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1 Escola De Comunicação, Artes E Design 1 ESCOLA DE COMUNICAÇÃO, ARTES E DESIGN - FAMECOS PROGRAMA DE PÓS-GRADUAÇÃO EM COMUNICAÇÃO SOCIAL CAMILA AMORIM PROJETADO PARA A TRANSMISSÃO: COMO O JOGO LEAGUE OF LEGENDS É CONSTRUÍDO PARA SER JOGADO E TAMBÉM TRANSMITIDO Porto Alegre 2018 2 PONTIFÍCIA UNIVERSSIDADE CATÓLICA DO RIO GRANDE DO SUL FACULDADE DE COMUNICAÇÃO SOCIAL CAMILA A. SCHULTZ PROJETADO PARA A TRANSMISSÃO COMO O JOGO LEAGUE OF LEGENDS É CONSTRUÍDO PARA SER JOGADO E TAMBÉM TRANSMITIDO Porto Alegre 2017 3 CAMILA A. SCHULTZ PROJETADO PARA A TRANSMISSÃO COMO O JOGO LEAGUE OF LEGENDS É CONSTRUÍDO PARA SER JOGADO E TAMBÉM TRANSMITIDO Dissertação apresentada como pré-requisito para a obtenção do título de Mestre em Comunicação Social no Programa de Pós-graduação em Comunicação Social Orientador: Prof. Dr. André F. Pase Porto Alegre 2017 4 Ao meu marido Natan Schultz e ao meu filho de quatro patas Thor Schultz. Pelo amor, pelo carinho e pelo cuidado. 5 AGRADECIMENTOS A todos os meus amigos, em especial Gabi Raabe, Fernanda Soares Oliveira, Ana Carolina Marinho, Andy Nadvorny e Tanara Bodini pelo apoio, pelas conversas em momentos em que eu pensei em desistir, ou descobri que comunicação não era mais o que eu queria fazer. Sem vocês eu não teria terminado esse trabalho. A todos meus amigos e parceiros de jogo, especialmente Paulo Souza e Lucas Maia, sem vocês jogando LoL comigo esse trabalho não teria nenhum sentido. A todos os meus colegas, em especial Paulo Cabral, Militão Ricardo e Diego Wander, pela parceria, pela ajuda durante as aulas, por abrirem a sala quando eu precisei, por dividirem a sala de aula comigo. Também aos chefinhos Franz Figueiroa e Ana Bassegio, pela inspiração e carinho. A todo pessoal da secretaria da pós-graduação da Faculdade de Informática da PUCRS pela simpatia com que sempre atendem todos os alunos, especialmente ao Diego, melhor secretário de todos, resolvendo todos meus problemas mesmo eu estando vinculada a outro PPG. A minha corretora Gabe Bastos, por ser uma profissional incrível. A todos os meus alunos por sempre servirem de inspiração. A todos os meus professores, em especial meu orientador André Pase pelas orientações e ajudas. Aos meus avaliadores Eduardo Pellanda e Nelson Todt pelas conselho durante a qualificação. A minha eterna professora favorita Silvana Sandini, por sempre servir de inspiração e ombro amigo. Ao Prof. Marcelo Cohen, por existir e ser como é, um professor sempre disposto ajudar os alunos e ex-alunos, por se desdobrar em 2, 10, 20 para dar atenção para todos, por me ajudar nos trabalhos de realidade virtual, mesmo quando isso não era a tua obrigação, muito obrigada! Ao Prof. Christian Lykawka pelos passeios de Mini e pelos conselhos, sobre jogos, sobre mestrado, sobre a vida. Ao prof. Marcio Pinho, por me incentivar a “quer ir além”, afinal foi você quem me disse para tentar o doutorado em uma área completamente diferente da minha e inclusive me indicou orientadora. A Prof. Soraia Musse, por ser essa orientadora indicada, por me receber de braços abertos no teu grupo de estudos (que foi uma das experiências mais legais dessa jornada), por uma das cadeiras mais interessantes, que me fazia levantar as 7 da manhã com um sorriso no rosto, por me ajudar com o projeto de doutorado, por querer me orientar, pelos conselhos, tenho certeza que sem você esse trabalho não existiria. Por fim, ao Prof. Avelino Zorzo, pelas melhores aulas que eu me lembro de ter desde o meu 6 ensino médio, por me mostrar como deveria ser uma cadeira de pós-gradução de verdade, ou seja, incrível, apaixonada, com um professor que não apenas ama o que faz, mas faz com que os alunos amem... por me fazer não apenas compreender criptografia, mas querer estudar essa matéria, querer ler os textos (mesmo os não obrigatórios), por me fazer escrever cinco artigos em um semestre sem reclamar, por me inspirar a ser uma professora melhor, muito obrigada. Por fim a toda a minha família, em especial meu pai, Roberto, por sempre me incentivar a ser uma pessoa melhor, por servir de inspiração para a vida. Ao meu marido, Natan Schultz, pelo amor companheirismo, parceria, pelos dias aguentando mal humor, cansaço e choros por causa desse trabalho, muito, muito obrigada. Ao meu filhote, Thor, por existir na minha vida e me mostrar a alegria em um passeio matinal, pelo amor incondicional, pelos lambeijos mais gostosos do mundo. Não existem palavras para descrever o quando vocês três são importantes na minha vida. 7 They're written down in eternity. But you'll never see the price it costs, the scars collected all their lives. When everything’s lost, they pick up their hearts and avenge defeat. Before it all starts, they suffer through harm just to touch a dream. Oh, pick yourself up ‘cause Legends never die when the world is calling