Daniel Espírito Santo Garcia

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Daniel Espírito Santo Garcia UNIVERSIDADE CATÓLICA DE PELOTAS PROGRAMA DE PÓS-GRADUAÇÃO EM LETRAS CURSO DE DOUTORADO EM LETRAS ÁREA DE CONCENTRAÇÃO: LINGUÍSTICA APLICADA LETRAMENTO EM DESIGN DE GAMES: JOGANDO, CRIANDO E COMPARTILHANDO TEXTOS VIDEOLÚDICOS DANIEL ESPÍRITO SANTO GARCIA PELOTAS 2016 DANIEL ESPÍRITO SANTO GARCIA LETRAMENTO EM DESIGN DE GAMES: JOGANDO, CRIANDO E COMPARTILHANDO TEXTOS VIDEOLÚDICOS Tese apresentada ao Curso de Doutorado do Programa de Pós-Graduação em Letras, Área de Concentração em Linguística Aplicada, da Universidade Católica de Pelotas, como requisito parcial à obtenção do título de Doutor em Letras. Orientador: Prof. Dr. Vilson José Leffa PELOTAS 2016 G216l Garcia, Daniel Espírito Santo Letramento em design de games : jogando, criando e compartilhando textos videolúdicos./ Daniel Espírito Santo Garcia. – Pelotas : UCPEL , 2016. 304f. Tese (doutorado) – Universidade Católica de Pelotas, Programa de pós-Graduação em Letras, Pelotas, BR-RS, 2016. Orientador: Vilson José Leffa. 1.cultura dos games. 2.letramento em games. 3. letramento em design de games. I. Leffa, Vilson José, or. CDD 410 Ficha Catalográfica elaborada pela bibliotecária Cristiane de Freitas Chim CRB 10/1233 Agradecimentos Ao meu orientador, pela constante disponibilidade, atenção, paciência e colaboração resultantes neste trabalho. Aos integrantes da banca examinadora, por terem aceitado fazer parte desta pesquisa. Aos professores, funcionários e colegas do curso de doutorado, pelos ensinamentos, a atenção recebida e os momentos de entusiasmo partilhados. Ao Instituto Federal de Educação Sul-rio-grandense, pela oportunidade de crescimento pessoal e profissional. Aos meus pais que, com o apoio e o incentivo incessante, constituem os principais responsáveis pela minha trajetória acadêmica. A minha amada esposa e amado filho, pela compreensão frente aos inevitáveis momentos de ausência. Aos inesquecíveis e estimados gatos que deixaram um vazio no coração de nossa família durante esta jornada. A todas as pessoas e instituições que compartilharam na rede os trabalhos acadêmicos trazidos a esta tese. Aos jogadores de games e suas fantásticas machinimas publicadas na internet. A todos que direta ou indiretamente contribuíram de alguma forma para a realização deste estudo. Acima de tudo, a Deus, pela oportunidade de estar aqui. LISTA DE FIGURAS FIGURA 1 – A convergência entre a ZDP e o Círculo Mágico .................................. 33 FIGURA 2 – OXO (Noughts and Crosses) ................................................................ 43 FIGURA 3 – Tennis for Two ...................................................................................... 43 FIGURA 4 – Spacewar .............................................................................................. 44 FIGURA 5 – Computer Space ................................................................................... 46 FIGURA 6 – A evolução sígnica dos games em 30 anos .......................................... 50 FIGURA 7 – O vazio metafísico de Pac-man ............................................................ 59 FIGURA 8 – Pac-man e a crítica consumista ............................................................ 61 FIGURA 9 – Hardcore: filme de ação em primeira pessoa ....................................... 69 FIGURA 10 – Os pixels equiparados às pinceladas das obras de arte ..................... 72 FIGURA 11 – Jack Wheaton: estudante de dia e Homem-Aranha à noite ................ 75 FIGURA 12 – Jogo da Martinha: a cultura é o alvo ................................................... 88 FIGURA 13 – Modelo conectando games e aprendizagem .................................... 140 FIGURA 14 – Princípios de gamescape em paisagem de game 3D ....................... 165 FIGURA 15 – Arco tradicional de uma história adaptado ao game ......................... 166 FIGURA 16 – O bom gameplay localizado no canal de fluxo .................................. 170 FIGURA 17 – Edição de níveis em 1983: Lode Runner e Pinball Construction Set 175 FIGURA 18 – Adventure Author .............................................................................. 179 FIGURA 19 – RPG Maker VX ................................................................................. 180 FIGURA 20 – Game Maker Studio .......................................................................... 181 FIGURA 21 – Mission Maker ................................................................................... 183 FIGURA 22 – Inventagiochi ..................................................................................... 184 FIGURA 23 – Scratch .............................................................................................. 185 FIGURA 24 – Gamestar Mechanic .......................................................................... 