Relacionamentos Em Mmorpgs

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Relacionamentos Em Mmorpgs Universidade do Minho Instituto de Ciências Sociais Renato Júnio Oliveira Relacionamentos em MMORPGs: Online e offline Relacionamentos em MMORPGs: Online e offlineRelacionamentos Renato Júnio Oliveira UMinho | 2015 Novembro de 2015 Universidade do Minho Instituto de Ciências Sociais Renato Júnio Oliveira Relacionamentos em MMORPGs: Online e offline Dissertação de Mestrado Mestrado em Comunicação, Arte e Cultura Trabalho Efetuado sob a orientação do Professor Doutor Nelson Troca Zagalo Novembro de 2015 DECLARAÇÃO Nome: Renato Júnio Oliveira Endereço eletrónico: [email protected] Telefone: Bilhete de Identidade/Cartão do Cidadão: 13804088 Título da dissertação: Relacionamentos em MMORPGs: Online e Offline Orientador: Professor Doutor Nelson Troca Zagalo Ano de conclusão: 2015 Mestrado em Comunicação, Arte e Cultura É AUTORIZADA A REPRODUÇÃO INTEGRAL DESTA DISSERTAÇÃO APENAS PARA EFEITOS DE INVESTIGAÇÃO, MEDIANTE DECLARAÇÃO ESCRITA DO INTERESSADO, QUE A TAL SE COMPROMETE. Universidade do Minho, _____/_____/_________ Assinatura: III RESUMO A ideia inicial deste projeto de investigação passa por estudar, analisar e comparar os relacionamentos criados em Massively Multiplayer Online Role-Playing Games (MMORPGs) com os do mundo físico, e como estes se interligam. Trata-se de um fenómeno que tem vindo a crescer significativamente no decorrer dos últimos anos, já contando com milhões de aderentes em todo o mundo. Os seus conteúdos e temas são objeto de estudo para diferentes áreas, contudo há uma lacuna no estudo das relações dentro e fora do jogo, e como estas se caraterizam, que este projeto de investigação procura preencher. Através da análise sociológica de grupos de estudo e de investigação já feita na área, procurarei estabelecer uma relação entre a componente social deste género de videojogos com a normal do dia-a-dia. Conhecer pessoas online é algo cada vez mais comum nas sociedades modernas, procurar pessoas com interesses e gostos semelhantes é algo natural, e os relacionamentos que se iniciam nestes videojogos partilham algumas dessas características. Em MMORPGs as relações tendem a ser caraterizadas por mútuos interesses, os jogadores necessitam do apoio de outros jogadores para alcançar determinados objetivos, superar diferentes obstáculos, conseguir itens que requerem trabalho de equipa, conseguir acesso a determinadas áreas do jogo, etc., mas também por convivência e lazer. Assim sendo, os interesses virtuais e o gosto pelo mesmo jogo é muitas vezes a origem de relações íntimas dentro e fora do ecrã. Em acréscimo, o inverso também se verifica, quando os jogadores procuram recrutar os seus amigos, familiares e/ou pares para jogar o mesmo videojogo e compartilhar aventuras virtuais. Estas duas perspetivas, apesar de apresentarem origens distintas, vão de encontro ao mesmo ponto: os MMORPGs enquanto espaço social. PALAVRAS-CHAVE: RELACIONAMENTOS, MMORPGS, JOGOS ONLINE. V ABSTRACT The main object of this study is to research, analyze and compare the relationships originated in Massively Multiplayer Online Role-Playing Games (MMORPGs) with the ones from the physical world, and how these two interact. These phenomenon has been growing significantly during the last few years, counting with millions of fans all over the world. Its contents and themes are object of study for different areas but there is a gap in the study of relationships inside and outside the game and how they are characterized, that this thesis seeks to fulfill. Recurring to sociological analysis of group studies and existing research, I try to establish a relationship between the social component of this genre of videogames and the normal day-to-day. Meeting people online has become increasingly common in modern societies. The search for people with similar interests and tastes is something natural and relationships which start in these games share some of these characteristics. In MMORPGs relations tend to be characterized by mutual interests, the need for support from other players to achieve certain goals like overcoming different obstacles, getting items that require teamwork, gain access to certain areas, etc., but also for living and leisure. Therefore, the virtual interests and taste for the same game is often the source of intimate relationships. In addition, the reverse is also true, as players seek to recruit their friends, family and/or partners to play the same video game and share virtual adventures. These two perspectives, despite having different origins, run counter to the same point: the MMORPGs as a social space. KEYWORDS: RELATIONSHIPS, MMORPGS, ONLINE GAMES. VI ÍNDICE Resumo.............................................................................................................................................VII Abstract............................................................................................................................................ VIII Lista de Figuras ................................................................................................................................. XI Lista de Tabelas ............................................................................................................................... XII Lista de Abreviaturas, Siglas e Acrónimos .......................................................................................... XI 1. Contextualização do tema ........................................................................................................... 1 1.1 O que são MMORPGs? ........................................................................................................ 1 1.2 Quem Joga? ........................................................................................................................ 5 1.3 Quais as motivações para jogar? .......................................................................................... 8 1.4 Meios de comunicação nos MMORPGs .............................................................................. 13 1.5 Avatares e espaços de fantasia .......................................................................................... 14 1.5.1 Avatares .................................................................................................................... 14 1.5.2 Espaços de fantasia ................................................................................................... 18 1.6 Investimento de tempo, emocional e monetário ................................................................. 19 1.7 Círculo mágico .................................................................................................................. 21 2. Relações Online-Offline .............................................................................................................. 25 2.1 Relações jogador-jogador ................................................................................................... 25 2.1.1 Como se formam e evoluem os relacionamentos entre jogadores? .............................. 25 2.1.2 Interdependência ....................................................................................................... 26 2.1.3 Confiança e instituições sociais no mundo virtual ....................................................... 29 2.1.4 Relacionamentos além do espaço virtual .................................................................... 35 2.1.5 Cyberbullying e interações negativas .......................................................................... 40 2.2 Relações jogador-jogo ........................................................................................................ 41 2.2.1 O jogo além do espaço virtual .................................................................................... 41 2.2.2 Capacidades e habilidades desenvolvidas em MMORPGs ........................................... 42 2.2.3 Vício .......................................................................................................................... 45 3. Interpretação e Miscigenação .................................................................................................... 53 3.1 Estigmas e estereótipos ..................................................................................................... 53 VII 3.1.1 Estereótipos e estigmas ............................................................................................. 53 3.1.2 Perceções dos jogadores ........................................................................................... 55 3.2 Diversão e trabalho ........................................................................................................... 58 3.2.1 É jogar uma perda de tempo? .................................................................................... 60 3.3 Potenciais usos para os MMORPGs ................................................................................... 63 3.3.1 Usos Pedagógicos ..................................................................................................... 63 3.3.2 Usos pessoais e interpessoais .................................................................................... 65 3.3.3 Progresso e consequências ........................................................................................ 67 3.4 Discussão e conclusão ...................................................................................................... 68 3.4.1 Discussão .................................................................................................................. 68 3.4.2 Conclusão
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