Metodologia Design Science aplicada à produção de protótipo de jogo digital educativo: com foco em design de nível com apoio da linguagem Visual Blueprint

Detalhes bibliográficos
Ano de defesa: 2020
Autor(a) principal: Gomes, José Guilherme dos Santos lattes
Orientador(a): André, Claudio Fernando
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Pontifícia Universidade Católica de São Paulo
Programa de Pós-Graduação: Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital
Departamento: Faculdade de Ciências Exatas e Tecnologia
País: Brasil
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: https://tede2.pucsp.br/handle/handle/23171
Resumo: The present research is inserted in the field of training Intelligence Technology and Digital Design - TIDD - PUC - SP, having as objectives the study of game production and development methodology, focusing on the Level Design aspect, based on language Visual Blueprint programming. What justifies this research is the lack of specific studies on the proposed theme, on the approach of the three themes together: Level Design, Design Science Methodology and Blueprint. What motivates this research is to promote a discernment of how to produce game levels, with the support of Blueprint based on Design de Science. The hypothesis of being the theory of flow, based on the concept of design of three-dimensional environments, with the addition of the concept of object-oriented programming and visual programming, is considered the key to a good representation of the level produced. We opted for the quantitative research methodology, of the experimental descriptive type, with data from the field PUC, USP, publishers, videos and websites. For the review of previous studies, the period from 2005 to 2019 was considered, of websites, videos, books, articles, theses and dissertations of the institutions PUC, USP. The data collection instruments are observation, data analysis, tabulation, figures and graphs. The theoretical framework that supports this work is the concepts of object-oriented programming, addressed by Ole-Johan Dahl and Kristen Nygaard (1990), Claude, E. Shannon and Warren Weaver (1948), Mihaly Csikszentmihalyi (1934), Ictínio and Calícrates (438 BC), Johann B. Listing (1847), Humberto Maturana and Francisco Varela (1972). The research context involves the institution PUC-SP. The expected results are to obtain clarification on the use of the Design Science methodology applied to educational games and to offer material that clarifies the production of games within this genre by people still in the game development area. What this research seeks to answer is the following problematic question: How to produce a good level design with support for the Visual Blueprint Language based on the Design Science methodology? It was concluded that an investigation in the area of game development is necessary in order to make evident the problems encountered by non-developers in producing games that strengthen the trade or academic world of games. As recommendations, suggest the study of commercial game engines