Daniela Rangel Granja Indústria Dos Jogos Eletrônicos: a Evolução Do Valor Da Informação E a Mais-Valia

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Daniela Rangel Granja Indústria Dos Jogos Eletrônicos: a Evolução Do Valor Da Informação E a Mais-Valia DANIELA RANGEL GRANJA INDÚSTRIA DOS JOGOS ELETRÔNICOS: A EVOLUÇÃO DO VALOR DA INFORMAÇÃO E A MAIS-VALIA 2.0 Dissertação de mestrado Setembro de 2015 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 DANIELA RANGEL GRANJA INDÚSTRIA DOS JOGOS ELETRÔNICOS: A EVOLUÇÃO DO VALOR DA INFORMAÇÃO E A MAIS-VALIA 2.0 Rio de Janeiro 2015 DANIELA RANGEL GRANJA INDÚSTRIA DOS JOGOS ELETRÔNICOS: A EVOLUÇÃO DO VALOR DA INFORMAÇÃO E A MAIS-VALIA 2.0 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: Marcos Dantas Loureiro Rio de Janeiro 2015 CIP - Catalogação na Publicação Granja, Daniela Rangel G759 i Indústria dos jogos eletrônicos: a evolução do valor da informação e a mais-valia 2.0 / Daniela Rangel Granja. -- Rio de Janeiro, 2015. 149 f. Orientador: Marcos Dantas Loureiro. Dissertação (mestrado) - Universidade Federal do Rio de Janeiro, Escola da Comunicação, Instituto Brasileiro de Informação em Ciência e Tecnologia, Programa de Pós-Graduação em Ciência da Informação, 2015. 1. Jogos eletrônicos-Indústria. 2. Valor da Informação. 3. Capital-Informação. 4. Mais-valia 2.0. 5. Jardins murados. I. Loureiro, Marcos Dantas, orient. II. Título. Elaborado pelo Sistema de Geração Automática da UFRJ com os dados fornecidos pelo(a) autor(a). DANIELA RANGEL GRANJA INDÚSTRIA DOS JOGOS ELETRÔNICOS: A EVOLUÇÃO DO VALOR DA INFORMAÇÃO E A MAIS-VALIA 2.0 Dissertação de Mestrado apresentada ao Programa de Pós-Graduação em Ciência da Informação, Convênio Instituto Brasileiro de Informação em Ciência e Tecnologia e Universidade Federal do Rio de Janeiro/Escola de Comunicação, como requisito parcial à obtenção do título de Mestre em Ciência da Informação. Rio de Janeiro, 3 de setembro de 2015. ______________________________________________________ Prof. Dr. Marcos Dantas Loureiro – Orientador Programa de Pós-Graduação em Ciência da Informação do Instituto Brasileiro de Informação em Ciência e Tecnologia/ Escola de Comunicação /Universidade Federal do Rio de Janeiro – IBICT/ECO/UFRJ ____________________________________________________ Prof.ª. Dra. Sarita Albagli – membro interno Programa de Pós-Graduação em Ciência da Informação do Instituto Brasileiro de Informação em Ciência e Tecnologia/ Universidade Federal do Rio de Janeiro – IBICT/UFRJ _____________________________________________________ Prof. Dr. Paulo Bastos Tigre – membro externo Programa de Pós-Graduação em Políticas Públicas, Estratégias e Desenvolvimento do Instituto de Economia/ Universidade Federal do Rio de Janeiro – IE/UFRJ AGRADECIMENTOS Agradeço primeiramente a minha família pelo apoio e incentivo nesta nova trajetória em minha vida. Aos professores e funcionários do PPGCI/IBICT/UFRJ/ECO por propiciarem um ambiente agradável e receptivo, favorecendo os ensinamentos adquiridos ao longo do meu Mestrado. Gostaria de agradecer aos professores Arthur Bezerra, Jorge Biolchini e Rose Marie Santini pelas disciplinas por eles ministradas, que favoreceram o desenvolvimento e a inclusão dos estudos que consolidaram partes desta pesquisa. Aos meus amigos que conheci ao longo do meu percurso no PPGCI/IBICT. O enriquecimento social e cultural proporcionaram inigualável fraternidade e diversidade de conhecimentos. E, especialmente aos amigos: Priscila Bermudes, Rosale Mattos, Ana Maria Senna, Leila Bento e Mara Cecilia Maciel. Agradeço ao Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq) por possibilitar o financiamento na compra do periódico Digiworld Economic Journal (n. 94, abri/jun 2014), que foi uma fonte essencial para esta pesquisa, pois apresenta estudos significativos sobre o mercado de jogos eletrônicos. Especialmente ao meu orientador, professor Marcos Dantas, por acreditar na minha pesquisa, pelo incentivo e grande paciência no processo de desenvolvimento, sendo fundamental para a consolidação deste trabalho de Dissertação. ‘Shop around see if you don't agree We think it fits you to a "T" And the best part is it's free [...] If you've got to believe in something Believe in us we make it easy If you've got to belong to something Belong to us we'll make you PC Peace and love incorporated’ (INFORMATION SOCIETY. Trechos da música Peace and love, Inc., 1992). RESUMO Analisa o desenvolvimento do ciclo do capital industrial ao ciclo do capital informacional, dentro do campo da Economia Política da Informação, Comunicação e Cultura. Examina as peculiaridades do valor de uso na indústria dos videogames e as tendências no direcionamento virtual do consumo, mensuração da audiência, fortificação