AS POSSIBILIDADES NARRATIVAS DAS WEBCOMICS Ila

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AS POSSIBILIDADES NARRATIVAS DAS WEBCOMICS Ila AS POSSIBILIDADES NARRATIVAS DAS WEBCOMICS Ila Mascarenhas Muniz Universidade Federal da Bahia, Salvador, Brasil RESUMO Atualmente, a internet revolucionou o estilo de vida moderno e se transformou no meio de comunicação mais disseminado no mundo. As possibilidades e facilidades oferecidas pela rede de computadores abriram espaço para que usuários também pudessem produzir conteúdo e disponibilizá-lo para o mundo todo com muito mais facilidade e eficiência. Neste cenário atual, muitos artistas, tanto iniciantes quanto profissionais, passaram a expor seus trabalhos em plataformas digitais sem precisar se preocupar com as limitações impostas pelo mercado editorial. Entretanto, a internet oferece uma infinidade de recursos tecnológicos ainda não explorados plenamente. Com a herança das restrições impostas pelo mercado impresso, as histórias em quadrinhos precisariam se adequar aos novos formatos, exigindo a criação de uma nova linguagem proveniente da mídia digital. Esta pesquisa propõe apresentar uma análise crítica da linguagem utilizada por algumas webcomics produzidas no Brasil e no exterior. Para isso, o estudo se fundamenta na semiótica para analisar os sistemas de signos presentes nas histórias em quadrinhos e como ocorre a interação entre os leitores e as produções quadrinísticas disponíveis em meios digitais. A pesquisa chegou à conclusão de que, apesar da variedade de recursos oferecidos pelas mídias digitais, as webcomics ainda estão presas aos padrões ditados pela mídia impressa. PALAVRAS-CHAVE: Webcomics; internet; mídias digitais; interação. ABSTRACT Today, the internet has revolutionized the modern way of life and it has become the most widespread medium of communication in the world. The possibilities and facilities offered by the computer network has made room for users could also produce content and made available to the world much more easily and efficiently. In this current scenario, many artists, both beginners and professionals, began to expose their work on digital platforms without having to worry about the limitations imposed by the publishing market. However, the internet offers a myriad of technological resources not yet fully exploited. With the inheritance of restrictions imposed by the print market, comics would need to adapt to the new formats, requiring the creation of a new language from digital media. This research proposes to present a critical analysis of the language used by some webcomics produced in Brazil and abroad. For this, the study is based on the semiotics to analyze the systems of signs present in the comic books and how the interaction between the readers and the productions available in digital media occurs. The research came to the conclusion that, despite the variety of features offered by digital media, webcomics are still stuck to the standards dictated by print media. KEYWORDS: Webcomics; internet; digital medias; interaction. INTRODUÇÃO Contar histórias utilizando figuras é uma prática presente na história da humanidade desde a Antiguidade, mas acredita-se que as histórias em quadrinhos, como as conhecemos atualmente, surgiram em meados do século XIX quando o escritor suíço Rudolph Topffer (1799-1846) publicou suas Histoires en Estampes (BARBOSA JÚNIOR, 2002). Mas, as histórias com imagens seriadas se popularizaram mesmo com os suplementos dos jornais dominicais americanos (MOYA, 1993) ou com as tiras cômicas diárias. A partir daí, os comics viraram um dos principais produtos de proliferação da cultura de massa da nova sociedade industrializada e, pela primeira vez, um produto de massa voltado preferencialmente para o público mais jovem (VERGUEIRO; RAMOS, 2009). As primeiras histórias em quadrinhos americanas tinham como principal função fazer rir e isso resultou na sua rápida popularização, além de lhe garantir o nome de comics nos Estados Unidos (ANSELMO, 1975). Acredita-se que a primeira história em quadrinhos a utilizar os balões como recurso de fala e com personagens recorrentes foram as tirinhas semanais do Yellow Kid , de Richard Fenton Outcault (MOYA, 1993) (ANSELMO, 1975), proporcionando o surgimento de alguns dos conceitos fundamentais da linguagem dos comics . Devido ao sucesso dos personagens de quadrinhos, os jornais incentivaram a produção de histórias e impulsionaram o desenvolvimento das HQs nos EUA. Na Europa, o mercado de quadrinhos se desenvolveu, principalmente, na França, Alemanha e Inglaterra. Surgindo quase paralelamente ao cinema, os quadrinhos modernos acabaram influenciando a nova técnica artística de reprodução de imagens em uma tela, simulando movimento, e igualmente foi influenciado pela linguagem cinematográfica, ao mesmo tempo em que ambos se baseavam na longa tradição técnica das