Universidade Presbiteriana Mackenzie Érika Fernanda

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Universidade Presbiteriana Mackenzie Érika Fernanda UNIVERSIDADE PRESBITERIANA MACKENZIE ÉRIKA FERNANDA CARAMELLO VIDA EXTRA: vivendo e aprendendo na indústria brasileira de games São Paulo 2019 1 ÉRIKA FERNANDA CARAMELLO VIDA EXTRA: vivendo e aprendendo na indústria brasileira de games Tese apresentada ao Programa de Pós-Graduação em Educação, Arte e História da Cultura da Universidade Presbiteriana Mackenzie como requisito parcial à obtenção do título de Doutora em Educação, Arte e História da Cultura. ORIENTADORA: Profa. Dra. Cláudia Coelho Hardagh São Paulo 2019 C259v Caramello, Érika Fernanda. Vida extra: vivendo e aprendendo na indústria brasileira de games / Érika Fernanda Caramello. 230 f.: il. ; 30 cm Tese (Doutorado em Educação, Arte e História da Cultura) – Universidade Presbiteriana Mackenzie, São Paulo, 2019. Orientadora: Cláudia Coelho Hardagh. Referências bibliográficas: f. 154-163. 1. Games. 2. Práxis pedagógica. 3. Formação profissional. 4. Indústria cultural. 5. Indústria criativa. 6. Identidade cultural nacional. I. Hardagh, Cláudia Coelho, orientadora. II. Título. CDD 794.8 Bibliotecária Responsável: Andrea Alves de Andrade - CRB 8/9204 2 3 Dedico a todos os agentes nacionais da indústria de games, especialmente aqueles que estão promovendo a mudança, acreditando que a sua participação para o crescimento e o reconhecimento dela é fundamental. 4 AGRADECIMENTOS À Universidade Presbiteriana Mackenzie, que me ofereceu uma bolsa de estudos integral durante o curso, sem a qual seria inviável a realização deste trabalho. Aos meus mestres Silvana Seabra, Márcia Tiburi, Wilton Azevedo (in memoriam), Elcie Masini, Mírian Celeste e Regina Giora, aos demais professores e a todos os colegas do Programa de Pós-Graduação em Educação, Arte e História da Cultura, pelo acolhimento e bons momentos durante estes anos. Devo a vocês o meu amadurecimento pessoal, bem como a descoberta de novos afetos acadêmicos. Aos professores avaliadores, pela disponibilidade e pelas contribuições para o aprimoramento desta pesquisa. Aos meus familiares, amigos, colegas, alunos e entrevistados, sempre solícitos perante as minhas invenções e propostas. À minha amável orientadora Cláudia Hardagh, que respeitou as minhas decisões e me deu autonomia durante todo o período que passamos juntas. Ela diz que sou a sua cópia; eu digo que é nela em quem me espelho. 5 Não há de ser inutilmente, a esperança. (O bêbado e a equilibrista, de Aldir Blanc / João Bosco) 6 RESUMO A presente tese versa sobre a práxis profissional-docente da pesquisadora em cursos superiores da área de games, tendo como objetos de estudo o processo criativo dos alunos, a indústria de games e as demandas dos produtores indies nacionais. Os objetos de estudo e a vivência da professora e pesquisadora na indústria de games delinearam o problema de pesquisa: como a formação acadêmica em cursos de graduação na área de games pode colaborar para o desenvolvimento desta indústria criativa nacional, promovendo a identidade brasileira contemporânea? Para responder o questionamento, é levantada a hipótese da necessidade de reformulação sistêmica dos cursos e das propostas pedagógicas, especialmente no que tange à valorização do processo criativo, com bases humanísticas, para propiciar um olhar crítico da cultura local. Assim, esta pesquisa tem como objetivo geral elaborar uma proposta que colabore com a formação do profissional para a indústria criativa de games nacional, contemplando questões culturais locais e as demandas contemporâneas. O marco teórico está fundamentado em Novak (2010), Rogers (2012), McGonigal (2012), Castells (2000; 2001), Canclini (2015), Hall (2000), Ribeiro (2015), Adorno e Horkheimer (1947) e Anderson (2006). A pesquisa de caráter qualitativa traz a análise documental que rege os cursos superiores de Tecnologia em Jogos Digitais e Bacharelado em Design de Games em Instituições de Ensino Superior (IES) na cidade de São Paulo e região metropolitana. Para testar a hipótese, além dos documentos, foram realizadas entrevistas com profissionais das produtoras de indie games nacionais, acompanhadas de pesquisas bibliográfica, online, em periódicos e documentos da área. Essa tese corrobora ao fazer a ponte entre o que é ofertado na academia e o que é demandado na indústria, propondo evidenciar a interdisciplinaridade que valorize as áreas das humanidades e negócios, privilegiando características identitárias brasileiras, em detrimento do ensino meramente tecnicista e instrumental, responsável pela reprodução da indústria cultural hegemônica de games. Palavras-chave: Games. Práxis pedagógica. Formação profissional. Indústria cultural. Indústria criativa. Identidade cultural nacional. 