do capital-informação, o atual cenário de favorecimento do trabalho não remunerado e a consolidação do valor da informação. Averigua brevemente o desenvolvimento histórico, tecnológico e econômico dos consoles/TV de jogos eletrônicos, a datar do estabelecimento da sua comercialização. Contempla as interações informacionais entre as corporações envolvidas nesta indústria e os seus usuários, resultantes da cultura da convergência. Conclui apresentando a apreciação das estruturas tecnológicas e informacionais dos consoles de videogames, tendo por objetivo averiguar a incidência dos jardins murados, confirmando, com isso, a evolução do valor da informação e a mais-valia 2.0, na Sociedade da Informação. Palavras-chave: Jogos Eletrônicos–Indústria. Valor da Informação. Capital- Informação. Mais-valia 2.0. Jardins Murados. ABSTRACT Analyzes the development of the industrial capital cycle to the informational capital cycle, within the field Political Economy of Information, Communication and Culture. Examines the peculiarities of use value in the video game industry and trends in the virtual direction of consumption, audience measurement, fortification of information–capital, favoring the current scenario of unpaid work and the consolidation of the information value. Briefly scrutinizes the historical, technological and economic development of the video games consoles/TV, since the establishment of its marketing. Includes the informational interactions between corporations this industry involved and their users, resulting from the convergence culture. It concludes with the presenting of technological and informational structures of video game consoles, aiming to ascertain the incidence of walled gardens, thereby confirming the evolution of the information value and the surplus-value 2.0, in the Information Society. Keywords: Video Games–Industry. Information Value. Information–Capital. Surplus-value 2.0. Walled Gardens. LISTA DE ILUSTRAÇÕES FIGURA 1 – Processo de desintermediação: a cadeia de valor e a distribuição de receitas. .................................................................................. 30 FIGURA 2 – Dinâmica dos jogadores básicos e as funções dos itens de consu- mo. .............................................................................................. 35 FIGURA 3 – Produção de valor pela palavra-chave. ........................................ 37 FIGURA 4 – Pepsi Invaders, 1983 ................................................................... 41 FIGURA 5 – Space Invaders (original), 1978. .................................................. 41 FIGURA 6 – Captura de tela do jogo Burnout Paradise (2008). ....................... 43 FIGURA 7 – Captura de tela do jogo Second Life (2006). ................................ 44 FIGURA 8 – Captura de tela do jogo Need for Speed: Most Wanted (2012). ... 44 FIGURA 9 – Captura de tela do jogo America’s Army (2003). .......................... 45 GRÁFICO 1 – Gastos do consumidor com mídias de entretenimento tradicio- nais e digitais ……………………………………………………….. 64 GRÁFICO 2 – Vendas globais dos consoles de jogos eletrônicos da oitava geração …...………………………………………………….……… 65 GRÁFICO 3 – Infográfico do mercado global das vendas estimadas (ano a ano) em títulos de jogos eletrônicos (por segmento/tela – 2015) ………………………………………………………………..……….. 66 GRÁFICO 4 – Infográfico do mercado global das vendas estimadas em títulos de jogos eletrônicos (por região – 2015) … ……………………. 68 GRÁFICO 5 – Gráficos comparativos das vendas atuais e estimadas (globais; período de 2010 a 2019) em títulos de jogos eletrônicos para consoles/TV e jogos para computador: produtos físicos e digitais ………………………………………………………………..……….. 69 FIGURA 10 – Tela principal e dashboard do console PS4. ............................ 767 FIGURA 11 – Tela principal e dashboard do console Xbox One. ..................... 76 FIGURA 12 – Telas principais (PSN e Links) no aplicativo PlayStation App (versão 2.55.8) para smartphone (sistema operacional Android, versão 5.0). ................................................................................. 78 FIGURA 13 – Tela e menu principais no aplicativo Xbox One SmartGlass (versão 2.4.1507.07000) para smartphone (sistema operacional Android, versão 5.0). ................................................................... 79 FIGURA 14 – Ambiente virtual Pier Park no PlayStation Home. ...................... 81 FIGURA 15 – Controle DUALSHOCK®4 (console PS4) e botão Share para compartilhamento de vídeos ....................................................... 82 FIGURA 16 – Serviço de compartilhamento de vídeos no console PS4: Ao vivo do PlayStation (Live from PlayStation)
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