ANÁLISE SEMIÓTICA DE VIDEOGAMES: Uma Aposta Na Interdisciplinaridade

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ANÁLISE SEMIÓTICA DE VIDEOGAMES: Uma Aposta Na Interdisciplinaridade 0 INSTITUTO DE LETRAS PROGRAMA DE PÓS-GRADUAÇÃO EM ESTUDOS DE LINGUAGEM ANÁLISE SEMIÓTICA DE VIDEOGAMES: uma aposta na interdisciplinaridade. Niterói 2015 1 JOSÉ ROMERO CARDOZO ANGELO ANÁLISE SEMIÓTICA DE VIDEOGAMES: uma aposta na interdisciplinaridade. Dissertação apresentada ao Programa de Pós-Graduação em Estudos de Linguagem da Universidade Federal Fluminense para obtenção do título de Mestre em Estudos de Linguagem. Orientadora: Prof. Dra. Renata Ciampone Mancini Coorientador: Prof. Dr. Emmanoel Ferreira Linha de Pesquisa 2: TEORIAS DO TEXTO, DO DISCURSO E DA INTERAÇÃO Niterói 2015 1 Ficha Catalográfica elaborada pela Biblioteca Central do Gragoatá 2 JOSÉ ROMERO CARDOZO ANGELO ANÁLISE SEMIÓTICA DE VIDEOGAMES: uma aposta na interdisciplinaridade. Dissertação apresentada ao Programa de Pós-Graduação em Estudos de Linguagem da Universidade Federal Fluminense para obtenção do título de Mestre em Estudos de Linguagem. BANCA EXAMINADORA Prof. Dr. Renata Ciampone Mancini (Orientadora – UFF) Prof. Dr. Emmanoel Ferreira (Coorientador – UFF) Prof. Dr. Silvia Maria de Sousa (UFF) Prof. Dr. Erick Felinto de Oliveira (UERJ) Niterói 2015 3 Eu havia imaginado um jogo no computador. (Jesper Juul, 2005 – pesquisador de jogos) 4 AGRADECIMENTOS Lembro-me daquela tarde, quando eu tentava descobrir o que era Semiótica. Se, naquele momento, a Professora Renata Mancini não tivesse dito que eu estava procurando no lugar errado, talvez eu não tivesse encontrado o modo correto. Em outra ocasião, eu dizia que não estava pronto para entrar no Programa do Mestrado em Estudos de Linguagem da UFF. Foi quando Tainá Ernst me convenceu de que eu não tinha nada a perder. Não posso dizer que foi um tremendo sucesso, mas aqui estou eu. O percurso não foi fácil, mas estavam comigo todos do Grupo de Semiótica e Discurso da UFF. Professoras Renata Mancini, Lucia Teixeira e Silvia Sousa, com as quais eu mantinha uma relação cordial e profissional, estavam ali, na minha frente, abrindo portas para lugares que eu sequer imaginava existir. Agradeço, especialmente, aos professores Renata Mancini e Emmanoel Ferreira por acreditarem no meu trabalho e por aceitarem compartilhar, como Orientadores, da minha responsabilidade. Certamente, o incentivo dos amigos foi fundamental. Refiro-me a todos como amigos, pois ultrapassamos os limites do meio acadêmico e, fora do grupo do Laboratório de Semiótica da UFF, Paula Soares, Clara Marinho, Raiane Nogueira, Luísa Tavares, Luiza Barros, Cinthia Paes, Mariana Coutinho, Alexandra Robaina, Vinícius Lisbôa, Paulo Junior, Luiz Barboza, Marcos Kalil, Leonardo da Silva, Lucas Calil e eu nos encontramos inúmeras vezes para fazer o que todo mundo gosta: compartilhar de um convívio repleto de carinho e amizade. Não posso deixar de agradecer a Flávio Roberto, Danielle Chaves e Rafaela Chaves, colaboradores da Coordenação do Curso de Letras, por cobrirem a minha justificada ausência e por aturarem as minhas reclamações de funcionário estressado. Sou mesmo abençoado por Deus. A minha família torceu e sofreu, nesses dois últimos anos, com a minha ausência. Obrigado, Madrinha Alaíde Carvalho. Valeu, primos Sônia Machado, Glória Leal, Cideir Leal, Karinne Machado Márcio Leal e irmão Leonardo Lobo. Deixo, ainda, um agradecimento especial a Fernando Leal. Sem ele, não teria conhecido Demon´s Souls, o videogame com o qual tudo começou. Devo agradecer aos professores Silvia de Sousa e Eduardo Kenedy pelos encaminhamentos que orientaram o rumo de nossa pesquisa durante a qualificação. Antecipadamente reconheço as contribuições dos integrantes da banca examinadora, professores Silvia de Sousa e Erick Felinto, para esse evento que, ao mesmo tempo, encerra um ciclo de pesquisas e marca o início de uma vida acadêmica. Obrigado aos que estarão presente no dia da defesa da minha dissertação e a todos que um dia vierem a 5 conhecer o meu trabalho. Saibam que tudo foi feito com seriedade e com o desejo de adicionar a minha contribuição a tantos outros trabalhos que divulgam a Semiótica. Agradeço, ainda, a Deus, por guardar meu pai Manoel de Almeida Angelo e minha mãe Abegail Cardozo Angelo. Peço a Ele que permita aos dois sentirem-se felizes junto comigo. 