O DESIGN NO PROCESSO DE GAMIFICAÇÃO: reabilitação de pacientes com sequelas motoras Pós-AVC.

Detalhes bibliográficos
Ano de defesa: 2019
Autor(a) principal: ALVES, Larissa Karla Reis Sá lattes
Orientador(a): OBREGON, Rosane de Fátima Antunes lattes
Banca de defesa: OBREGON, Rosane de Fátima Antunes lattes, FURTADO, Cássia Cordeiro lattes, ZANDOMENEGHI, Ana Lúcia Alexandre de Oliveira lattes, ULBRICHT, Vânia Ribas lattes
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Federal do Maranhão
Programa de Pós-Graduação: PROGRAMA DE PÓS-GRADUAÇÃO EM DESIGN/CCET
Departamento: COORDENAÇÃO DO CURSO DE CIÊNCIA E TECNOLOGIA/CCET
País: Brasil
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: https://tedebc.ufma.br/jspui/handle/tede/2956
Resumo: Games, digital games, are a popular form of entertainment among audiences of all ages. Brazil is the main gaming market in Latin America and thirteenth in the world ranking. With the expansion of games, emerged a new strand based on entertainment, called "serious games" that are intended to aid in learning or relearning in various areas such as linguistics, space, body-kinesthetic, rehabilitation of people, business training, among others. In this context, the present research, of a qualitative nature, with a descriptive-exploratory character, aimed to propose recommendations for structuring the graphic elements of the design in digital objects for motor rehabilitation of people with post-stroke sequelae. To do so, the methodology presents the identification and mapping of design elements in two gamut objects: D2R3D and Motion Rehab. Additionally, the research describes the perception of designers in the analysis of the objects under study. Based on the methodological procedure it was possible to create a set of 16 (sixteen) recommendations to guide the structuring of the graphic elements of the design in gamified digital objects.