A física básica nos jogos digitais

Detalhes bibliográficos
Autor(a) principal: Cianfa, Grazielle de Lima
Data de Publicação: 2015
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Institucional da PUC_SP
Texto Completo: https://tede2.pucsp.br/handle/handle/18172
Resumo: This research is about the basic physics in digital games. We presented the process of how it reaches the player, but without holding on in the programming codes or specific software. Our focus was figuring out if the physics that we see in digital games is real or not and how it affects the player, through the analysis of basic physics in games. As there are many games and the Physics field of study is large, we select one game and one physical phenomenon to analyze. The game is called Dead Space 1 and we checked the phenomenon of the gravity. We study how it is present and how it interacts with the player. Is it realistic? How it affects the player? These are questions that we answer in the final considerations. Steve Rabin, Jeannie Novak and Richard Bartle were the main sources of information for research. In them, we find how the physics should be, its importance and how it is inserted in digital games. We seek in Halliday, Newton and astrophysics, since the game is set in space, the definitions of gravity in order to identify it and confirm if it is realistic in the game. Physics analyzed is the basic physics, which is also called naïve, or ingenuous, as it is the understanding of the physical workings of the world acquired by lived experience and observations by humans. The analysis was performed in analytical character by the researcher under a player's perspective, since our purpose is to observe the basic physics and not theories. This proved to be the best option to achieve our goal. Through the semiotic analysis of some Página | 14 scenes, we made the study the phenomenon in the game and finally, we present our conclusion. Research has shown that physical digital games usually looks like reality, but does not have the behave of it. There were also situations where realism was acquired through accurate simulation of physics. The study of gameplay footage suits us as confirmation of what was investigated: physical must seem real to be realistic, but not always need to behave as real phenomenon. The important thing is that the player feel more immersed in a physical realism environment than in an environment in which this factor is not considered
id PUC_SP-1_bbac25d1bee4fff6a8b1bcf162bf1785
oai_identifier_str oai:repositorio.pucsp.br:handle/18172
network_acronym_str PUC_SP-1
network_name_str Repositório Institucional da PUC_SP
repository_id_str
spelling Peixoto, Nelson Brissachttp://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4979658P2Cianfa, Grazielle de Lima2016-04-29T14:23:35Z2015-04-272015-03-18Cianfa, Grazielle de Lima. A física básica nos jogos digitais. 2015. 97 f. Dissertação (Mestrado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2015.https://tede2.pucsp.br/handle/handle/18172This research is about the basic physics in digital games. We presented the process of how it reaches the player, but without holding on in the programming codes or specific software. Our focus was figuring out if the physics that we see in digital games is real or not and how it affects the player, through the analysis of basic physics in games. As there are many games and the Physics field of study is large, we select one game and one physical phenomenon to analyze. The game is called Dead Space 1 and we checked the phenomenon of the gravity. We study how it is present and how it interacts with the player. Is it realistic? How it affects the player? These are questions that we answer in the final considerations. Steve Rabin, Jeannie Novak and Richard Bartle were the main sources of information for research. In them, we find how the physics should be, its importance and how it is inserted in digital games. We seek in Halliday, Newton and astrophysics, since the game is set in space, the definitions of gravity in order to identify it and confirm if it is realistic in the game. Physics analyzed is the basic physics, which is also called naïve, or ingenuous, as it is the understanding of the physical workings of the world acquired by lived experience and observations by humans. The analysis was performed in analytical character by the researcher under a player's perspective, since our purpose is to observe the basic physics and not theories. This proved to be the best option to achieve our goal. Through the semiotic analysis of some Página | 14 scenes, we made the study the phenomenon in the game and finally, we present our conclusion. Research has shown that physical digital games usually looks like reality, but does not have the behave of it. There were also situations where realism was acquired through accurate simulation of physics. The study of