Detalhes bibliográficos
Ano de defesa: |
2013 |
Autor(a) principal: |
Silva, Marcelo Claro
 |
Orientador(a): |
Hessel, Ana Maria Di Grado |
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
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Programa de Pós-Graduação: |
Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital
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Departamento: |
Faculdade de Ciências Exatas e Tecnologia
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País: |
BR
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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/18133
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Resumo: |
This research of master s degree aims to analyze, to contextualize and to understand how the process known as Gamification is applied in game digital design techniques in business and challenges of social impact. Everybody knows the power of the game under peoples, as well as your engagement power and the motivation that fascinate the player. Based in these and in another elements, games are used to application in different contexts like in education. The aims is clear, keep educational contents more attractive, that cause pleasure during the learning, where the incentive could be natural artifices between platform and user The definition of Gamification is something too new, which has caused some confusion in their minds as to their application form. So as part of this study it was necessary to investigate other genres, such as games and serious games in education, in order to have a better understanding, and then set the look and actions in the application of Gamification |