artes visuais (BARBOSA JÚNIOR, 2002). Entre o final do século XIX e início do XX, os primeiros cineastas usaram os enredos e piadas dos quadrinhos para produzir filmes de curta duração e, assim, mostrar as maravilhas da nova tecnologia que produzia a ilusão do movimento. Stuart Blackton (1875– 1941) misturou imagens animadas com live action em seus curta-metragens Enchanted Drawing (1900) e Humorous Phases of Funny Faces (1906) (PETERSEN, 2011). Mas, apesar da similaridade narrativa e visual, poucos personagens de quadrinhos foram transpostos para as telas do cinema, assim como poucas caricaturas animadas viraram quadrinhos. Winsor McCay foi um dos primeiros quadrinistas a usar seus personagens em um curta animado chamado Little Nemo (1911), mas não tentou reproduzir uma de suas páginas dos quadrinhos. Mesmo com as semelhanças, a linguagem do cinema tomou um rumo diferente da adotada pelos quadrinhos. Ao longo do século XX, o mercado de quadrinhos sofreu altos e baixos, devido ao período de turbulências na vida social, econômica e política, principalmente nos países da América, Europa e Ásia. Nas décadas de 1930 e 1940, os heróis dos quadrinhos “entraram” na Segunda Guerra como armas de propaganda, implícita ou explicitamente, lançando apelos para o governo e os cidadãos a apoiar o esforço de guerra ou, até mesmo, demonizando os inimigos a serem combatidos. Nas décadas seguintes, o grande obstáculo para o desenvolvimento do mercado das HQs seriam as acusações de influência nociva para a juventude, proferidas por psiquiatras, psicólogos, educadores e outras profissões de destaque no meio intelectual. Atualmente, as HQs voltaram a despertar a atenção do público e, em particular, cresceu o debate em torno dos benefícios de se aliar quadrinhos e Educação. Além disso, com a criação das graphic novels (novelas gráficas), as HQs conquistaram reconhecimento por seu valor artístico (CARDOSO e DOMINGOS, 2015). Diferentemente dos quadrinhos ocidentais, principalmente americanos, o mercado de quadrinhos dos países do Leste não se direcionou preferencialmente ao público infanto- juvenil. Os quadrinhos produzidos no Oriente desenvolveram toda uma linguagem independente e se destacam três tipos de quadrinhos dentre eles: mangá (quadrinhos japoneses), manhua (quadrinhos chineses) e manhwa (quadrinhos coreanos). Apesar de esses termos significarem histórias em quadrinhos de forma genérica dentro de seus países de origem, cada tipo possui características singulares. Partindo destes três, o mais popular é o mangá que se tornou em um dos principais veículos de difusão da cultura japonesa pelo mundo. O termo remonta do início do século XIX, mas o estilo só se tornou realmente conhecido após a década de 1940 quando o mangaká (desenhista de mangás) Osamu Tezuka definiu as características do mangá moderno, se inspirando nos cartuns ocidentais, especialmente nas produções clássicas da Disney. No Japão, pessoas de todas as faixas etárias costumam ler mangás e, segundo dados da Associação Japonesa de Papel, os mangás representam por volta de 40% do material impresso no Japão, movimentando US$ 3,6 bilhões (mais de R$ 14 bilhões) em vendas por ano1. Mas a popularidade dos mangás ultrapassou as fronteiras nipônicas e chegou ao restante do mundo, principalmente, através da internet. Figura 1 – Da esquerda para a direita: manhua (chinês) de Feng Shen Ji, mangá (japonês) de FullMetal Alchemist e manhwa (coreano) de Witch Hunter. Fonte: <https://kotatsuredondo.wordpress.com/2015/12/20/aprendendo-as-diferencas-manga- manhua-e-manhwa/> O avanço tecnológico permitiu o aperfeiçoamento e o barateamento de equipamentos de digitalização de imagens, popularizando as scans (HQs digitalizadas a partir da obra original, em geral, sem licenciamento para a disponibilização da obra) no ambiente digital. Sem poder impedir a leitura e distribuição ilegal de seus produtos, as editoras de quadrinhos 1 Mais detalhes na página da BBC Brasil: http://www.bbc.com/portuguese/noticias/2015/12/151220_manga_brasileiro_et_lk optaram por facilitar a leitura digital por meio de seus próprios aplicativos. Porém, mesmo com o sucesso desses aplicativos, a produção digital ainda depende da estrutura das HQs impressas (CARDOSO e DOMINGOS, 2015). A facilidade de divulgar trabalhos para um grande público sem precisar atender as exigências das editoras de quadrinhos abriu a possibilidade de artistas amadores e profissionais usarem a web para publicar suas histórias. Mas, além dessa vantagem, os recursos oferecidos pelas mídias digitais viabilizam realizações impossíveis de serem executadas no material impresso. A utilização desses recursos contribuiu para o surgimento de uma nova maneira de se fazer quadrinhos. O termo Webcomic (ou Webtoon ) surgiu na Coréia do Sul para designar os manhwas feitos para serem lidos online , mas não
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