Pontifícia Universidade Católica Do Rio Grande Do Sul Faculdade De Letras Programa De Pós-Graduação Em Letras Aline Concei

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Pontifícia Universidade Católica Do Rio Grande Do Sul Faculdade De Letras Programa De Pós-Graduação Em Letras Aline Concei 0 PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO GRANDE DO SUL FACULDADE DE LETRAS PROGRAMA DE PÓS-GRADUAÇÃO EM LETRAS ALINE CONCEIÇÃO JOB DA SILVA A PERSONAGEM EM VIDEOGAMES – AVATAR/PERSONA: NO LIMIAR ENTRE O SUJEITO, A IDENTIDADE VIRTUAL E A ÉTICA DERRIDIANA PORTO ALEGRE 2016 1 ALINE CONCEIÇÃO JOB DA SILVA A PERSONAGEM EM VIDEOGAMES – AVATAR/PERSONA: NO LIMIAR ENTRE O SUJEITO, A IDENTIDADE VIRTUAL E A ÉTICA DERRIDIANA Tese apresentada como requisito para a obtenção do grau de Doutora pelo Programa de Pós- Graduação da Faculdade de Letras da Pontifícia Universidade Católica do Rio Grande do Sul. ORIENTADOR: Prof. Dr. Carlos Gerbase Porto Alegre 2016 2 3 ALINE CONCEIÇÃO JOB DA SILVA A PERSONAGEM EM VIDEOGAMES – AVATAR/PERSONA: NO LIMIAR ENTRE O SUJEITO, A IDENTIDADE VIRTUAL E A ÉTICA DERRIDIANA Tese apresentada como requisito para a obtenção do grau de Doutora pelo Programa de Pós- Graduação da Faculdade de Letras da Pontifícia Universidade Católica do Rio Grande do Sul. Aprovada em 16 de março de 2016. BANCA EXAMINADORA: Profa. Dra. Cristina Jasbinschek Haguenauer – UFRJ Profa. Dra. Ana Cláudia Munari Domingos – UNISC Prof. Dr. Daniel Conte – FEEVALE Profa. Dra. Maria Tereza Amodeo – PUCRS Porto Alegre 2016 4 Dedico este texto aos meus três companions desde sempre nesta Jornada: à mãe, ao pai e à irmã. 5 AGRADECIMENTOS À minha família por ter compreendido as tantas horas que eu dediquei aos videogames. Às amigas e colegas de longos anos, Gabriela Silva e Mônica Klen, pela ajuda de sempre. Ao meu Player 2, Marcelo Danesi. A mim. À Força por comigo ela sempre estar. Ao meu orientador, Prof. Dr. Carlos Gerbase. À Faculdade de Letras da PUCRS. Às secretárias do PPGL, Tatiana Carré e Alessandra Carvalho, pela paciência. Aos governos federais de Lula e Dilma por terem me possibilitado cursar uma Graduação com o PROUNI, um curso de Metrado, com bolsa integral e, finalmente, um Doutorado, que neste texto defendo. Temer jamais. 6 My mama told me when I was young We are all born superstars (GAGA, Lady, 2010) 7 RESUMO Os jogos de videogame ocupam, atualmente, um lugar de destaque entre os produtos culturais populares e o número de pessoas que jogam tem crescido bastante nas últimas décadas. Diante disso, esta tese buscou compreender como se dão os processos de identificação entre a pessoa jogadora e sua personagem/avatar no ambiente simulado do jogo virtual por meio das condições de (im)possibilidade e de decidibilidade conforme a ética derridiana. Para tanto, esses processos foram analisados a partir das relações que a jogadora estabelece com o mundo do jogo pela imersão, interação e agência, podendo culminar na construção de uma identidade virtual ficcional. Os jogos analisados foram The Elder Scrolls V: Skyrim e Journey, pois se opõem em sua estrutura customizável, sendo que esta funcuinalidade já oferece à jogadora a criação de uma personagem sua (funcionando como um primeiro pilar de identificação). Foi utilizada bibliografia variada, principalmente da Teoria da Literatura, dos Game Studies e da Filosofia. Além de analisar os jogos, esta tese avaliou, através de um levantamento, os hábitos de usuários e de usuárias e de gêneros de videogames. As análises dos jogos foram realizadas através dos gameplays da autora desta tese e da avaliação das interações de jogadores e de jogadoras diversas utilizando vídeos de gameplays disponibilizados em canais de vídeo da internet. Os jogos analisados permitiram elencar características que possibilitam a elaboração de identidades virtuais ficcionais, e também narrativas, no mundo do jogo. As condições de decidibilidade apresentaram dois pólos: há bastante interatividade e possibilidades de escolhas em The Elder Scrolls V: Skyrim, enquanto que em Journey essa interação é baixa; as condições de (im)possibilidade ainda são bem determinadas pelos sistemas dos jogos, cabendo à jogadora realizar eventos singulares na sua interação com o mundo do jogo. Nesse sentido, são os eventos singulares decididos e realizados por cada jogadora que implicam em processos identitários construídos narrativamente nos jogos. Pensamentos “finais” sobre a questão toda esperam a continuidade de pesquisas que abordem as relações culturais entre as pessoas e os videogames. Palavras-chave: Personagem. Teoria da Literatura. Avatar. Videogame. Condições de (im)possibilidade. 