Os Games Enquanto Jornadas Fenomenológicas: a Experiência Estética Semiótica Nos Jogos Digitais

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Os Games Enquanto Jornadas Fenomenológicas: a Experiência Estética Semiótica Nos Jogos Digitais Pontifícia Universidade Católica de São Paulo – PUC-SP Aline Antunes de Souza Os games enquanto jornadas fenomenológicas: a experiência estética semiótica nos jogos digitais Mestrado em Comunicação e Semiótica São Paulo 2017 Pontifícia Universidade Católica de São Paulo – PUC-SP Aline Antunes de Souza Os games enquanto jornadas fenomenológicas: a experiência estética semiótica nos jogos digitais Mestrado em Comunicação e Semiótica Dissertação apresentada à Banca Examinadora da Pontifícia Universidade Católica de São Paulo, como exigência parcial para obtenção do título de MESTRE em Comunicação e Semiótica, sob a orientação da Profa. Dra. Maria Lucia Santaella Braga. São Paulo 2017 Banca Examinadora _________________________________ _________________________________ _________________________________ DEDICATÓRIA Para minha mãe e meu pai, por me darem a sensibilidade e a curiosidade que me movem (e um Super Nintendo em 1993, que começou tudo) para minha irmã, minha alma gêmea e player 2 de toda a minha vida, esse trabalho é nosso e para meu marido, meu porto seguro, companheiro e confidente. AGRADECIMENTOS Agradeço à minha família, Jane Cecília, Carlos Alberto, Ana Carolina e Ricardo Tadashi, por sempre me apoiarem e garantirem, de inúmeras formas, que esse trabalho se concretizasse. À professora Lucia Santaella, agradeço pela orientação primorosa, pelo amadurecimento proporcionado e pela paciência para com minha ansiedade criativa. Às professoras Monica Tavares e Silvia Laurentiz, agradeço pelos primeiros passos na investigação científica, e pelo despertar à semiótica e ao estudo do sensível que motivaram. A todos os meus queridos amigos, em especial Ana Barros, Felipe Sabatelau, Camila Ramos, Elisabeth Eglem, Liliane Santana e Mauricio Klein, agradeço por sempre demonstrarem preocupação, carinho e incentivo. Aos companheiros incríveis dessa jornada Patricia Mollo, Hélida de Lima, João Batista, Victor Sancassani, Daniel Ribeiro, Thiago Mittermayer, Clayton Policarpo, Winfried Nöth, Ivo Ibri, Sergio Nesteriuk e José Aidar Prado, agradeço pelas diversas conversas, aulas e contribuições enriquecedoras. Ao Centro Internacional de Estudos Peircianos | CIEP e aos grupos: Leituras Avançadas em Peirce; Arte, Design e Mídias Digitais | GP_ADMD; e Jogos Digitais e Imaginário | JOI, meus sinceros agradecimentos pelos encontros engrandecedores. À estimada Flávia Gasi, agradeço pelos incansáveis e imprescindíveis conselhos, e pela mixtape que fez para me ajudar a relaxar nos momentos em que mais precisei. À muito querida Camila Torrano, agradeço pelo apoio, por ter me apresentado Journey e Portal, e pelo incentivo inicial à pesquisa feito em um almoço inesquecível. À Neusa Steiner, agradeço imensamente pelo suporte na jornada; sem você, ainda estaria perdida no labirinto dos meus próprios pensamentos. Às amadas Larissa Yumi e Laura Yukie, agradeço pelas deliciosas risadas, companhia e disposição em me ouvir, sempre que preciso. Ao CNPq e à PUC-SP, agradeço pela bolsa integral concedida, que permitiu minha profunda dedicação. E, por fim, agradeço a todos aqueles que participaram e demonstraram interesse nessa longa caminhada. Muito obrigada! Creio que perdemos a imortalidade porque a resistência à morte não evoluiu; os aperfeiçoamentos insistem na primeira ideia, rudimentar: manter vivo todo o corpo. Só deveríamos buscar a conservação do que interessa à consciência. Adolfo Bioy Casares A Invenção de Morel, 1940 Quando nos debruçamos sobre um projeto ‘com energia no braço, atenção no olhar’ e verdade no coração, o projeto acaba por nos fisgar. Somos absorvidos, quase tragados pelo desejo que julgávamos nos pertencer. Pertencemos muito mais ao desejo do que ele pertence a nós. Lucia Santaella A Assinatura das Coisas, 1992 Os games enquanto jornadas fenomenológicas: a experiência estética semiótica nos jogos digitais Aline Antunes de Souza Resumo Esta pesquisa visa explorar como os games poderiam ser capazes de proporcionar àquele que os experimenta uma vivência com características significativas. Até que ponto qualidades como a contemplação, o acaso extático, a mudança de hábitos e o autoconhecimento, por meio do questionamento moral e ético, são também aspectos envolvidos no ato de jogar? E quais tipos de experiências esses aspectos são capazes de criar? Pretende-se analisar alguns dos elementos de sua linguagem que devem ser capazes de trazer algumas explicações sobre as razões que os fazem ter tanta penetração junto aos seus usuários, uma penetração que não pode ser compreendida pela simples constatação de que games são feitos exclusivamente para divertir. Para a investigação, foram selecionados três games, Journey (2012), Portal (2007) e