RAFAEL DE SOUZA MENDONÇA Videogames, Memória

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RAFAEL DE SOUZA MENDONÇA Videogames, Memória RAFAEL DE SOUZA MENDONÇA Videogames, memória e preservação de seu registro histórico- cultural no Brasil Dissertação de Mestrado Maio de 2019 UNIVERSIDADE FEDERAL DO RIO DE JANEIRO – UFRJ ESCOLA DE COMUNICAÇÃO – ECO INSTITUTO BRASILEIRO DE INFORMAÇÃO EM CIÊNCIA E TECNOLOGIA – IBICT PROGRAMA DE PÓS-GRADUAÇÃO EM CIÊNCIA DA INFORMAÇÃO – PPGCI RAFAEL DE SOUZA MENDONÇA Videogames, memória e preservação de seu registro histórico-cultural no Brasil RIO DE JANEIRO 2019 UNIVERSIDADE FEDERAL DO RIO DE JANEIRO – UFRJ ESCOLA DE COMUNICAÇÃO – ECO INSTITUTO BRASILEIRO DE INFORMAÇÃO EM CIÊNCIA E TECNOLOGIA – IBICT PROGRAMA DE PÓS-GRADUAÇÃO EM CIÊNCIA DA INFORMAÇÃO – PPGCI RAFAEL DE SOUZA MENDONÇA Videogames, memória e preservação de seu registro histórico-cultural no Brasil Dissertação de Mestrado apresentada ao Programa de Pós- graduação em Ciência da Informação, convênio entre o Instituto Brasileiro de Informação em Ciência e Tecnologia e a Universidade Federal do Rio de Janeiro / Escola de Comunicação, como requisito parcial à obtenção do título de Mestre em Ciência da Informação. Orientador: Prof. Dr. Ricardo Medeiros Pimenta. RIO DE JANEIRO 2019 M539v Mendonça, Rafael de Souza Videogames, Memória e Preservação de seu registro histórico-cultural no Brasil/ Rafael de Souza Mendonça. Rio de Janeiro, 2019. 175 f. Orientador: Ricardo Medeiros Pimenta Dissertação (mestrado) – Universidade Federal do Rio de Janeiro, Escola de Comunicação, Instituto Brasileiro de Informação em Ciência e Tecnologia, Programa de Pós-Graduação em Ciência da Informação, 2019. 1. Ciência da Informação. 2. Videogames. 3. Jogos Digitais. 4. Preservação Digital. 5. Memória. I. Pimenta, Ricardo Medeiros, orient. II. Título RAFAEL DE SOUZA MENDONÇA Videogames, Memória e Preservação de seu registro histórico-cultural no Brasil Dissertação de Mestrado apresentada ao Programa de Pós-graduação em Ciência da Informação, convênio entre o Instituto Brasileiro de Informação em Ciência e Tecnologia e a Universidade Federal do Rio de Janeiro / Escola de Comunicação, como requisito parcial à obtenção do título de Mestre em Ciência da Informação. Aprovado em: 12 de junho de 2019 Banca Examinadora ___________________________________________________________ Prof. Dr. Ricardo Medeiros Pimenta (Orientador) PPGCI-IBICT/UFRJ-ECO ___________________________________________________________ Prof. Dr. Marcos Dantas PPGCI-IBICT/UFRJ-ECO ___________________________________________________________ Prof. Dr. Alexandre Farbiarz UFF-PPGMC Ao meu pai, José Messias de Mendonça, pelo amor dado, pela a saudade insubstituível e por viver eternamente em minhas memórias. AGRADECIMENTOS Para a realização deste trabalho, anos se passaram e muita coisa aconteceu no meu cotidiano: pessoas surgiram na minha vida e outras foram embora. Gostaria de agradecer à cada uma delas pelo tempo de vivência e pelas experiências que pude compartilhar em comum. Agradeço primeiramente à minha família, principalmente ao meu pai que partiu antes de poder presenciar a conclusão e apresentação desse trabalho, conforme eu havia imaginado. Agradeço também às minhas mãe e irmã por me segurarem em momentos difíceis, principalmente no âmbito familiar. Agradeço à minha namorada por “aturar” todos os momentos difíceis que levaram à conclusão desse trabalho e pelo grande apoio afetivo e emocional nesses últimos anos até hoje. Agradeço à todos os amigos que, de certa forma, me fizeram esquecer um pouco as dificuldades do dia a dia, me ouviram e deram conselhos quanto ao meu desenvolvimento pessoal e profissional. Por fim, agradeço à todos os artistas que embalaram minhas noites de escrita durante todos esses meses para a conclusão deste trabalho. “I embrace my desire to feel the rhythm To feel connected enough to step aside and weep like a widow To feel inspired, to fathom the power To witness the beauty, to bathe in the fountain To swing on the spiral Swing on the spiral of our divinity And still be a human.” (Keenan, Maynard James, 2001) MENDONÇA, Rafael de Souza. Videogames, Memória e Preservação de seu registro histórico-cultural no Brasil. Orientador: Prof. Dr. Ricardo Medeiros Pimenta. Rio de Janeiro, 2019. Dissertação (Mestrado em Ciência da Informação) – Instituto Brasileiro de Informação em Ciência e Tecnologia, Escola de Comunicação, Universidade Federal do Rio de Janeiro. Rio de Janeiro, 2019 RESUMO Este trabalho visa identificar os movimentos existentes voltados à preservação da produção de videogames no Brasil, bem como iniciativas que possibilitem o desenvolvimento da mídia em território nacional. Os videogames se tornam obras audiovisuais de relevância e impacto na sociedade, adquirindo temáticas que vão desde o puro entretenimento até jogos voltados à educação. A