A Nacionalidade Em Jogo: Representações Do Brasil Em Jogos Digitais

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A Nacionalidade Em Jogo: Representações Do Brasil Em Jogos Digitais UNIVERSIDADE FEDERAL DA BAHIA INSTITUTO DE HUMANIDADES, ARTES E CIÊNCIAS PROGRAMA MULTIDISCIPLINAR DE PÓS-GRADUAÇÃO EM CULTURA E SOCIEDADE A NACIONALIDADE EM JOGO: REPRESENTAÇÕES DO BRASIL EM JOGOS DIGITAIS LEANDRO VIANA VILLA DOS SANTOS SALVADOR 2012 UNIVERSIDADE FEDERAL DA BAHIA INSTITUTO DE HUMANIDADES, ARTES E CIÊNCIAS PROGRAMA MULTIDISCIPLINAR DE PÓS-GRADUAÇÃO EM CULTURA E SOCIEDADE A NACIONALIDADE EM JOGO: REPRESENTAÇÕES DO BRASIL EM JOGOS DIGITAIS por LEANDRO VIANA VILLA DOS SANTOS Orientadora: Profa. Dra. ENEIDA LEAL CUNHA Dissertação apresentada ao Programa Multidisciplinar de Pós-Graduação em Cultura e Sociedade do Instituto de Humanidades, Artes e Ciências como parte dos requisitos para obtenção do grau de Mestre SALVADOR 2012 3 Pela constante companhia, pelo aprendizado que tem o tempo de minha vida e pelo compartilhar – que inclui boleros de Alfonso Ortiz Tirado e partidas de Street Fighter – dedico esta dissertação a minha mãe/avó Abigail Barreto Viana. 4 AGRADECIMENTOS Agradeço ao Prof. Dr. Tunico Amancio pela gentil oferta de um exemplar com dedicatória de seu livro O Brasil dos Gringos, a bola foi tocada para frente Professor; ao atento editor Ricardo Farah pela disponibilização de material da edição 63 da Revista EGM (atual EGW) Brasil; a Danilo Villa pelas conversas entre gamers e pelo auxilio em algumas traduções; a Tatiana Rodrigues Gomes pelo companheirismo e apoio técnico; a Andréa Viana Falcão pelas interlocuções e leituras do texto; aos tios e professores Sérgio e Solange Villa por todo suporte que me possibilitou desejar e constituir o ensino e a pesquisa como áreas de atuação; a Bruno Faria Rohde e Ana Fernanda Campos de Souza pelas conversas amigas; ao Prof. Dr. Marcos Palacios e à Profa. Dra. Lynn Alves pelas leituras e contribuições no, então, projeto desta dissertação; à Fundação de Amparo à Pesquisa do Estado da Bahia (FAPESB) pela bolsa de estudo que viabilizou a realização da pesquisa que apresenta como principal resultado esta dissertação; e à Profa. Dra. Eneida Leal Cunha pelas interlocuções, críticas e incentivos que fizeram com que, além da grande admiração e respeito que já possuía por sua atuação intelectual, agora também tenha admiração e afeto por sua figura de orientadora. 5 A função do jogo, nas formas mais elevadas que aqui nos interessam, pode de maneira geral ser definida pelos dois aspectos fundamentais que nele encontramos: uma luta por alguma coisa ou a representação de alguma coisa. Estas duas funções podem também por vezes confundir-se, de tal modo que o jogo passe a “representar” uma luta, ou, então, se torne uma luta para melhor representar alguma coisa. Johan Huizinga 6 RESUMO A dissertação mapeia e avalia representações do Brasil expostas em jogos digitais estrangeiros lançados entre os anos de 1985 e 2009, problematizando caracterizações e dinâmicas plasmadoras de identidades e diferenças em produções do videogame. A partir de uma perspectiva de compreensão que considera a constituição de dicotomias e antagonismos como base para a construção de sentido nos jogos digitais, o trabalho aponta para desdobramentos da idéia de oponente em caracterizações de personagens, cenários, espacialidades e territórios, pontuando as referências ao Brasil dadas nesse contexto. Desenvolvida sob uma abordagem qualitativa e multidisciplinar que prioriza a análise de seus objetos através de estratégias análogas ao close reading, esta dissertação adota um posicionamento teórico e político direcionado pela perspectiva dos Estudos Culturais e por uma postura crítica de avaliação pós- colonial, observando os jogos digitas como “palcos” contemporâneos nos quais alteridades são significadas e representadas como antagonistas de situações de conflito. PALAVRAS-CHAVE: videogame, diferença, nacionalidade, representação, Brasil 7 ABSTRACT The dissertation maps and evaluates representations of Brazil exposed in foreign digital games released between the years of 1985 and 2009, questioning characterizations and dynamics that shape identities and differences in videogame productions. From a perspective of understanding that considers the nature of dichotomies and antagonisms as the base for the construction of meaning in digital games, the work points to developments of the idea of opponents in representations of characters, setting, spatiality and territory, punctuating the references of Brazil given in that context. Written under a qualitative and multidisciplinary approach that prioritizes the analysis of its objects through strategies similar to the close reading, this dissertation adopts a theoretical and political stance oriented by the Cultural Studies perspective and by a critical position of post-colonial evaluation, perceiving digital games as contemporary stages where alterities are signified and represented as antagonists of conflict situations. KEYWORDS: video game, difference, nationality, representation, Brazil 8 LISTA DE FIGURAS Figura 1 – Tela do jogo digital Space Invaders.................................................................... 