Ano de defesa: |
2016 |
Autor(a) principal: |
PÚBLIO, Angelo Marcos Machado
 |
Orientador(a): |
Gallo, Sérgio Nesteriuk |
Banca de defesa: |
Não Informado pela instituição |
Tipo de documento: |
Dissertação
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Tipo de acesso: |
Acesso aberto |
Idioma: |
por |
Instituição de defesa: |
Universidade Anhembi Morumbi
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Programa de Pós-Graduação: |
Programa de Pós-Graduação Mestrado em Design
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Departamento: |
Universidade Anhembi Morumbi::Diretoria de Pesquisa e Pós-graduação Stricto Sensu
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País: |
Brasil
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Palavras-chave em Português: |
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Área do conhecimento CNPq: |
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Resumo em Inglês: |
Men have a close relationship with games and are known to have, each, their particular ways of playing (observer, competitive, entertaining etc.), which can establish different types of players. While analog games are held in predetermined places and times, in the virtual world they reach a geographic scope and can be played in both synchronous and asynchronous forms, acquiring a strong presence in everyday life and being even practiced between so-called “serious activities”. The presence of games in our daily life is driven by gadgets and screens always connected to the Internet, which contributes to the systems and applications to adopt game elements in contexts considered inapt for play – the gamefication. While games are considered free activities, these gamefied systems can be practiced with both intrinsic and extrinsic motivation. Thus, gamefication may also be understood as a precondition for application in websites. This project reports a theoretical discussion and the proposal of defining the Play-Driven Design model, which allows content websites to propitiate meaningful experiences and engagement of their personas. |
Link de acesso: |
http://sitios.anhembi.br/tedesimplificado/handle/TEDE/1670
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Resumo: |
Men have a close relationship with games and are known to have, each, their particular ways of playing (observer, competitive, entertaining etc.), which can establish different types of players. While analog games are held in predetermined places and times, in the virtual world they reach a geographic scope and can be played in both synchronous and asynchronous forms, acquiring a strong presence in everyday life and being even practiced between so-called “serious activities”. The presence of games in our daily life is driven by gadgets and screens always connected to the Internet, which contributes to the systems and applications to adopt game elements in contexts considered inapt for play – the gamefication. While games are considered free activities, these gamefied systems can be practiced with both intrinsic and extrinsic motivation. Thus, gamefication may also be understood as a precondition for application in websites. This project reports a theoretical discussion and the proposal of defining the Play-Driven Design model, which allows content websites to propitiate meaningful experiences and engagement of their personas. |
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