A física básica nos jogos digitais
| Autor(a) principal: | |
|---|---|
| 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 |
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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 |
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2015 |
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2015-04-27 |
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2015-03-18 |
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2016-04-29T14:23:35Z |
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info:eu-repo/semantics/publishedVersion |
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info:eu-repo/semantics/masterThesis |
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masterThesis |
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publishedVersion |
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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. |
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https://tede2.pucsp.br/handle/handle/18172 |
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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. |
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