8 ABSTRACT Currently, video games occupy a prominent place among the popular cultural products and the number of people playing has grown considerably in recent decades. Thus, this thesis sought to understand how the process of identification come about between the player and her character/avatar in the simulated environment of the virtual game through the conditions of (im)possibility and of decidability according to the ethics of Jacque Derrida. Therefore, these processes were analyzed taking into consideration the relations established between the player and the game world through immersion, interaction, and agency; they may result in the construction of a fictional and virtual identity. The Elder Scrolls V: Skyrim and Journey were the analyzed games, because their structure for customization are opposed, since this possibility offers to the gamer the exercise of creating her own character. The bibliography was mainly from Theory of Literature, Game Studies and Philosophy. In addition to the analysis of the games, this thesis evaluated, through a survey, the habits of users and video game genres. The analyses of the games were made through the gameplays of the author of this thesis and from the evaluation of the interactions of players using their gameplays videos available on the internet video channels. The games analyzed allowed to list characteristics that enable the development of fictional and virtual identities, and also narrative, in the game world. The conditions of decidability had two poles: there are enough interactivity and possibilities of choices in The Elder Scrolls V: Skyrim, while in Journey this interaction is low; the conditions of (im)possibility are still well calculated by the gaming systems, then, it is for the subject player to perform singular events in her interaction with the game world. Therefore, the singular events decided and performed by each gamer are the ones that implicate in processess of identification built narratively in the games. “Final” thoughts on the issue are for the future and for further research addressing the cultural relations between players and video games. Keywords: Character. Literary Theory. Avatar. Video game. Conditions of (im)possibility. 9 LISTA DE ILUSTRAÇÕES Figura 1: Gêneros de jogos ....................................................................................... 47 Figura 2: Comparativo de Grandes Mundos de Videogames .................................... 58 Figura 3: Interface Blueprint .................................................................................... 103 Figura 4: Star Wars Battlefront (2015) perspectiva em primeira pessoa ................. 115 Figura 5: Star Wars Battlefront (2015) perspectiva em terceira pessoa .................. 115 Figura 6: Sheva, Jill e Excella respectivamente ...................................................... 118 Figura 7: Oola e Jabba The Hutt ............................................................................. 135 Gráfico 1: Idade ....................................................................................................... 178 Gráfico 2: Sexo ........................................................................................................ 178 Gráfico 3: Tempo desde que joga ........................................................................... 178 Gráfico 4: Plataforma preferida ............................................................................... 179 Gráfico 5: Compra de jogos..................................................................................... 179 Gráfico 6: Joga na PSN, na Xbox Live, na Steam ................................................... 180 Gráfico 7: Horas por semana .................................................................................. 180 Gráfico 8: Gêneros de jogos preferidos ................................................................... 181 Gráfico 9: MMOs ..................................................................................................... 181 Gráfico 10: Mundo aberto ou Caminho ................................................................... 181 Gráfico 11: Personagens prontas ou customizáveis ............................................... 182 Gráfico 12: Importância das personagens ............................................................... 182 Gráfico 13: Enredo e narrativa ................................................................................ 183 Gráfico 14: Mundo aberto ........................................................................................ 183 Gráfico 15: Sexo da Personagem ........................................................................... 183 Gráfico 16: Possibilidade de customização ............................................................. 183 Gráfico 17: Customização do avatar ....................................................................... 183 Figura 8: I used to be #1 ......................................................................................... 191 Figura 9: I used to be #2 ......................................................................................... 192 Figura 10: o Dovahkiin “ideal”.................................................................................
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