Universidade Do Estado Do Rio De Janeiro Centro De Educação E Humanidades Instituto De Letras

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Universidade Do Estado Do Rio De Janeiro Centro De Educação E Humanidades Instituto De Letras Universidade do Estado do Rio de Janeiro Centro de Educação e Humanidades Instituto de Letras Simone Silva Campos Jogos eletrônicos: ficções e playgrounds filosóficos? Rio de Janeiro 2019 Simone Silva Campos Jogos eletrônicos: ficções e playgrounds filosóficos? Tese apresentada como requisito parcial para obtenção do título de Doutor ao Programa de Pós-Graduação em Letras da Universidade do Estado do Rio de Janeiro. Área de concentração: Estudos de Literatura. Orientador: Prof. Dr. João Cezar de Castro Rocha Rio de Janeiro 2019 CATALOGAÇÃO NA FONTE UERJ/REDE SIRIUS/BIBLIOTECA CEH/B C198 Campos, Simone Silva. Jogos eletrônicos: ficções e playgrounds filosóficos? / Simone Silva Campos. – 2019. 222 f.: il. Orientador: João Cezar de Castro Rocha. Tese (doutorado) – Universidade do Estado do Rio de Janeiro, Instituto de Letras. 1. Jogos eletrônicos – Teses. 2. Literatura e tecnologia – Teses. 3. Literatura e sociedade – Teses. 4. Literatura e antropologia – Teses. 5. Literatura e filosofia – Teses. 6. Retórica antiga – Teses. 7. Dialética – Teses. 8. Ficção – Teses. I. Rocha, João Cezar de Castro. II. Universidade do Estado do Rio de Janeiro. Instituto de Letras. III. Título. CDU 82-3:[004:793.7] Bibliotecária: Eliane de Almeida Prata. CRB7 4578/94 Autorizo, apenas para fins acadêmicos e científicos, a reprodução total ou parcial desta tese, desde que citada a fonte. ________________________________________ _________________ Assinatura Data Simone Silva Campos Jogos eletrônicos: ficções e playgrounds filosóficos? Tese apresentada como requisito parcial para obtenção do título de Doutor, ao Programa de Pós-Graduação em Letras da Universidade do Estado do Rio de Janeiro. Área de concentração: Estudos de Literatura. Aprovada em 1º de Julho de 2019. Banca examinadora: _________________________________________ Prof. Dr. João Cezar de Castro Rocha (Orientador) Instituto de Letras – UERJ _________________________________________ Prof. Dr. Nabil Araújo de Souza Instituto de Letras – UERJ _________________________________________ Profa. Dra. Regina Lucia de Faria Universidade Federal Rural do Rio de Janeiro _________________________________________ Profa. Dra. Ieda Maria Magri Instituto de Letras – UERJ _________________________________________ Prof. Dr. Kelvin dos Santos Falcão Klein Universidade Federal do Estado do Rio de Janeiro Rio de Janeiro 2019 AGRADECIMENTOS À CAPES, pela bolsa de pesquisa concedida, sem a qual este trabalho não poderia ter chegado a termo. Ao meu orientador, João Cezar, por acreditar num tema tão pouco tradicional, confiar na minha intuição teórica e complementá-la com a sua. Ao Rodrigo, meu marido, alvo preferencial das minhas várias preleções durante a pesquisa e escrita da tese. Aos meus pais, Sandra e José Henrique, por todo o apoio, e ao meu padrinho Antônio, por ter me presenteado com tantos jogos eletrônicos desde pequena. Aos diversos desenvolvedores de videogames – em especial os independentes – que, com suas obras, me entreteram, encantaram e desenvolveram meu raciocínio e senso estético desde a infância. À universidade brasileira – pública, gratuita e de qualidade – que tanto contribuiu para a minha formação desde a graduação (na UFRJ) até o doutorado (na UERJ). Este trabalho não poderia existir sem seu ambiente acadêmico e os seus excelentes professores. RESUMO CAMPOS, Simone S. Jogos eletrônicos: ficções e playgrounds filosóficos?. 2019. 222 f. Tese (Doutorado em Letras) – Instituto de Letras, Universidade do Estado do Rio de Janeiro, Rio de Janeiro, 2019. Esta tese conjuga métodos de literatura comparada com teoria da literatura para analisar o nexo entre literatura e videogames. Ela parte da hipótese de que os jogos eletrônicos são ficção, e, como tal, se fundam numa tradição de muitos séculos, inclusive a da retórica como máquina combinatória, a da ficção dialógica e carnavalizada, e do “falar por falar” da sofística da Antiguidade. Essa genealogia é fundamentada e explicitada com base nas pesquisas de Barbara Cassin, Mikhail Bakhtin, além de nas obras de Platão, Aristóteles e Górgias. Além disso, a tese recorre às obras de Roger Caillois e Johan Huizinga sobre jogos, ludicidade e brincadeiras, que já associavam estes impulsos à história da cultura e a diversos fenômenos sociais. Incorpora, além disso, a teoria do desejo/violência mimética de René Girard como base da cultura. Traça paralelos fenomenológicos entre jogos eletrônicos e literatura, conjugando ferramentas de teoria literária como a teoria da recepção de Wolfgang Iser com teorias sobre jogos eletrônicos como as de Ian Bogost e Janet Murray, que os tratam como obras fundamentalmente procedurais (constituídas de processos). O jogador em interação com jogo