Uma Comparação Entre Esportes Eletrônicos E Esportes Tradicionais

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Uma Comparação Entre Esportes Eletrônicos E Esportes Tradicionais Universidade de Brasília Faculdade de Comunicação Departamento de Audiovisuais e Publicidade O videogame como esporte: Uma comparação entre esportes eletrônicos e esportes tradicionais. Silvio Kazuo Pereira Orientador: Luciano Mendes Brasília, Distrito Federal Novembro de 2014 2 Universidade de Brasília Faculdade de Comunicação Departamento de Audiovisuais e Publicidade O videogame como esporte: Uma comparação entre esportes eletrônicos e esportes tradicionais. Silvio Kazuo Pereira Monografia apresentada à Faculdade de Comunicação da Universidade de Brasília, como requisito parcial para obtenção do título de Bacharel em Comunicação Social com habilitação em Publicidade e Propaganda, sob a orientação do Professor Luciano Mendes. Brasília, Distrito Federal Novembro de 2014 3 AGRADECIMENTOS Em primeiro lugar aos meus pais Silvio e Edilce, pela compreensão e paciência. Eu não imaginava que a jornada fosse ser tão longa; e se consegui completá-la com tranquilidade foi pelo apoio incondicional. À minha irmã Yukari que me mostrou que carinho e admiração não tem fronteiras. Ao meu tio Edson, que talvez involuntariamente me despertou o interesse pelo jogo como esporte. Às minhas avós Júlia e Dina, que foram essenciais para a formação do meu caráter e ao meu desenvolvimento cognitivo e social nas primeiras etapas da minha vida. Ao meu ditchan Antônio, cujo carinho e memórias nunca vou esquecer. À professora Selma Regina por me incentivar a correr atrás do tema que eu realmente queria para a minha monografia. Ao meu orientador Luciano Mendes por ter topado o desafio e pela paciência com a minha inconstância. Aos outros professores da FAC, especialmente Wagner R., Edmundo D., Fabíola C., Tiago Q. e tantos outros que tanto me acrescentaram com aulas e conversas. Aos professores do IREL que moldaram a minha maneira de processar conhecimentos e informações, Carlos Pio, Norma Breda e Eitii Sato. Aos meus caros colegas de Doisnovemeia da minha geração Cíntia, Mari, Cricri, Natan e Laís, foi muito bom participar do início da trajetória profissional de vocês. Aos que não eram da minha geração, especialmente Digo, Yago, Cudy, Gabi, Dani e tantos outros que viveram comigo essa excelente experiência. Às minhas precursoras Fê e Tássia por me ensinarem tanto e serem modelos. À Direx 13 da Concentro, meus amigos João, Vitória, Chozo, Eveline, Levay e Camilla: vocês são parte integral de quem eu sou agora e do sucesso profissional que eu alcançar daqui pra frente. À minha equipe de Negócios, em especial ao meu irmão Lucas, por terem me ajudado a bater metas e terem me permitido fazer parte do creseimento de vocês. Aos meus sócios Dario e Rafael: afinal de contas trabalhar com e-sportes, ainda que brevemente, foi realizador. Aos meus companheiros de Dota, que todo dia me fazem crescer como jogador e como pessoa. Ao Júlio, que me acompanha faz uma década e meia e com quem joguei seguramente mais de 100 partidas contra bots. A todos que botaram fé no meu tema e respeitaram a minha identidade como gamer. Ou me zoaram porque eu preferia jogar a ir ao bar. 4 SUMÁRIO RESUMO ............................................................................................................................................... 5 ABSTRACT ........................................................................................................................................... 6 1. INTRODUÇÃO ................................................................................................................................. 7 2. UMA BREVE HISTÓRIA DOS VIDEOGAMES .......................................................................... 9 2.1 OS PRIMEIROS VIDEOGAMES ....................................................................................................... 10 2.2 A POPULARIZAÇÃO DOS CONSOLES ............................................................................................ 12 2.3 A POPULARIZAÇÃO DOS PCS ....................................................................................................... 15 2.4 OS VIDEOGAMES E A INTERNET.................................................................................................. 17 3. SURGIMENTO DOS E-SPORTES ............................................................................................... 20 3.1 PRIMEIRA ETAPA: OS ARCADES .................................................................................................. 20 3.2 SEGUNDA ETAPA: COMPETIÇÃO DENTRO DE CASA .................................................................... 23 3.3 TERCEIRA ETAPA: COMPETIÇÃO EM LANS ................................................................................. 