Detalhes bibliográficos
Ano de defesa: |
2013 |
Autor(a) principal: |
Silva, Leonardo M A |
Orientador(a): |
Petry, Luís Carlos |
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: |
BR
|
Palavras-chave em Português: |
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Palavras-chave em Inglês: |
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Área do conhecimento CNPq: |
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Link de acesso: |
https://tede2.pucsp.br/handle/handle/18130
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Resumo: |
This Master research addresses the potential that games have to go beyond entertainment. Before thought of as a tool and object oriented exclusively for entertainment, games have become a media whose ways of interacting with your own content and content itself come to the attention of millions of people, creating situations and providing narrative possibilities, entertainment, cognitive allied its power playful and evocative. The research aims to regard the act of playing games with learning, as a form of expression of digital life, situating it as an ongoing act of thinking and way of living in the XXI century. Discusses some of the changes that digital media has brought to society and the role of games in this scenario, from the idea of digital life. Presents the arguments and reasons for believing that the digital life emerges as an extension to atomic life we know, and one of its possibilities lies in the production of games that allow you to study and reflect on human knowledge, as the result of experience through the act of playing can be integrated as a personal experience and add value to human life. Apply the concepts and examples in a model case of a proposal of a historic game, showing that the conceptual framework becomes crucial for the organization of a possible act of play |