188 FIGURA 25 – Exemplos de games em Scratch ...................................................... 194 FIGURA 26 – Árvore de remixagem de Space Invaders em Scratch ...................... 196 FIGURA 27 – Os elementos do design de games em Gamestar Mechanic ............ 198 FIGURA 28 – Game One Day at Time: Cancer em Gamestar Mechanic ................ 199 FIGURA 29 – Exemplos de games em Sploder ...................................................... 200 FIGURA 30 – Criação de personagem e de nave espacial em Spore .................... 204 FIGURA 31 – Sackboy acessando o menu Popit para sua customização .............. 210 FIGURA 32 – Sackboy utilizando uma porta lógica AND (E) .................................. 212 FIGURA 33 – Aprofundando a complexidade da lógica do game ........................... 213 FIGURA 34 – Sackboy fugindo do iceberg na casa de máquinas ........................... 214 FIGURA 35 – Sackoy passando pelos diversos níveis do navio ............................. 214 FIGURA 36 – Titanic afundando no ângulo de 90º ................................................. 215 FIGURA 37 – Sackboy sobrevive ao Titanic ........................................................... 216 FIGURA 38 – Modo criativo em Minecraft ............................................................... 221 FIGURA 39 – Cidade de Londres em Minecraft ...................................................... 223 FIGURA 40 – Porta lógica AND (E) criada com redstone ....................................... 223 FIGURA 41 – Portas lógicas em Minecraft .............................................................. 224 FIGURA 42 – Minigame Minecraft Bomb Lobbers! ................................................. 225 FIGURA 43 – Galeria de skins para download e/ou remix ...................................... 226 FIGURA 44 – Minecraft Transformes mod .............................................................. 227 FIGURA 45 – Criando uma Toy Box na versão 3.0 ................................................. 235 FIGURA 46 – Conexões lógicas entre Creativi-Toys na versão 2.0 ........................ 236 FIGURA 47 – Hulk Sick: diálogos iniciais sustentam a trama ................................. 237 FIGURA 48 – Hulk Sick: avatar ingressa na boca ................................................... 238 FIGURA 49 – Escrita colaborativa de uma Toy Box ................................................ 240 FIGURA 50 – Programa Infinity Learning ................................................................ 241 FIGURA 51 – A fantástica modelação de mundos em Project Spark ...................... 242 FIGURA 52 – Programação Kode em português .................................................... 243 FIGURA 53 – Project Spark: Forgotten Island 1.2 ................................................... 244 FIGURA 54 – Criação de níveis em Mario Maker ................................................... 245 LISTA DE QUADROS QUADRO 1 – Motivação intrínseca nos games ........................................................ 34 QUADRO 2 – Motivação dos games à aprendizagem .............................................. 35 QUADRO 3 – Universo transmidiático originário do game Halo................................ 65 QUADRO 4 – Mentalidade físico-industrial versus ciberespacial pós-industrial ........ 98 QUADRO 5 – Disposição tradicional e nova de texto ............................................. 102 QUADRO 6 – Princípios de aprendizagem nos games ........................................... 112 QUADRO 7 – Outros princípios de aprendizagem nos games................................ 113 QUADRO 8 – Habilidades e capacidades necessárias para o século XXI .............. 132 QUADRO 9 – Letramento midiático: questões de estudo sobre games .................. 135 QUADRO 10 – Taxonomia de Bloom na era digital ................................................ 150 SUMÁRIO Resumo .................................................................................................. 8 Abstract .................................................................................................. 9 Introdução .............................................................................................. 9 1 A cultura dos games: novos sentidos do humano .............................. 17 1.1 O lúdico e a cultura na transcendência humana .............................................. 23 1.2 A convergência entre a aprendizagem e o lúdico ............................................ 29 1.3 O game como atividade de resolução de problemas com postura lúdica ........ 35 1.4 O histórico da interação homem-máquina a partir dos games ......................... 42 1.5 A conquista de novos e antigos espaços: histórias, transmidiação e arte ....... 55 1.6 A fascinação baseada na complexidade dos mundos
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