICA ........................................................................................ 24 2.3 CONVERGÊNCIA WEB ............................................................................................... 32 3 CULTURA MACHINIMA ................................................................................................. 39 3.1 MACHINIMA GAME .................................................................................................... 48 3.2 MACHINIMA VÍDEO ................................................................................................... 65 4 IMAGICIDADE MACHINIMA ........................................................................................ 77 4.1 AUDIOVISUALIDADES .............................................................................................. 77 4.2 MOLDURAS E ETHICIDADES MACHINIMA .......................................................... 80 4.2.1 Interface e interação .............................................................................................. 90 4.2.2 Avatar ..................................................................................................................... 92 CONSIDERAÇÕES FINAIS ................................................................................................. 94 BIBLIOGRAFIA .................................................................................................................... 96 9 APRESENTAÇÃO A pesquisa a seguir relatada foi motivada pelo interesse que tínhamos em estudar as relações entre o cinema e os videogames. Tal motivação decorria de nossa formação acadêmica em Realização Audiovisual e à relação de longa data que temos com os games como forma de entretenimento. No início da trajetória de pesquisa, há dois anos, o foco do trabalho se concentrava apenas em aspectos de linguagem audiovisual, com o objetivo de relacionar sua utilização no ambiente da produção cinematográfica e nos games contemporâneos. A escolha dessas mídias justificava-se pelos movimentos que vínhamos observando no desenvolvimento da indústria de jogos eletrônicos nas últimas décadas. Podemos dizer que os games se encontram não somente entre as formas culturais mais populares, mas também entre as mais complexas da atualidade - popular pela massificação com que atua na cultura contemporânea; complexo devido à quantidade e ao nível de competências e tecnologias diferentes que envolvem esse meio. Hoje os games deixaram de ocupar as margens do universo acadêmico e estão entre os fenômenos que mais vêm ganhando a atenção de pesquisadores na área da Comunicação. Aos poucos, a imagem construída pelo senso comum de que os videogames seriam objetos de alienação da juventude - e trariam entre outros malefícios, o estímulo à violência -, está sendo substituída pela consolidação dos games para além de uma simples forma de entretenimento, cuja dimensão cultural, principalmente nos elementos que dizem respeito às suas potencialidades expressivas e educacionais, se torna cada vez mais reconhecida. A ideia de games relacionados ao entretenimento infantil também vai aos poucos sendo desmistificada, principalmente através de dados como os divulgados pela ESA (Entertainment Software Association 1), de que a média de idade dos gamers é de 35 anos e de que cada jogador tem cerca de 12 anos de experiência com jogos. Além disso, mais de 40% dos jogadores são do sexo feminino e a porcentagem de mulheres acima de 18 anos (34%) supera a de meninos abaixo de 17 anos (18%) dentro da distribuição de todos os jogadores. 1 Disponível em <http://www.theesa.com/facts/index.asp> Acesso em: 20 set. 2009. 10 Entre outras curiosidades, está o fato de que 25% dos americanos acima dos 50 anos jogam videogames frequentemente. De acordo com o último relatório da Abragames 2, o mercado de softwares de jogos eletrônicos conseguiu ultrapassar mundialmente os rendimentos de lucratividade do cinema. Já é comum vermos grandes produções cinematográficas serem planejadas visando uma futura expansão para os consoles dos videogames, assim como o processo inverso também é verdadeiro. Cada vez mais, encontramos filmes que são transportados para o universo dos games e, com mais frequência, histórias que haviam sido desenvolvidas para os jogos vão parar nas telas do cinema. Temos então os games como uma forma de jogo representativa da cultura contemporânea influenciada diretamente pelas tecnologias digitais, cuja importância pode ser avaliada pelo crescimento da indústria de games e de audiovisuais e pela disseminação da prática de jogar na internet. Também deve ser levada em conta a crescente presença desse meio no ambiente acadêmico, com o aumento de pesquisas na área, com teses, dissertações, grupos de pesquisa e a criação dos primeiros cursos superiores voltados exclusivamente aos games ao longo dos últimos anos. Portanto, quando falamos nos jogos devemos ter em mente não somente o produto em si, mas todos os aspectos que disseminam os códigos e sentidos dos games de diferentes formas pela cultura, incluindo aí o que se tornou objeto dessa pesquisa. Um dos primeiros e mais óbvios movimentos que fizemos do início até aqui, desde nosso ingresso no Programa de Pós-Graduação e na Linha de Pesquisa Mídias e Processos Audiovisuais, foi compreender o audiovisual como algo que vai além do simples suporte físico, fazendo assim com que a relação “ games e cinema” perdesse espaço para outras inquietações maiores acerca do audiovisual como um todo. Logo no início da pesquisa nos deparamos com um novo objeto empírico que, à primeira vista, demonstrou ter potencialidades de dar conta de todos os novos conceitos que vinham sendo apresentados no campo de estudo das audiovisualidades. Surgiu, assim, nosso interesse pelo machinima, 2 Abragames – Associação Brasileira das Desenvolvedoras de Jogos Eletrônicos. Disponível em: <http://www.abragames.org> Acesso em: 11 set. 2009. 11 arrastando consigo a internet e a comunicação digital, demandando uma redefinição do objeto e uma conceitualização mais produtiva à pesquisa. Para isso, foi preciso compreender diferentemente o que é considerado como um game . A bibliografia sobre o assunto, em alguns casos, costuma diferenciar o termo game de videogame, sendo o primeiro relacionado ao computador como suporte, e o segundo estaria relacionado aos consoles como o Xbox da Microsoft e o Playstation da Sony. Além disso, devido a algumas estratégias de mercado, certos gêneros de jogos são mais comuns
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