The walking dead : our world e o processo imersivo em vídeo games pervasivos de realidade aumentada de segunda geração

Detalhes bibliográficos
Ano de defesa: 2020
Autor(a) principal: Santos, Ricardo Luís Guimarães dos
Orientador(a): Cerqueira, Jean Fábio Borba
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: Pós-Graduação em Comunicação
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Palavras-chave em Inglês:
Link de acesso: http://ri.ufs.br/jspui/handle/riufs/15896
Resumo: This work has as its case study the title The Walking Dead: Our World (2018) within the research object that encompasses pervasive augmented reality video games for the Android operating system, launched in Brazil. From this case study we seek to answer how pervasive augmented reality video games enunciate the immersive process. With this purpose we establish as objective, to formalize the media in abstract structures of organization of the information, and from these structures to make an analysis focused on the set of icons, signs, symbols, and the relations that they establish among themselves and with the player that we call symbolic load, when they move between the structures which we will call immersive layers that define common characteristics hitherto only gathered in this category of video games. By acting as virtual constructs, the immersive layers illustrate the way the player experiences pervasive augmented reality video games, associating game interfaces with forms of use adopted by the player, who starts to operate the smartphone less as a handheld computer that represents a map or collection of cards while walking around the neighborhood, and more like a video camera that represents a gun in your hand. Our research revealed that these transitions between the two immersive layers will increase or decrease the symbolic load during the session when, overlay the map that represents the fictional universe to the hybrid environment inhabited by the player, associating objects and characters from that fictional universe to their virtual doubles. in the form of humanoids and other 3D models and also associating their double materials from the hybrid environment, to later return to the representation of the fictional universe by map and cards.