gameplay footage suits us as confirmation of what was investigated: physical must seem real to be realistic, but not always need to behave as real phenomenon. The important thing is that the player feel more immersed in a physical realism environment than in an environment in which this factor is not consideredA presente pesquisa trata sobre a física básica nos jogos digitais. Apresentamos o processo de como ela chega até ao jogador, mas sem nos apegarmos aos códigos de programação ou softwares específicos. Nosso foco foi descobrir se a física que vemos nos jogos digitais é real ou não e como ela atinge o jogador, através da análise da física básica nos jogos. Como existem diversos jogos e o campo de estudo da Física é amplo, selecionamos um jogo e um fenômeno físico para analisar. O jogo chama-se Dead Space 1 e nele verificamos o fenômeno da gravidade. Estudamos como ela está presente e como interage com o jogador. É realista? Como afeta o jogador? Essas são questões que respondemos nas considerações finais. Steve Rabin, Jeannie Novak e Richard Bartle foram as principais fontes de informação para a pesquisa. Neles encontramos como a física deve ser, sua importância e como ela é inserida nos jogos digitais. Buscamos em Halliday e Newton e na astrofísica, visto que o jogo se passa no espaço, as definições de gravidade para assim sermos capazes de identifica-la e confirmar se é ou não realista no jogo. A física analisada é a física básica, que também é chamada naïve, ou ingênua, pois se trata do conhecimento sobre o funcionamento físico do mundo adquirido por experiência vivenciada e observações pelo ser humano. A análise foi realizada em caráter analítico pela pesquisadora sob uma perspectiva de jogador, visto que nossa finalidade é observar a física básica e não teorias. Esta se Página | 12 mostrou a melhor opção para alcançar nosso objetivo. Através da análise semiótica de algumas cenas foi feito o estudo do fenômeno no jogo e por fim apresentamos nossa conclusão. A pesquisa mostrou que a física dos jogos digitais se parece geralmente com a realidade, porém não se comporta como tal. Houve também situações em que o realismo foi adquirido através da simulação exata da física. O estudo das cenas do jogo nos convém como confirmação do que foi investigado: a física deve se parecer real para ser realista, mas nem sempre precisa se comportar como fenômeno real. O importante é que o jogador se sinta mais imerso em um ambiente de realismo físico do que em um ambiente em que este fator não é consideradoCoordenação de Aperfeiçoamento de Pessoal de Nível Superiorapplication/pdfhttp://tede2.pucsp.br/tede/retrieve/34964/Grazielle%20de%20Lima%20Cianfa.pdf.jpgporPontifícia Universidade Católica de São PauloPrograma de Estudos Pós-Graduados em Tecnologias da Inteligência e Design DigitalPUC-SPBRFaculdade de Ciências Exatas e TecnologiaFísicaJogos digitaisRealismoImersãoPhysicalDigital gamesRealismImmersionCNPQ::ENGENHARIASA física básica nos jogos digitaisinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Repositório Institucional da PUC_SPinstname:Pontifícia Universidade Católica de São Paulo (PUC-SP)instacron:PUC_SPTEXTGrazielle de Lima Cianfa.pdf.txtGrazielle de Lima Cianfa.pdf.txtExtracted texttext/plain119223https://repositorio.pucsp.br/xmlui/bitstream/handle/18172/3/Grazielle%20de%20Lima%20Cianfa.pdf.txt28e6940a4d7e39a7f9d4917dc74c612cMD53ORIGINALGrazielle de Lima Cianfa.pdfapplication/pdf1609152https://repositorio.pucsp.br/xmlui/bitstream/handle/18172/1/Grazielle%20de%20Lima%20Cianfa.pdf4624cf36330dc204a1b023695ca88daaMD51THUMBNAILGrazielle de Lima Cianfa.pdf.jpgGrazielle de Lima Cianfa.pdf.jpgGenerated Thumbnailimage/jpeg2250https://repositorio.pucsp.br/xmlui/bitstream/handle/18172/2/Grazielle%20de%20Lima%20Cianfa.pdf.jpgafdb50e01ed272a630beff890962ebfeMD52handle/181722022-06-15 08:17:03.653oai:repositorio.pucsp.br:handle/18172Repositório Institucionalhttps://sapientia.pucsp.br/https://sapientia.pucsp.br/oai/requestbngkatende@pucsp.br||rapassi@pucsp.bropendoar:2022-06-15T11:17:03Repositório Institucional da PUC_SP - Pontifícia Universidade Católica de São Paulo (PUC-SP)false
dc.title.por.fl_str_mv A física básica nos jogos digitais
title A física básica nos jogos digitais
spellingShingle A física básica nos jogos digitais
Cianfa, Grazielle de Lima
Física
Jogos digitais
Realismo
Imersão
Physical
Digital games
Realism
Immersion
CNPQ::ENGENHARIAS
title_short A física básica nos jogos digitais
title_full A física básica nos jogos digitais
title_fullStr A física básica nos jogos digitais
title_full_unstemmed A física básica nos jogos digitais
title_sort A física básica nos jogos digitais
author Cianfa, Grazielle de Lima
author_facet Cianfa, Grazielle de Lima
author_role author
dc.contributor.advisor1.fl_str_mv Peixoto, Nelson Brissac
dc.contributor.authorLattes.fl_str_mv http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4979658P2
