A Segunda Guerra Mundial Em Call of Duty, 2003-2008

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A Segunda Guerra Mundial Em Call of Duty, 2003-2008 UNIVERSIDADE FEDERAL FLUMINENSE CENTRO DE ESTUDOS GERAIS INSTITUTO DE CIÊNCIAS HUMANAS E FILOSOFIA MESTRADO EM HISTÓRIA MARCO DE ALMEIDA FORNACIARI A GUERRA EM JOGO A Segunda Guerra Mundial em Call of Duty, 2003-2008 NITERÓI 2016 MARCO DE ALMEIDA FORNACIARI A GUERRA EM JOGO: A Segunda Guerra Mundial em Call of Duty, 2003-2008 Dissertação apresentada ao Programa de Pós- Graduação em História da Universidade Federal Fluminense (PPGH/UFF), como requisito parcial para a obtenção do grau de Mestre. Orientadora: Prof.ª Dr.ª Cecília da Silva Azevedo NITERÓI 2016 Ficha catalográfica elaborada pela Biblioteca Central do Gragoatá F727 Fornaciari, Marco de Almeida. A guerra em jogo: a Segunda Guerra Mundial em Call of Duty, 2003-2008 / Marco de Almeida Fornaciari. – 2016. 198 f. : il. Orientadora: Cecília da Silva Azevedo. Dissertação (Mestrado) – Universidade Federal Fluminense, Instituto de Ciências Humanas e Filosofia. Departamento de História, 2016. Bibliografia: f. 183-192. 1. Videogame. 2. Guerra Mundial, 1939-1945. 3. Estados Unidos da América. 4. Nacionalismo liberal. 5. Guerras culturais. 6. Mito da guerra. I. Azevedo, Cecília da Silva. II. Universidade Federal Fluminense. Instituto de Ciências Humanas e Filosofia. III. Título. MARCO DE ALMEIDA FORNACIARI A GUERRA EM JOGO: A Segunda Guerra Mundial em Call of Duty, 2003-2008 Dissertação apresentada ao Programa de Pós- Graduação em História da Universidade Federal Fluminense (PPGH/UFF), como requisito parcial para a obtenção do grau de Mestre. Dissertação aprovada em: ___/___/___ BANCA EXAMINADORA: ___________________________________________________________________________ Prof.ª Dr.ª Cecília da Silva Azevedo (Orientadora) Universidade Federal Fluminense ___________________________________________________________________________ Prof.ª Dr.ª Giselle Martins Venancio Universidade Federal Fluminense ___________________________________________________________________________ Prof. Dr. Alexandre Busko Valim Universidade Federal de Santa Catarina Suplentes: ___________________________________________________________________________ Prof. Dr. Flavio Limoncic Universidade Federal do Estado do Rio de Janeiro ___________________________________________________________________________ Prof. Dr. Thaddeus Gregory Blanchette Universidade Federal do Rio de Janeiro NITERÓI 2016 AGRADECIMENTOS Ao PPGH/UFF, que tornou esta dissertação possível. À prof.ª Cecília Azevedo, que não só se dispôs a me auxiliar em um trabalho sobre um objeto de estudo que lhe era quase desconhecido, mas o fez com maestria. Não poderia exigir melhor orientadora. Ao prof. Alexandre Busko Valim, cujas sugestões e críticas, feitas do ponto de vista de alguém que é não só um historiador, mas também um conhecedor do videogame, não apenas foram fundamentais para a versão final deste texto, mas certamente serão indispensáveis em meu futuro profissional. À prof.ª Giselle Venancio, que, além de aceitar avaliar esta dissertação, criticá-la e fazer sugestões muito relevantes, ministrou aulas cruciais para a consolidação das perspectivas teóricas que adoto nela. Ao prof. Vagner Camilo, que contribuiu com sugestões importantes por ocasião de meu exame de qualificação do mestrado. Ao prof. Christiano Britto, por ser um pioneiro na análise histórica de videogames, inspirando trabalhos como o meu, e por muito contribuir para meu amadurecimento profissional. A todos os professores e professoras da UFF e UFRJ com os quais tive aulas durante o curso de mestrado, por contribuírem para que eu me torne um melhor historiador. Aos membros do Grupo de Estudos de História dos Estados Unidos, que, mais do que colegas de profissão e leitores críticos desta dissertação, tornaram-se amigos e amigas, algo muito mais importante. Afinal, como disse um sábio, é perigoso ir sozinho. A minha mãe, Regina, por colaborar com o processo de revisão da versão final desta dissertação, garantindo que ela não se torne absolutamente incompreensível fora das fronteiras da academia. A Érica Calil Nogueira, que, por compartilhar dos interesses que me levaram a este trabalho, tornou-se uma figura indispensável para a conclusão dele e para a eventual elaboração de outros. E também por ser, profissional e pessoalmente, uma das mais confiáveis pessoas que já tive o prazer de conhecer. A Sanderson Tavares, por contribuir com sua erudição para os debates sobre o tema que abordo aqui e outros que espero abordar um dia, fornecendo apoio fundamental ao longo das minhas primeiras aventuras acadêmicas com os videogames. Pois o que é um homem, senão uma pequena pilha de apoiadores? A todos os alunos e alunas do curso “Games Inteligentes” do NCE/UFRJ para os quais tive o prazer de dar aulas, por participarem de um