25 3.4 QUARTA ETAPA: STARCRAFT, O PRIMEIRO E-SPORTE MODERNO .............................................. 26 3.5 QUINTA ETAPA: A MASSIFICAÇÃO DOS E-SPORTES .................................................................... 29 4. COMPARAÇÕES ENTRE ESPORTES ELETRÔNICOS E ESPORTES TRADICIONAIS 34 4.1 APRESENTANDO OS E-SPORTES ................................................................................................... 34 4.1.1 Dota 2 ................................................................................................................................... 35 4.1.2 League of Legends ................................................................................................................ 39 4.1.3 StarCraft II ........................................................................................................................... 43 4.2 FATORES CONVERGENTES ........................................................................................................... 45 4.2.1 Carreira Competitiva ........................................................................................................... 45 4.2.2 Competições Eletrônicas ...................................................................................................... 49 4.2.3 Times e Marcas .................................................................................................................... 55 4.2.4 Astros do E-sporte ................................................................................................................ 61 4.2.5 Transmissão em Massa ........................................................................................................ 67 4.2.6 Patrocinadores E-sportivos .................................................................................................. 71 4.2.7 Mídia Especializada ............................................................................................................. 75 4.2.8 Regulamentação do E-sporte ............................................................................................... 80 4.2.9 Sexismo ................................................................................................................................. 85 4.3 FATORES DIVERGENTES .............................................................................................................. 90 4.3.1 Atividade Física.................................................................................................................... 90 4.3.2 Reconhecimento Cultural ..................................................................................................... 93 4.3.3 Benefícios Físicos, Mentais e Sociais ................................................................................... 96 5. CONCLUSÃO ................................................................................................................................. 98 REFERÊNCIAS BIBLIOGRÁFICAS ............................................................................................ 100 5 RESUMO Desde a época de ouro dos arcades já havia jogadores que encaravam o videogame como uma atividade competitiva. Entretanto, só a partir dos anos 2000 os jogos eletrônicos começaram a ganhar forma como um tipo de esporte. Em 2013 e 2014, os esportes eletrônicos bateram muitos recordes: de premiação em torneios; de quantidade de jogadores, espectadores e patrocinadores; e de aparições na mídia tradicional. O crescimento do cenário de e-sportes foi tal que, dependendo da perspectiva analisada, esse novo tipo de esporte se aproxima ou supera alguns esportes tradicionais. Essa monografia tem como objetivo trazer à tona as características mais notáveis do esporte eletrônico e verificar o quão perto ele se encontra da sua contraparte tradicional. Para tanto, foi feita uma comparação entre dados e acontecimentos de ambos os tipos de esporte. O que se percebeu foi que qualitativamente há grandes proximidades, e em termos absolutos apenas os esportes mais populares – como o futebol, basquete e futebol americano – ainda possuem considerável vantagem. Palavras-chave: comunicação, marketing, esporte, videogame, e-sporte. 6 ABSTRACT Since the arcade’s golden age some players already faced videogames as a competitive activity. However, it was not before the 2000’s that electronic gaming started to advance as a sport. In 2013 and 2014, electronic sports broke several records: tournament’s prize pool; number of players, spectators and sponsors; and reports in mainstream media. The growth of the e-sports scenario was such that, depending on the analysed perspective, this new type of sport would come very close or surpass some traditional sports. This monograph intends to bring up electronic sports most notable characteristics and verify how close it is to its traditional counterpart. To achieve this objective, a data and facts comparison
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