dc.contributor.author.fl_str_mv Cianfa, Grazielle de Lima
contributor_str_mv Peixoto, Nelson Brissac
dc.subject.por.fl_str_mv Física
Jogos digitais
Realismo
Imersão
topic Física
Jogos digitais
Realismo
Imersão
Physical
Digital games
Realism
Immersion
CNPQ::ENGENHARIAS
dc.subject.eng.fl_str_mv Physical
Digital games
Realism
Immersion
dc.subject.cnpq.fl_str_mv CNPQ::ENGENHARIAS
description This research is about the basic physics in digital games. We presented the process of how it reaches the player, but without holding on in the programming codes or specific software. Our focus was figuring out if the physics that we see in digital games is real or not and how it affects the player, through the analysis of basic physics in games. As there are many games and the Physics field of study is large, we select one game and one physical phenomenon to analyze. The game is called Dead Space 1 and we checked the phenomenon of the gravity. We study how it is present and how it interacts with the player. Is it realistic? How it affects the player? These are questions that we answer in the final considerations. Steve Rabin, Jeannie Novak and Richard Bartle were the main sources of information for research. In them, we find how the physics should be, its importance and how it is inserted in digital games. We seek in Halliday, Newton and astrophysics, since the game is set in space, the definitions of gravity in order to identify it and confirm if it is realistic in the game. Physics analyzed is the basic physics, which is also called naïve, or ingenuous, as it is the understanding of the physical workings of the world acquired by lived experience and observations by humans. The analysis was performed in analytical character by the researcher under a player's perspective, since our purpose is to observe the basic physics and not theories. This proved to be the best option to achieve our goal. Through the semiotic analysis of some Página | 14 scenes, we made the study the phenomenon in the game and finally, we present our conclusion. Research has shown that physical digital games usually looks like reality, but does not have the behave of it. There were also situations where realism was acquired through accurate simulation of physics. The study of gameplay footage suits us as confirmation of what was investigated: physical must seem real to be realistic, but not always need to behave as real phenomenon. The important thing is that the player feel more immersed in a physical realism environment than in an environment in which this factor is not considered
publishDate 2015
dc.date.available.fl_str_mv 2015-04-27
dc.date.issued.fl_str_mv 2015-03-18
dc.date.accessioned.fl_str_mv 2016-04-29T14:23:35Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
status_str publishedVersion
dc.identifier.citation.fl_str_mv Cianfa, Grazielle de Lima. A física básica nos jogos digitais. 2015. 97 f. Dissertação (Mestrado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2015.
dc.identifier.uri.fl_str_mv https://tede2.pucsp.br/handle/handle/18172
identifier_str_mv Cianfa, Grazielle de Lima. A física básica nos jogos digitais. 2015. 97 f. Dissertação (Mestrado em Tecnologias da Inteligência e Design Digital) - Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital, Pontifícia Universidade Católica de São Paulo, São Paulo, 2015.
url https://tede2.pucsp.br/handle/handle/18172
dc.language.iso.fl_str_mv por
language por
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Pontifícia Universidade Católica de São Paulo
dc.publisher.program.fl_str_mv Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital
dc.publisher.initials.fl_str_mv PUC-SP
dc.publisher.country.fl_str_mv BR
dc.publisher.department.fl_str_mv Faculdade de Ciências Exatas e Tecnologia
publisher.none.fl_str_mv Pontifícia Universidade Católica de São Paulo
dc.source.none.fl_str_mv reponame:Repositório Institucional da PUC_SP
instname:Pontifícia Universidade Católica de São Paulo (PUC-SP)
instacron:PUC_SP
instname_str Pontifícia Universidade Católica de São Paulo (PUC-SP)
instacron_str PUC_SP
institution PUC_SP
reponame_str Repositório Institucional da PUC_SP
collection Repositório Institucional da PUC_SP
bitstream.url.fl_str_mv https://repositorio.pucsp.br/xmlui/bitstream/handle/18172/3/Grazielle%20de%20Lima%20Cianfa.pdf.txt
https://repositorio.pucsp.br/xmlui/bitstream/handle/18172/1/Grazielle%20de%20Lima%20Cianfa.pdf
https://repositorio.pucsp.br/xmlui/bitstream/handle/18172/2/Grazielle%20de%20Lima%20Cianfa.pdf.jpg
bitstream.checksum.fl_str_mv 28e6940a4d7e39a7f9d4917dc74c612c
4624cf36330dc204a1b023695ca88daa
afdb50e01ed272a630beff890962ebfe
bitstream.checksumAlgorithm.fl_str_mv MD5
MD5
MD5
repository.name.fl_str_mv Repositório Institucional da PUC_SP - Pontifícia Universidade Católica de São Paulo (PUC-SP)
repository.mail.fl_str_mv bngkatende@pucsp.br||rapassi@pucsp.br
_version_ 1840369953192017920