The Walking Dead (2012), com a finalidade de refletir acerca das possibilidades de experiência que suas jornadas permitem. Neles, são investigados e discutidos seus aspectos de linguagem a partir da fenomenologia, estética e semiótica peirceana, no objetivo de encontrar uma predominância fenomenológica no interpretante imediato de cada um, ou seja, em seu potencial imanente de significar. Como resultado, fica constatada a existência de três cartografias semióticas das possibilidades de experiências dos games, inspiradas nas categorias universais peircianas: primeiridade, secundidade e terceiridade. Fundamentam esta pesquisa, principalmente, a Fenomenologia, a Estética e a Semiótica de Charles Sanders Peirce e as obras de Lucia Santaella, Priscila Arantes, Mirna Feitoza, Cleomar Rocha e Brian Upton. Palavras-chave: Jogos digitais. Fenomenologia. Estética. Semiótica. Peirce. Games as phenomenological journeys: the semiotic aesthetic experience in digital play Aline Antunes de Souza Abstract This study aims to explore how games may be able to provide their players with meaningful experiences. To what extent are qualities such as contemplation, ecstatic chance, habit change, and self-knowledge, through moral and ethical questioning, are also involved in the act of playing? And what kinds of experiences are these aspects capable of creating? The intent is to analyze some of the semiotic elements that are able to bring some explanation about the reasons that make games to exert so much attraction to their users, an attraction that cannot be understood by the simple observation that games are made exclusively for fun. For the investigation, three games were selected, Journey (2012), Portal (2007) and The Walking Dead (2012), to reflect on the possibilities of experience that their journeys allow. Their semiotic aspects are investigated from C. S. Peirce's Phenomenology, Aesthetics and Semiotics perspectives, in order to find a phenomenological predominance in the immediate interpretant of each one, that is, in their immanent potential to signify. As a result, three semiotic cartographies of the possibilities of games experiences, inspired by the universal Peircian categories are defined: firstness, secondness and thirdness. As so, this study is mainly based on the Phenomenology, Aesthetics and Semiotics of Charles Sanders Peirce and the works of Lucia Santaella, Priscila Arantes, Mirna Feitoza, Cleomar Rocha and Brian Upton. Keywords: Digital games. Phenomenology. Aesthetics. Semiotics. Peirce. LISTA DE FIGURAS Figura 1: Estrutura dos fenômenos ....................................................................................................................... 19 Figura 2: Tabela com as três principais tricotomias do signo ............................................................................... 25 Figura 3: Diagrama das relações existentes entre as tríades. ............................................................................... 25 Figura 4: Do tédio à confusão, em busca de um jogo equilibrado. ....................................................................... 52 Figura 5: Diagrama que apresenta a área do jogar. .............................................................................................. 56 Figura 6: Um diagrama que apresenta o gameplay enquanto jornada de estados .............................................. 57 Figura 7: Do equilíbrio emerge o estado de flow. ................................................................................................. 62 Figura 8: O ato de jogar fora do canal do flow. ..................................................................................................... 63 Figura 9: O ciclo de envolvimento de um jogador ................................................................................................ 64 Figura 10: Journey – O primeiro mural a ser encontrado ..................................................................................... 89 Figura 11: Journey – O sublime claro-escuro ........................................................................................................ 90 Figura 12: Journey – A escuridão contrastante ..................................................................................................... 90 Figura 13: Journey – Em uma das visões oníricas .................................................................................................. 91 Figura 14: Journey – Paisagem de uma das fases do jogo ..................................................................................... 93 Figura 15: Journey – Estudo de personagem ........................................................................................................ 95 Figura 16: Journey – Avatar finalizado .................................................................................................................
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