Estudo sobre os impactos causados pela hibridização em jogos de cartas analógicos

Detalhes bibliográficos
Ano de defesa: 2022
Autor(a) principal: Paiva, Felipe Gomes Rufino Moura
Orientador(a): Não Informado pela instituição
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Não Informado pela instituição
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
GUR
Link de acesso: http://repositorio.ufc.br/handle/riufc/75561
Resumo: Context: Hybrid games are games that integrate digital and analog components with the purpose of enhancing the user experience. However, these games divide opinions and carry with them design and development challenges in both domains, in addition to new elements arising from this integration. Objectives: The present work aims to measure the impacts of hybridization in analog card games on the user experience. Methods: A methodology was adopted that includes a systematic mapping, a survey with the authors of the articles found, to obtain additional information about the games and evaluation methods and the development of a hybrid game prototype called Elementals. This, in turn, was divided into two versions: one fully analog and the other hybrid. All versions were evaluated using the Think-Aloud protocol and the GEQ that were adapted to encourage participants to share their experience with the game versions as much as possible. In addition, a preliminary test was carried out with a digital prototype using the PlayingCards platform to find flaws in Game Design. Results and Conclusion: Two versions of the Elementals prototype game were developed, an analogue version of the game and a hybrid one. The mapping results indicate a positive acceptance by the participants and a tendency to use hybrid games in the educational and technological demonstration areas. It is also possible to identify a tendency to use interviews and forms as evaluation methods. Through the results of the survey, evidence was found that hybrid games have a greater degree of difficulty in evaluation and development compared to games of a single domain. From the tests with the players using the prototypes, it was possible to infer that in general the participants preferred the hybrid version for facilitating the management and calculations during the game, however, some players pointed out that in the analog version the interaction is more natural, as the need to scan the card in the hybrid version makes the game feel less natural.