18 Figura 2 – Tela do jogo digital Boxing................................................................................. 37 Figura 3 – Tela do jogo digital Tennis.................................................................................. 38 Figura 4 – Tela do jogo digital Custer’s Revenge................................................................. 40 Figura 5 – Ambiente ao ar livre em Super Mario Bros........................................................ 43 Figura 6 – Ambiente subaquático em Super Mario Bros..................................................... 44 Figura 7 – Rockman – realidade fantástica explicável por um viés de ficção científica ..... 45 Figura 8 – Mapa do mundo 1 do jogo digital Alex Kidd in Miracle Wolrd (Sega, 1986).... 46 Figura 9 – Nipocêntrico mapa-múndi apresentado em Street Fighter.................................. 47 Figura 10 – Monumento Mount Rushmore National Memorial em Street Fighter............... 48 Figura 11 – Ryu e o nipocêntrico mapa-múndi de Street Fighter II...................................... 58 Figura 12 – Cenário do japonês Ryu em Street Fighter II: the world warrior...................... 59 Figura 13 – Cenário do japonês Edmond Honda em Street Fighter II: the world warrior... 59 Figura 14 – Cenário do norte-americano Balrog em Street Fighter II: the world warrior... 60 Figura 15 – Cenário do norte-americano Ken em Street Fighter II: the world warrior........ 61 Figura 16 – Cenário do norte-americano Guile em Street Fighter II: the world warrior..... 62 Figura 17 – Panorama do Brazil apresentado em Street Fighter II: the world warrior........ 63 Figura 18 – Dhalsin e a India de Street Fighter II: the world warrior.................................. 63 Figura 19 – Blanka no Brazil apresentado Street Fighter II: the world warrior................... 64 Figura 20 – Ryu e Blanka no Brazil de Super Street Fighter II: the new challengers.......... 68 Figura 21 – Tela de seleção de personagem do jogo Darkstalkers: the night warrior.......... 68 Figura 22 – Demitri e Rikuo no Brazil apresentado em Darkstalkers: the night warrior.............. 69 Figura 23 – Panorama do Brazil apresentado em darkstalkers: the night warriors.............. 69 Figura 24 – Panorama do Brazil apresentado em Street Fighter Alpha 3............................. 71 Figura 25 – Blanka na tela de seleção de personagem de Street Fighter IV.......................... 72 Figura 26 – Italy Team e Brazilian Team (direita) no Brazil de The King of Fighters 94.... 73 Figura 27 – Panorama do Brazil apresentado em Street Fighter Alpha (Capcom, 1995)..... 74 Figura 28 – Panorama do Brazil apresentado em Real Bout Fatal Fury Special ................. 74 Figura 29 – Bob Wilson em tela introdutória ao Brazil de Real Bout Fatal Fury Special.... 75 Figura 30 – Eddy Gordo em duas versões e seu cenário em Tekken 3 ................................. 76 9 Figura 31 – Em foco, Tiger e Eddy Gordo em Tekken 3 ...................................................... 77 Figura 32 – Um possível horizonte atlântico em Tekken Tag Tournament........................... 78 Figura 33 – Christie Monteiro enfrenta Xiaoyu no cenário Beach de Tekken 4.................... 78 Figura 34 – Adriana em seu cenário litorâneo de Fighter’s Destiny 2.................................. 79 Figura 35 – Cenário amazônico de Street Fighter III: new generation (Capcom, 1997)...... 80 Figura 36 – Bandeiras brasileiras na São Paulo de Street Fighter III: 2nd impact............... 80 Figura 37 – O Porto de Santos de Street Fighter III: 3rd strike – fight for the future........... 81 Figura 38 – Um possível Pelourinho em Capoeira Fighter 2: brazilian batizado................ 81 Figura 39 – Tela de seleção de personagem de Capoeira Fighter 3..................................... 82 Figura 40 – O Cristo Redentor em cenário de Capoeira Fighter 3....................................... 83 Figura 41 – O Rio de Janeiro em Where in the World is Carmen Sandiego? (1990)............ 83 Figura 42 – Pista de corrida localizada no “Rio” de Top Gear............................................. 84 Figura 43 – Representação da América do Sul como Brasil exposta em Top Gear.............. 85 Figura 44 – Paisagem noturna da cidade do Rio de Janeiro exposta em Top Gear 2............ 85 Figura 45 – Mapa da cidade do Rio de Janeiro de Mario is Missing..................................... 86 Figura 46 – Luigi e Yoshi no Rio de Janeiro de Mario is Missing........................................ 86 Figura 47
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