7 ABSTRACT The present thesis deals with the professional-teacher praxis of the researcher in higher education in the area of games, having as objects of study the creative process of the students, the games industry and the demands of the national Indian producers. The objects of study and the experience of the teacher and researcher in the games industry have delineated the research problem: how can the academic formation in undergraduate courses in the field of games contribute to the development of this national creative industry, promoting contemporary Brazilian identity? In order to answer the questioning, the hypothesis of the need for systemic reformulation of courses and pedagogical proposals is raised, especially regarding the valorisation of the creative process, with humanistic bases, to provide a critical view of the local culture. Thus, this research has as general objective to elaborate a proposal that collaborates with the formation of the professional for the national creative industry of games, contemplating local cultural questions and the contemporary demands. The theoretical framework is based on Novak (2010), Rogers (2012), McGonigal (2012), Castells (2000, 2001), Canclini (2015), Hall (2000), Ribeiro (2015), Adorno and Horkheimer (1947) and Anderson (2006). The research of qualitative character brings the documentary analysis that governs the superior courses of Technology in Digital Games and Bachelor of Games Design in Institutions of Higher Education (IES) in the city of São Paulo and metropolitan region. To test the hypothesis, in addition to the documents, interviews were conducted with professionals from the indie games producers, accompanied by bibliographical research, online, in periodicals and documents of the area. This thesis corroborates the bridge between what is offered in academia and what is demanded in industry, proposing to highlight the interdisciplinarity that values the areas of humanities and business, privileging Brazilian identity characteristics, to the detriment of purely technical and instrumental teaching, responsible by the reproduction of the hegemonic cultural industry of games. Keywords: Games. Pedagogical praxis. Professional qualification. Cultural industry. Creative industry. National cultural identity. 8 LISTA DE ILUSTRAÇÕES Gráfico 1 Tela inicial do jogo Aldeia Virtual .......................................................... 21 Gráfico 2 Exemplo de avatar presente no jogo Aldeia Virtual ................................ 21 Gráfico 3 Tela do jogo A Irmandade dos Farrapos ................................................ 23 Gráfico 4 Divulgação do jogo Piratini .................................................................... 24 Gráfico 5 Divulgação do jogo Pocket Planet .......................................................... 25 Gráfico 6 Visão geral do jogo digital Monstro Pantaneiro ..................................... 25 Gráfico 7 Tela de conversa do game Libra ............................................................. 26 Gráfico 9 Jogo digital Ilana ..................................................................................... 26 Gráfico 9 Telas do jogo digital Translucid .............................................................. 27 Gráfico 10 Tela do jogo Mistério nos Contos de Fadas ........................................... 28 Gráfico 11 Proponentes da oficina Criação de Personagens de Games ................... 29 Gráfico 12 Participantes na oficina Criação de Personagens de Games .................. 30 Gráfico 13 Slide de apresentação de Zumbi dos Palmares ........................................ 31 Gráfico 14 Personagem Zumbi dos Palmares retratado como militar pelos alunos .. 32 Gráfico 15 Personagem Zumbi dos Palmares retratado pelos alunos com o visual mangá ...................................................................................................... 33 Gráfico 16 Slide de apresentação das Soldaderas ..................................................... 33 Gráfico 17 Dolores Jimenes Y Muro ......................................................................... 34 Gráfico 18 Valentina Ramirez ................................................................................... 34 Gráfico 19 Petra Herrera ........................................................................................... 35 Gráfico 20 Soldaderas desenhadas pelos alunos como homens ................................ 36 Gráfico 21 Soldaderas desenhadas pelos alunos com perfis mais diversificados ..... 36 Gráfico 22 Slide de apresentação das Guerreiras de Daomé ..................................... 37 Gráfico 23 Guerreiras de Daomé desenhadas pelos alunos como monstros ou insetos ...................................................................................................... 37 Gráfico 24 Guerreiras de Daomé desenhadas pelos alunos com perfis humanos ..... 38 Gráfico
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