6 RESUMO Esta pesquisa objetiva aproximar a Teoria Semiótica Francesa dos estudos do videogame, através de um modelo de análise interdisciplinar. Consideramos o videogame um paradigma atualizado nas trocas interativas da contemporaneidade, com poder de penetração em diversas camadas sociais e que pode, inclusive, ser utilizado como formador de opinião e divulgador de ideologias. A interdisciplinaridade caracteriza-se pela aplicação da metodologia semiótica, pelos conceitos “sincretismo” e “graus de intimidade” de Hjelmslev, pela abordagem tensiva, segundo o modelo “intensidade/extensidade” proposto por Zilberberg, e pelos estudos dos videogames, sistematizados por Jesper Juul. Demonstramos articulações entre os níveis fundamental, narrativo e discursivo e o conceito “regras” e abordamos encaminhamentos implicativos/concessivos na classificação de componentes “reais” e “ficcionais” do videogame (cf. JUUL, 2005). Investigamos, ainda, como tais direcionamentos são articulados para maximizar ou minimizar componentes sensíveis e inteligíveis capazes de garantir o engajamento e a fidelização do jogador. Palavras-chave: jogo; videogame; semiótica; games studies; análise; interdisciplinar. 7 ABSTRACT This research aims to bring together the French Semiotics theory to the videogame studies, through an interdisciplinary model of analysis. We consider the videogame an updated paradigm in contemporary interactions, with the power to influence different social strata what can even be used to reinforce ideologies and to influence opinions. The interdisciplinary approach is characterized by the application of the semiotic methodology, with concepts as "syncretism" and "degrees of intimacy", presented by Hjelmslev, the tensive approach, in accordance to the “intensive/extensive" model proposed by Zilberberg, and the videogame studies, systematized by Jesper Juul. We demonstrate links between basic, narrative and discursive levels and the concept of "rules". We also discuss the concepts of implication/concession in relation to the classification of videogames "real" and "fictional" components. At last, we investigate how such trends are articulated to maximize or to minimize sensitive and intelligible components of the videogame, which are responsible to ensure the engagement and loyalty of the player. 8 LISTA DE FIGURAS Figura 1: A tela do Spacewar, primeiro videogame registrado na história 21 Figura 2: As interfaces do videogame com objetos de outras mídias 22 Figura 3: A classificação dos jogos pelo critério de idade adotado pela ESRB 24 Figura 4: O reforço dos laços entre jogador e videogame 28 Figura 5: O suporte vs. mundo ficcional – exemplo de ênfases no uso da tela de 30 vídeo Figura 6: A reprodução da tela do jogo criado por Jesper Juul 31 Figura 7: Os exemplos de recobrimento figurativo no videogame 32 Figura 8: As variações do Space Invaders para o teste de figuras 33 Figura 9: A versão final do Space Invaders original 34 Figura 10: A projeção das categorias de pessoa, tempo e espaço 35 Figura 11: A tela do jogo clássico Doom, em primeira pessoa, comparada 37 à do God of War III, em terceira pessoa Figura 12: O formato dos tetriminós originais do jogo Tetris 41 Figura 13: A sintaxe do nível narrativo 46 Figura 14: As fases de um programa narrativo 47 Figura 15: A fase intermediária de Donkey Kong 52 Figura 16: O personagem Mario Bros. 52 Figura 17: Os graus de intimidade segundo Hjelmslev 55 Figura 18: Um exemplo de aderência 56 Figura 19: As dimensões de análise do plano da expressão 58 Figura 20: Bump Mapping (mapa de altura) aplicado sobre superfície lisa 59 Figura 21: A gradação do sincretismo nos jogos Tetris, Mario Bros. e God of War 60 III Figura 22: O modelo tensivo e os valores no campo de presença 62 Figura 23: A atuação da foria sobre os programas narrativos 64 Figura 24: As subdimensões do modelo tensivo 65 Figura 25: Os deslocamentos sobre a curva tensiva 66 Figura 26: O posicionamento tensivo das lógicas concessivas e implicativas 68 Figura 27: A abordagem implicativa do inimigo Flamelucker, em Demon’s Souls, 70 vs. abordagem concessiva Figura 28: A representação do quadrado semiótico 75 Figura 29: O arranjo do nível narrativo: o programa de base inicial, com 76 recobrimento figurativo pelos atores do nível discursivo Figura 30: A distribuição dos programas de uso em relação ao programa de base 77 9 Figura 31: O arranjo narrativo para o programa de base 82 Figura 32: O imbricamento paixão/cognição 87 Figura 33: Os programas do jogo Flower 90 Figura 34: Os efeitos no nível discursivo 94 Figura 35: As estruturas narrativas do jogo Flower 95 Figura 36: O elã, nos jogos God of War III e Flower 99 Figura 37: A representação esquemática do ritmo nos jogos God of War III e 101 Flower Figura 38: A comparação entre os jogos analisados 104 Figura 39: O percurso gerativo do sentido 105 Figura 40: A aproximação da semiótica ao estudo do videogame 107 Figura 41: A representação dos componentes “ficcional” e “real” no modelo 108 tensivo Figura 42: O modelo de análise proposto 111 Figura 43: O modelo de análise para o jogo God of War III 114 Figura 44: O modelo de análise para o jogo Flower 116 10 SUMÁRIO INTRODUÇÃO 12 CAPÍTULO 1 OS JOGOS ENQUANTO OBJETO DE ESTUDO 15 1.1 OS JOGOS COMO INSTRUMENTO INTERDISCIPLINAR 15 1.2 AS CARACTERÍSTICAS DOS JOGOS E DOS VIDEOGAMES 18 1.3 A APRESENTAÇÃO DO CORPUS 24 1.4
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