Detalhes bibliográficos
Ano de defesa: |
2024 |
Autor(a) principal: |
Casson, Marco Aurélio
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Orientador(a): |
Braga, Alexandre Santaella
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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: |
Pontifícia Universidade Católica de São Paulo
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Programa de Pós-Graduação: |
Programa de Pós-Graduação em Desenvolvimento de Jogos Digitais
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Departamento: |
Faculdade de Ciências Exatas e Tecnologia
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País: |
Brasil
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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://repositorio.pucsp.br/jspui/handle/handle/41166
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Resumo: |
This work describes the development process of the Rio Negro game, created according to the principles known as Schell's Tetrad, specifically regarding the development of digital horror games. The focus of the work presented is to evaluate whether the method proposed by Jesse Schell can prove to be a useful tool to help the development of 3D digital games for small teams, focusing on the final graphic quality of the product to be developed. The research was divided into two aspects: a) a study on how digital horror games affect the mechanisms of activation of fear and reward and the respective chemical responses of those who experience them; b) research on the development process of digital games according to the practical precepts known as Schell's tetrad. For the first part of the study, were considered the works of researcher Eduardo Andrade were used (with regard to how exposure to audiovisual pieces of the horror genre affects the fear response circuits in the brain), the american psychologist Abigail Marsh (defining what fear is and why certain people like to feel it, as long as it's in controlled setting) and researcher Marcus Lira Brandão, from the USP Psychobiology Laboratory in Ribeirão Preto (in mapping the brain structures affected by electrical stimuli similar to those provided by the sensory experience of fear and its effects) For the second, the main reference were the works of Jesse Schell (the game used as a research mechanism in this study was developed according to the principles described by him in the book The Art of Game Design- A Book of Lenses) but were also used the works of game developer Ed Byrne (as a complement in finding the definition of what game mechanics are) and of David M. Bourg and Glenn Seemann (in the search for a definition of what a state machine is within the development process of behavior trees for game characters) |