PUBLICIDADE E PROPAGANDA Camila

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PUBLICIDADE E PROPAGANDA Camila FACULDADES INTEGRADAS HÉLIO ALONSO COMUNICAÇÃO SOCIAL - PUBLICIDADE E PROPAGANDA Camila Mota Tavares Vieira IMERSÃO NARRATIVA JOGOS ELETRÔNICOS E PODER DE DECISÃO Rio de Janeiro 2019 Camila Mota Tavares Vieira IMERSÃO NARRATIVA JOGOS ELETRÔNICOS E PODER DE DECISÃO Monografia apresentada ao Curso de Gra- duação das Faculdades Integradas Hélio Alonso como requisito parcial para a obtenção do título de Bacharel em Comunicação Social com habilitação em Publicidade e Propaganda, sob a orientação da Prof.ª. Dra.ª Camila Augusta Alves Pereira. Rio de Janeiro 2019 Vieira, Camila Mota Tavares. Imersão narrativa. jogos eletrônicos e poder de decisão / Camila Mota Tavares Vieira.- Rio de Janeiro: FACHA, 2019. xx f. Orientador: Camila Augusta Alves Pereira. Monografia (Graduação em Publicidade e Propaganda) FACHA, 2019. 1. Jogos eletrônicos. 2. Narrativa. 3. Jogador. 4. Poder de decisão. 5. Games. I. Pereira, Camila Augusta Alves. II. FACHA. III.Título. 0 IMERSÃO NARRATIVA JOGOS ELETRÔNICOS E PODER DE DECISÃO Camila Mota Tavares Vieira Monografia apresentada ao Curso de Gra- duação das Faculdades Integradas Hélio Alonso como requisito parcial para a obtenção do título de Bacharel em Comunicação Social com habilitação em Publicidade e Propaganda, sob a orientação da Prof.ª. Dra.ª Camila Augusta Alves Pereira. _______________________________________ Prof. Orientador: Camila Augusta Alves Pereira _______________________________________ Membro da Banca _______________________________________ Membro da Banca Data da Defesa:____/____/____ Nota da Defesa:____________. Rio de Janeiro 2019 AGRADECIMENTOS Primeiramente, gostaria de agradecer a minha família, que sempre me deu suporte como pessoa, incentivando todas as minhas iniciativas e suportando todas as minhas crises neste encerramento de ciclo (e na da vida). Em especial, agradeço aos meus pais, que dedicaram suas vidas para me oferecer o melhor ensino e as melhores estruturas para me tornar a profissional que hoje se inicia. Sem vocês nada seria possível. Muito obrigada mãe, pai, irmão, vó, vô, tio e tia, eu amo vocês! Mãe, obrigada por me ajudar na escolha do meu curso, você nunca erra. Agradeço a minha querida orientadora, Camila Augusta Alves Pereira, por sua dedicação, paciência, trocas de conhecimentos, auxílio e todo o amor do mundo durante o processo de desenvolvimento deste trabalho, com direito a troca de tema e livro emprestado. Não ganhei apenas uma orientadora, mas uma amiga. Muito obrigada! Deixo também o agradecimento a todos os amigos do FACHAHUB (os que permanecem e os que já foram) e da faculdade, que participaram desse processo, e me auxiliaram até o minuto da entrega. Vocês foram essenciais para que tudo ocorresse bem. Em especial a Gabriela, que foi uma parceira no trabalho, no TCC e é na vida, obrigada por passar esse momento comigo. Obrigada também a Joanna e Beatriz, que mesmo distantes mantiveram a energia positiva. Agradeço também aos meus amigos do colégio, que me apoiaram, festejaram, se emocionaram e foram uma base para mim durante toda a elaboração desta monografia. Em especial a Maiara e ao Breno, que são amigos de longa data, e aguentaram firme todas as reclamações e desesperos no meio dessa trajetória. Muito obrigada amigos! Por fim, agradeço a todos que não citei, mas que auxiliaram na minha vida acadêmica, ou disseram palavras de apoio, para que hoje fosse possível haver a conclusão deste trabalho. Obrigada aos professores, não apenas os acadêmicos, mas os dá vida também, que tornaram possível me tornar uma profissional graduada. Apenas, obrigada! RESUMO Conforme a crescente do universo dos jogos eletrônicos, e a necessidade de debater uma pauta pouco explorada por pesquisadores e estudiosos, esse trabalho acadêmico visa contemplar a análise do estado imersivo do jogador. Para isso a pesquisa se inicia com o estudo na narratologia (estudo da narrativa), seguido dos recursos utilizados para imersão, finalizando nas possibilidades (imersão, escolha e decisão) que são norteadas pelo poder da decisão. Os objetos de estudo, Little Misfortune, Rusty Lake/Cube Escape, Life is Strange, Gris e Black Mirror: Bandersnatch, foram selecionados de acordo com sua categoria de escolhas e decisões, onde as decisões do jogador determinam a trajetória do herói, adequando a narrativa a realidade imersiva do usuário. Palavras-Chaves: jogos eletrônicos, narrativa, decisão, escolha, imersão, jogador, poder de decisão, games, narratologia, ludologia. ABSTRACT According to the growing universe of electronic games, and the need to discuss a subject little explored by researchers and scholars, this academic work aims to contemplate the analysis of the immersive state of the player. For this, the research begins with the study in narratology (narrative study), followed by the resources used for immersion, ending in the possibilities (immersion, choice and decision) that are guided by the power of decision. Little Misfortune, Rusty Lake/Cube Escape, Life is Strange, Gris, and Black Mirror: Bandersnatch were selected according to their choice and decision category, where player decisions determine the hero's trajectory, matching the narrative the immersive reality of the user. Keywords: electronic games, narrative, decision, choice, immersion, player, decision power, games, narratology, ludology. LISTA DE FIGURAS Figura 1 – Imagem de divulgação do game Little Misfortune.............................................21 Figura 2 – Escolhas dentro da narrativa de Little Misfortune............................................22 Figura 3 – Misfortune em seu Quarto...................................................................................32 Figura 4 – Benjamin (protetor) e Misfortune (heroína)......................................................33 Figura 5 – Misfortune Atravessando sua Rua para o Início da Jornada..........................34 Figura 6 – Escolhas Dentro da Narrativa............................................................................35 Figura 7 – Misfortune e o Cachorro (Puppy) de George’s..................................................36 Figura 8 – Diário de Benjamin.............................................................................................37 Figura 9 – Morgo/Mr.Voice (Sr.Voz) o Antagonista Narrador.........................................38 Figura 10 – Benjamin e Misfortune......................................................................................39 Figura 11 – Misfortune em seu Esconderijo Secreto para se Defender de Morgo...........41 Figura 12 – Descoberta da Morte e Libertação de Morgo.................................................42 Figura 13 – Timeline da série Cube Escape.........................................................................53 Figura 14 – Banner de anúncio do novo episódio na Netflix.............................................61 Figura 15 – Escolha dentro do episódio Bandersnatch......................................................62 SUMÁRIO 1 INTRODUÇÃO ................................................................................................................ 8 2 OS PRINCÍPIOS DA NARRATIVA ............................................................................ 10 2.1 Estruturação da Narrativa .......................................................................................... 10 2.2 Estória: Composição .................................................................................................. 16 2.3 Experiência Temporal ................................................................................................ 20 2.3.1 Little Misfortune ..................................................................................................... 21 1.4 Storytelling ................................................................................................................. 24 1.4.1 Storytelling Transmídia .......................................................................................... 26 3 RECURSOS GERADORES DA PRÓPRIA DECISÃO (NARRATIVA, ESCOLHA E PRODUTOS MIDIÁTICOS) ............................................................................................. 28 3.1 Influência Musical na Narrativa................................................................................ 28 3.2 A Jornada do Herói .................................................................................................... 30 3.3 Conexão Humana-Virtual .......................................................................................... 44 3.4 Poder de Decisão em Outras Mídias .......................................................................... 46 3.4.1 Poder de Decisão na TV ......................................................................................... 47 4 IMERSÃO, ESCOLHA E DECISÃO: COMO FUNCIONA NOS GAMES (DECISÃO, NARRATIVA E JOGOS ELETRÔNICOS) .................................................. 50 4.1 Imersão: Rusty Lake e Little Misfortune ................................................................... 50 4.2 Escolha: Life is Strange; Little Misfortune e Gris ..................................................... 56 4.3 Decisão: Black Mirror:Bandersnatch e Little Misfortune ........................................ 60 4.4 Estão Imersos? ........................................................................................................... 66 5 CONSIDERAÇÕES FINAIS ......................................................................................... 68 REFERÊNCIAS BIBLIOGRÁFICAS ................................................................................
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