constituiria um sistema cibernético, que pode e deve ser analisado enquanto tal. As imagens mentais de interação procedural teriam impacto sobre a atitude mental de seu jogador assim como as imagens mentais do leitor na interação com a literatura ficcional. O trabalho se conclui com uma teoria a respeito da proceduralidade e dos elementos ficcionais presentes em redes sociais, fóruns e aplicativos de mensagens, e discutindo que influência a cultura dos videogames poderia ter tido no atual contexto de fake news, bots, e perseguição a minorias na internet e outros ambientes online. Palavras-chave: Jogos eletrônicos. Proceduralidade. Teoria da recepção. Fenomenologia. Retórica. Sofística. Literatura carnavalizada. Ficção dialógica. Raciocínio lógico. Percepção. Interação interpessoal. Comunicação social. Violência mimética. Desejo mimético. Cibernética. ABSTRACT CAMPOS, Simone S. Video games: fictions and philosophical playgrounds?. 2019. 222 f. Tese (Doutorado em Letras) – Instituto de Letras, Universidade do Estado do Rio de Janeiro, Rio de Janeiro, 2019. This thesis combines methods of comparative literature and literary theory in order to analyze the link between literature and video games. It hypothesizes that video games are fiction, and, as such, they’re founded upon a many-centuries old tradition, including rhetorics seen as a combinatorial machine, the carnivalesque, dialogical fiction, and the “speech for speech’s sake” in Antiquity’s sophistry. This genealogy is validated and justified based on research by Barbara Cassin, Mikhail Bakhtin, and on Plato’s, Aristotle’s, and Gorgias’ works. The thesis also relies on Roger Caillois’ and Johan Huizinga’s books on games, play and the ludic, authors who have associated these human penchants to the history of culture and many cultural phenomena. It also takes a page from René Girard’s theory on mimetic desire/violence as the foundation to human culture. It traces phenomenological parallels between video games and literature by coordinating literary theory tools (such as Wolfgang Iser’s reader-response theory) and electronic gaming theories such as Ian Bogost’s and Janet Murray’s, which regard video games as fundamentally procedural works (i.e., made up of processes). This work contends that the interaction between player and game can and should be analyzed as a cybernetic system. The mental images generated through procedural interaction can have an impact on the mental attitude of a player as much as the reader’s mental images do during the reading of literary fiction. This work concludes with a theory about how procedurality and fictional elements are present in social networks, forums and message apps, and discussing what influence video game culture could have had on this current context of fake news, bots, and minorities being persecuted on the Internet and other online meeting places. Keywords: Video Games. Procedurality. Reader-Response Theory. Phenomenology. Rhetorics. Sophistry. Carnivalesque Literature. Dialogical Fiction. Logical Reasoning. Perception. Interpersonal Interaction. Social Media. Mimetic Violence. Mimetic Desire. Cybernetics. LISTA DE FIGURAS Figura 1 – Visão do autor e do jogador................................................................... 27 Figura 2 – Esquema de interação nos jogos eletrônicos.......................................... 28 Figura 3 – Jogo eletrônico Braid (BLOW, 2009).................................................... 40 Figura 4 – Jogo eletrônico Gorogoa (2017)............................................................ 43 Figura 5 – Jogo eletrônico SimCity 2000 (WRIGHT e HASLAM, 1993).............. 82 Figura 6 – Jogo eletrônico The Sims (WRIGHT, 2000).......................................... 84 Figura 7 – Jogo eletrônico Universal Paperclips (LANTZ, 2017)......................... 86 Figura 8 – Jogo eletrônico Gridland (2014) ........................................................... 88 Figura 9 – Jogo eletrônico Cookie Clicker (THIENNOT, 2013) ........................... 90 Figura 10 – Peça teatral no jogo The Witcher III: Wild Hunt (2015) ....................... 110 Figura 11 – Peça teatral no jogo Life Is Strange: Before The Storm (2017)………. 111 Figura 12 – Jogo eletrônico Tetris (PAJITNOV, 1985) ........................................... 141 LISTA DE TABELAS Tabela 1 – Quadro sinóptico referente ao capítulo 1 (parte I) .................................. 50 Tabela 2 – Quadro sinóptico referente ao capítulo 1 (parte II) ................................. 51 Tabela 3 – Quadro sinóptico referente ao capítulo 1 (parte III) ................................ 52 SUMÁRIO INTRODUÇÃO ................................................................................................. 10 1 INTERATIVIDADES E PROCESSOS NOS VIDEOGAMES E NA LITERATURA ..................................................................................................
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