Uma estratégia baseada na diegese para auxílio na definição da taxonomia de jogos

Detalhes bibliográficos
Ano de defesa: 2018
Autor(a) principal: Domingues, Rodrigo de Godoy
Orientador(a): Não Informado pela instituição
Banca de defesa: Não Informado pela instituição
Tipo de documento: Tese
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Federal de Uberlândia
Brasil
Programa de Pós-graduação em Engenharia Elétrica
Programa de Pós-Graduação: Não Informado pela instituição
Departamento: Não Informado pela instituição
País: Não Informado pela instituição
Palavras-chave em Português:
Link de acesso: https://repositorio.ufu.br/handle/123456789/23756
http://dx.doi.org/10.14393/ufu.te.2018.504
Resumo: Games, disregarding its form, share the everyday life. They have conquered the market, attracted the attention of the general media and also of the Academia. Specific technical and social aspects of games have been providing for several researches in Psychology, Philosophy, Communications, Engineering and hardware and software development, as well as several production methods in the fields of Arts. Games are part of life for so long that formal researches about its concept or meaning, because are recent, still haven’t been able to provide a general concept about the field. With the concept of games misunderstood, seeking references in the fields of Communications and narrative is justifiable. Both fields experienced a similar situation and the practices they took can help to properly identify correlations and correspondences amongst several concepts and elements of artefacts or practices considered as games. Such correlations and correspondences oriented this study in concepts to structure and communicate a reasoning process related to the field of Game Studies. The narrative development process is a well documented field; it produced results that can be applied to fields such as entertainment, instruction, graphics design and education, along with several techniques from Psychology to manifest the attractiveness and promote the maintenance of attention. In this context, despite the proposal of several theories and tools for game design, there are few proposals that discuss the incursion of the development of the perception of attractiveness, like the Flow theory, allied to the use of methodologies that understand, in its conception, aspects of likeness to the evolution of the narrative field. To attend this demand, this work developed a methodological process, considering guidance’s to orient, in an organic form, its own evolution, to be applied in the education, research, design and production to the field of Game Studies, following principles of Communications and the structuralism fields, more specifically, the diegesis, considering that several fields of knowledge acts in this process.