you. Can you hear them screaming out your name? Legends never die they become a part of you. Every time you bleed for reaching greatness. Legends never die. (LEAGUE OF LEGENDS) 8 RESUMO Com a profissionalização dos esportes eletrônicos (e-sports) e o crescimento exponencial desse mercado, muitas empresas têm investido em criar experiências únicas para seus espectadores. Com isso em mente, este trabalho tem o objetivo de entender como um jogo de computador, especialmente o League of Legends, pode ser projetado para ser jogado e assistido como uma manifestação esportiva por diversas pessoas, transformando a recepção local em um ato global e conectado. Para isso, é utilizada a Grounded Theory, uma metodologia que permite o uso de análises qualitativas e quantitativas, favorecendo o olhar multidisciplinar sobre um determinado evento. Assim, este trabalho é formado por três fases distintas: coleta e análise de dados, codificação, memorando e escrita da teoria. Onde, na primeira fase, foram realizados levantamentos bibliográficos sobre jogos e e-sports, além de análises das mídias relacionadas ao esporte eletrônico. Na segunda fase, todos os dados obtidos foram codificados e separados em categorias e subcategorias, no qual foi possível entender que os e-sports são um fenômeno formado a partir de diferentes percepções sociais, relacionando os jogos, o entretenimento esportivo e as mídias. Na terceira fase, o memorando apresentou as inferências da pesquisadora ao longo deste trabalho, para, por fim, ser possível a escrita de uma teoria sobre a construção do e-sport e as suas transformações em diferentes transmissões. Palavras-chave: e-sports, League of Legends, Grounded Theory. 9 ABSTRACT With the professionalization of electronic sports (e-sports) and the exponential growth of this market, many companies are investing in create unique experiences for their spectators. This research aims to understand how a computer game, especially the League of Legends, can be designed to be played and watched by many people as a sportive manifestation, turning a local reception into a global and connected activity. Based on the Grounded Theory, a methodology that supports the qualitative and quantitative data analyzes, favoring the multidisciplinary view on a given event. This work consists in three distinct phases: data collection and analysis, coding, memoing and theory writing. Where in the first phase, bibliographical surveys on games and e- sports were carried out, as well as analyzes of the media related to electronic sports. In the second phase, all the data obtained were codified and separated into categories and subcategories, where it was possible to understand that e-sports are a phenomenon formed from different social perceptions, relating games, sports entertainment and media. In the third phase, the memoing presents as inferences from the research for the work, to finally be possible a writing of a platform on a construction of e-sport and how its transformations in different transmissions. Keywords: eSports, League of Legends, Grounded Theory 10 LISTA DE FIGURAS Figura 1: MVC aplicado a um jogo de computador ................................................... 31 Figura 2: Telas e projeções no MSI 2017 .................................................................. 88 Figura 3: YouTube Tradicional vs YouTube Gaming ................................................. 93 Figura 4: Tela do League of Legends no Modo Espectador em 2016 ..................... 104 Figura 5: Novo Modo Espectador ............................................................................ 104 Figura 6: Telas, Cerimônia de abertura e projeção do mapa .................................. 107 Figura 7: Diagrama de categorias da codificação .................................................. 139 11 LISTA DE QUADROS Quadro 1: e-sports mais assistidos em 2016 ............................................................ 40 Quadro 2: League of Legends Servidores Oficiais .................................................... 63 Quadro 3: Times, jogadores e prêmios (2011) .......................................................... 73 Quadro 4: Times, jogadores e prêmios (2012) .......................................................... 74 Quadro 5: Times, jogadores e prêmios (2013) .......................................................... 75 Quadro 6: Times, jogadores e prêmios (2014) .......................................................... 76 Quadro 7: Times, jogadores e prêmios (2015) .......................................................... 77 Quadro 8: Times, jogadores e prêmios (2016) .......................................................... 78 Quadro 9: Times, jogadores e prêmios (2017) .......................................................... 79 Quadro 10: Adaptações
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