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Pontifícia Universidade Católica De São Paulo Puc-Sp PONTIFÍCIA UNIVERSIDADE CATÓLICA DE SÃO PAULO PUC-SP Thiago Tadeu R. Silva Comunicação e complexidade na cultura dos videogames. O imaginário em processo de criação de League of Legends. Doutorado em Comunicação e Semiótica São Paulo 2019 PONTIFÍCIA UNIVERSIDADE CATÓLICA DE SÃO PAULO PUC-SP Thiago Tadeu R. Silva Comunicação e complexidade na cultura dos videogames. O imaginário em processo de criação de League of Legends. Doutorado em Comunicação e Semiótica Tese apresentada à Banca Examinadora da Pontifícia Universidade Católica de São Paulo, como exigência parcial para obtenção do título de DOUTOR em Comunicação e Semiótica, sob a orientação do(a) Prof.(a), Dr.(a) Lúcia Isaltina Clemente Leão. Banca examinadora: ________________________________ ________________________________ ________________________________ ________________________________ ________________________________ “O presente trabalho foi realizado com apoio da Coordenação de Aperfeiçoamento de Pessoal de Nível Superior- Brasil (CAPES) - Código de Financiamento 88887.148974/2017-00.” “This study was fi nanced in part by the Coordenação de Aperfeiçoamento de Pessoal de Nível Superior – Brasil (CAPES) – Finance Code 88887.148974/2017-00” Agradecimentos Agradeço aos professores Ivo Ibri, Oscar Angel Cesarotto e Amálio Pinheiro pelas aulas que ajudaram a conduzir esta pesquisa. Aos professores Cecilia Almeida Salles, Ane Shirley de Araújo, Katia Rubio, Rogério de Almeida, Paula Carolei e Rogerio da Costa por comporem a banca avaliadora desta tese. Acima de tudo e de todos, agradeço à professora Lucia Leão pelos sete anos (2012 - 2019) de orientação e paciência que me guiaram no meu processo de formação. Para minha Mãe. “Eu quero ser um professor. O maior professor de todos...” - Eikichi Onizuka (Great Teacher Onizuka) - SILVA. Thiago R. Comunicação e complexidade na cultura dos videogames. O imaginário em processo de criação de League of Legends. Tese de Doutorado em Comunicação e Semiótica. Orientação: Profa. Dra. Lucia Leão. PUC-SP, 2019. No contexto das pesquisas em processos de criação na comunicação e na cultura, a tese tem como objetivo discutir o imaginário e o fenômeno do Esporte Eletrônico nas complexidades comunicacionais e culturais do jogo digital League of Legends (LoL). Produzido pela desenvolvedora Riot Games, desde seu lançamento o LoL é parte de uma cultura que estabelece relações sociais e comunicacionais entre pessoas confi gurando sua prática como Esporte Eletrônico (E-Sport). As competições de LoL são disputadas por equipes profi ssionais em ligas organizadas com partidas transmitidas pela internet, sendo que as etapas principais são realizadas em arenas esportivas e locais destinados à competição de jogos digitais com a presença do público. Além do jogo, há o desenvolvimento do imaginário referente à narrativa que se deu processualmente de forma fragmentada ao longo dos anos em outras mídias ao mesmo tempo que há o imaginário social referente às práticas dos jogadores e entusiastas, assim constituindo uma cultura do videogame que se desenvolve como parte do fenômeno League of Legends. A pesquisa é guiada pela hipótese de que League of Legends está em processo de criação desde seu lançamento, constituindo relações de complexidade que não fi cam restritas ao jogo, mas sim, encontram-se nas formas comunicacionais, sociais e culturais que se desenvolvem a partir dele. A pesquisa discute o fenômeno League of Legends pela perspectiva da arqueologia das mídias em diálogo com as teorias da complexidade (Morin), a antropologia do imaginário (Durand), imaginário e cultura (Maff esoli) e cartografi a de imaginários (Leão). Os resultados da pesquisa comprovam que League of Legends é um fenômeno comunicacional complexo em constante processo de transformação desde que foi disponibilizado para os jogadores e que as relações comunicacionais, sociais e culturais são parte desse processo. Palavras-chave: processos de criação; complexidade; videogame; imaginário; League of Legends. SILVA. Thiago R. Communication and complexity in the culture of video games. The imaginary in the criative process of League of Legends. PhD Thesis in Communication and Semiotics. Orientation: Prof. Lucia Leão, PhD. PUC-SP, 2019. In the context of research in communication and culture creative process, this thesis aims to discuss the imaginary and the phenomenon of Electronic Sport in the communication and cultural complexities of the League of Legends (LoL) digital game. Produced by the developer Riot Games, since its launch LoL is part of a culture that establishes social and communication relationships between people confi guring their practice as Electronic Sport (E-Sport). LoL competitions are played by professional teams in organized leagues with matches transmitted over the internet, and the main stages are held in sports arenas and venues for the competition of digital games with the presence of the public. In addition to the game, there is the development of the imaginary related to the narrative that has been given processually in a fragmented way over the years in other media at the same time as there is the social imaginary referring to the practices of the players and enthusiasts, thus constituting a culture of the videogame that is develops as part of the League of Legends phenomenon. The research is guided by the hypothesis that League of Legends is in the process of being created since its inception, constituting relations of complexity that are not restricted to the game, but rather are found in the communication, social and cultural forms that develop from it . The research discusses the League of Legends phenomenon from the perspective of media archeology in dialogue with the theories of complexity (Morin), the anthropology of the imaginary (Durand), imaginary and culture (Maff esoli) and cartography of imaginaries (Leão). The results of the research prove that League of Legends is a complex communicational phenomenon in constant process of transformation since it was made available to the players and that the communication, social and cultural relations are part of this process. Keywords: creation processes; complexity; video game; imaginary; League of Legends. Sumário Introdução............................................................................................................................................01 Capítulo 1: Sobre estudos em videogame.........................................................................................03 1. Sobre estudos em videogame.............................................................................................................04 1.2. Uma breve história do videogame. Do osciloscópio para o estádio................................................13 1.2.1. A emergência da narrativa nos jogos de videogame...................................................................19 1.1.2. Jogos competitivos.......................................................................................................................26 1.2. Videogame e complexidade............................................................................................................28 Capítulo 2: Videogame e cultura.........................................................................................................34 2. Videogame e cultura...........................................................................................................................35 2.1. O gamer. Ator de uma cultura do videogame..................................................................................49 2.2. A produção artística e cultural a partir dos videogames. Remix, Mod e criação colaborativa...........................................................................................................................................54 2.3. Competições e E-Sports..................................................................................................................62 2.3.1. Do Battle by the Bay ao EVO. Evolution Championship Series....................................................64 2.3.2. Jogos de tiro em primeira pessoa, Real Time Strategy e competições em Lan...........................68 2.3.3. Conclusão da primeira parte........................................................................................................69 Capítulo 3: League of Legends............................................................................................................71 3.1. Riot Games.....................................................................................................................................72 3.2. League of Legends. Aspectos gerais do jogo..................................................................................78 3.3. Criando uma conta em League of Legends....................................................................................80 3.3.1. Iniciando o jogo............................................................................................................................91 3.3.2. Os Campeões de League of Legends........................................................................................104 3.3.3. League of Legends como um sistema complexo........................................................................127 Capítulo 4: O imaginário em League of Legends............................................................................131 4. 1. O processo de desenvolvimento das narrativas em League of Legends.....................................132 4.2. A antropologia do imaginário.........................................................................................................147
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