indústria se reconfigura também em sua própria estrutura, com empresas de pequeno porte que percebem espaço no mercado graças à venda digital de videogames e o acesso às ferramentas de desenvolvimento de jogos. Por conseguinte, o aumento no consumo da mídia pela sociedade, junto às possibilidades de interação da web 2.0 proporcionam a criação de comunidades destinadas à preservação da mídia. Essa cultura gamer é reconhecida internacionalmente, inclusive no Brasil, que atualmente é um dos maiores mercados consumidores de videogames do mundo, além de possuir uma indústria nacional de desenvolvimento de jogos em constante crescimento. Com base nesse cenário, o presente trabalho contextualizará a mídia dos videogames, desde sua criação até sua ascensão como produto cultural na sociedade, analisando movimentos de preservação em suporte físico e digital realizados pela própria comunidade e por instituições públicas e privadas, além de analisar o cenário brasileiro na produção de videogames e de iniciativas de preservação, sugerindo formatos de aplicação em território nacional, para o incentivo à criação de movimentos governamentais que compreendam a importância cultural da indústria, criando um patrimônio histórico, de reminiscência da produção cultural e registro da evolução tecnológica brasileira. Palavras-chave: Jogos eletrônicos. Videogame. Interatividade. Informação. Conhecimento. Ciência da Informação. MENDONÇA, Rafael de Souza. Videogames, Memória e Preservação de seu registro histórico-cultural no Brasil. Orientador: Prof. Dr. Ricardo Medeiros Pimenta. Rio de Janeiro, 2019. Dissertação (Mestrado em Ciência da Informação) – Instituto Brasileiro de Informação em Ciência e Tecnologia, Escola de Comunicação, Universidade Federal do Rio de Janeiro. Rio de Janeiro, 2019 ABSTRACT Video games are a capitalist product and media type focused on entertainment, through its interactivity between game and player. The evolution of information and communication technologies enabled the industry to advance in the production of games and consoles with high processing power, realistic graphics and motion controllers, as well as the digital distribution on platforms for the sale of games in electronic devices such as desktops, tablets and smart phones. Video games became audiovisual works of relevance and impact in society, acquiring themes ranging from pure entertainment to games aimed at education. The industry also shapes itself in its own structure, with small companies that realize space in the market thanks to the digital sale of videogames and the access to the tools of development of games. Consequently, the increase in the consumption of the media by the society, together with the possibilities of interaction of web 2.0 provide the creation of communities destined to the preservation of the media. This gamer culture is renowned internationally, including in Brazil, which is currently one of the largest consumer markets for video games in the world, and has a national industry of game development in constant growth. Based in this scenario, this paper will contextualize the gaming media, from its creation to its ascent as a cultural product in society, analyzing preservation movements in physical and digital support made by the community itself and by public and private institutions and the Brazilian scenario in the production of video games and preservation initiatives as well, suggesting formats of application in the national territory, to encourage the creation of governmental movements that understand the cultural importance of the industry, creating a historical patrimony, reminiscent of cultural production and record of evolution technological innovation. Keywords: Videogames. Interactivity. Information. Knowledge. Preservation. Information Science. LISTA DE FIGURAS Figura 1 - Diagrama básico da indústria dos videogames..................................... 30 Figura 2 - Tennis for Two......................................................................................... 32 Figura 3 - Console Pong, da Atari........................................................................... 34 Figura 4 - Donkey Kong e Mario, criações de Shigeru Miyamoto....................... 37 Figura 5 - Mario e Sonic, mascotes das empresas Nintendo e Sega..................... 39 Figura 6 - Dispositivos físicos para leitura em dispositivo eletrônicos................. 88 Figura 7 - Jogo Sonic The Hedgehog 2, lançado inicialmente para Mega Drive e adaptado para celulares com controles de toque.............................. 103 Figura 8 - Controle oficial do console Mega Drive................................................. 103 Figura 9 - Página MobyGames................................................................................ 127 Figura 10 - Página Archiverse e registros arquivados
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