momento crucial para meus interesses acadêmicos, acreditarem em um professor inexperiente e serem capazes de tamanho desenvolvimento intelectual. Em especial a Nefhar Rocha, Thiago Oliveira e Igor Monteiro, que talvez tenham acreditado no curso e o aproveitado mais do que os próprios professores, e Carlos Sergio, pela maturidade e senso crítico capaz de impelir seus professores a buscar constante aprimoramento. A Leonel Silva, por permitir minha participação no pré-vestibular comunitário do Grupo Comunitário de Apoio Pedagógico do Rio de Janeiro como professor de História; aos colegas professores do GCAP; e aos alunos e alunas que passaram por lá nestes últimos três anos, algumas das pessoas mais capazes que já conheci. Devo a eles muito mais do que eles a mim: provam, dia após dia, que escolhi a profissão certa. Em especial a Isadora Costa, Thallita Flor, Flávio Barreira, Thiago Gonçalves, Maria Paula Oliveira e Carlos Moreira, motivos de orgulho constante. Ao prof. Everardo Paiva, que abriu espaço para que um grupo de entusiastas discutisse o papel do videogame no ensino de História, apesar de não se considerar um conhecedor do tema. Posso não tratar dessa questão aqui, mas os momentos em que lidei com ela foram fundamentais para que eu chegasse onde estou hoje, e certamente voltarão a ser importantes no futuro. A Marcelo Kosawa, que, além de partilhar dos mesmos interesses que motivaram esta dissertação, sempre foi um profissional competente e dedicado, com quem espero voltar a trabalhar tantas vezes quanto possível. A Pedro Balthazar e Pedro Castro, amigos historiadores que muito contribuíram na caminhada dos últimos anos que eventualmente me levou até este trabalho. A todos aqueles amigos e amigas que fizeram parte da minha vida desde que comecei a graduação em História, nos idos de 2008, até o presente momento. Alguns foram essenciais na minha vida pessoal, outros incentivadores que me convenceram a optar pelo objeto de estudo com o qual trabalho até agora; todos foram, próximos ou distantes, em contato frequente ou esporádico, indispensáveis. Muito mais do que provavelmente acreditam ser. RESUMO Esta dissertação tem por objetivo analisar as representações da Segunda Guerra Mundial construídas por videogames da franquia Call of Duty, publicada pela editora Activision, com foco especial sobre os títulos Call of Duty (Infinity Ward, 2003) e Call of Duty: World at War (Treyarch, 2008). Adota uma perspectiva interdisciplinar, que faz uso tanto de referências do campo dos game studies quanto de propostas metodológicas utilizadas na análise histórica de outras mídias, como o cinema, mas úteis também para a análise dos games. Com isso, procura compreender que Segunda Guerra Mundial esses jogos apresentam aos jogadores e jogadoras, concentrando-se em elementos como os papéis de soldados de diversas nacionalidades no conflito, a maneira como o combate é representado, quais os principais referenciais utilizados pelos games e o que estes destacam ou omitem. Propõe explicações que tentam esclarecer as decisões tomadas pelas equipes de desenvolvimento de cada jogo, levando em conta os contextos históricos em que são produzidos, mas também as tradições do meio dos videogames com as quais interagem. Considerando que a franquia é produzida por estúdios de desenvolvimento estadunidenses, entende-se que sua análise contribui principalmente para compreender interpretações correntes nos EUA sobre a guerra, na medida em que os jogos não só se tornam artefatos culturais que têm um impacto sobre tais interpretações, mas também são informados por elas. Dessa maneira, analisa a importância da obra de liberais nacionalistas como Steven Spielberg para a franquia, bem como a relevância das “guerras culturais” que surgem a partir da década de 1990. Por fim, uma preocupação central é apresentar o videogame como objeto de estudo viável e rico para o historiador, sem descuidar das especificidades deste enquanto mídia e buscando construir propostas metodológicas que deem conta destas. Palavras-chave: Videogame. Guerra Mundial, 1939-1945. Estados Unidos da América. Nacionalismo liberal. Guerras culturais. Mito da guerra. ABSTRACT This dissertation analyzes the representations of World War II present in videogames of the Call of Duty franchise, published by Activision, with a special focus on Call of Duty (Infinity Ward, 2003) and Call of Duty: World at War (Treyarch, 2008). It adopts a interdisciplinary perspective that makes use of both references from the game studies field and methodological approaches used in the historical analysis of other media, like cinema, but that are also useful for the analysis of games. That way, it tries to comprehend what World War II these games present to players, focusing on elements such as the roles of soldiers from various nations in the conflict, how combat
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