DSpace Coleção:
https://repositorio.pucsp.br/jspui/handle/handle/22469
2024-03-26T14:56:01ZDesenvolvendo jogos na tétrade de Schell: Rio Negro - jogo digital
https://repositorio.pucsp.br/jspui/handle/handle/41166
Título: Desenvolvendo jogos na tétrade de Schell: Rio Negro - jogo digital
Abstract: This work describes the development process of the Rio Negro game, created according to the principles known as Schell's Tetrad, specifically regarding the development of digital horror games. The focus of the work presented is to evaluate whether the method proposed by Jesse Schell can prove to be a useful tool to help the development of 3D digital games for small teams, focusing on the final graphic quality of the product to be developed. The research was divided into two aspects: a) a study on how digital horror games affect the mechanisms of activation of fear and reward and the respective chemical responses of those who experience them; b) research on the development process of digital games according to the practical precepts known as Schell's tetrad. For the first part of the study, were considered the works of researcher Eduardo Andrade were used (with regard to how exposure to audiovisual pieces of the horror genre affects the fear response circuits in the brain), the american psychologist Abigail Marsh (defining what fear is and why certain people like to feel it, as long as it's in controlled setting) and researcher Marcus Lira Brandão, from the USP Psychobiology Laboratory in Ribeirão Preto (in mapping the brain structures affected by electrical stimuli similar to those provided by the sensory experience of fear and its effects) For the second, the main reference were the works of Jesse Schell (the game used as a research mechanism in this study was developed according to the principles described by him in the book The Art of Game Design- A Book of Lenses) but were also used the works of game developer Ed Byrne (as a complement in finding the definition of what game mechanics are) and of David M. Bourg and Glenn Seemann (in the search for a definition of what a state machine is within the development process of behavior trees for game characters)
Tipo: Dissertação2024-02-23T00:00:00ZGame design e progresso em jogos: uma revisão bibliográfica para descrever um estudo teórico pratico do game design
https://repositorio.pucsp.br/jspui/handle/handle/39545
Título: Game design e progresso em jogos: uma revisão bibliográfica para descrever um estudo teórico pratico do game design
Abstract: This research fits into the field of video games, especially in terms of game design, with the aim of exploring the sense of progress that the game can produce in the player. This aspect is little studied in the field of literature on games, which justifies this study insofar as it seeks to understand the relationship between progress and the other elements that constitute digital games. We will try to understand if progress is a way to keep the player interested and motivated within a game and if, when we remove this attribute, we can say that one of the fundamental parts of this medium is lost
Tipo: Dissertação2023-03-21T00:00:00ZJogos educacionais: as ferramentas analíticas como potencial de validação de aprendizado
https://repositorio.pucsp.br/jspui/handle/handle/32215
Título: Jogos educacionais: as ferramentas analíticas como potencial de validação de aprendizado
Abstract: This work will demonstrate the efficiency of Analytics in an educational software produced by us, proving that a digital game with educational purposes can generate promising results and assisting in student learning while providing analysis data to the teacher/tutor. We will initially address the state of the art in item 4, exploring research carried out by other authors in different areas of study to analyze the result of this research, showing why this combination of digital games with the educational model is positive, progressing to an analysis of research in item 5 and then a case study in item 6, this being a comparison between a State of the Art research and our research. In item 7 we will discuss why we selected a research work that is close to ours. In item 8 we will have an explanation of why Analytics is useful in digital games and its relationship with our research. With this, item 9 will show some experiments carried out by us to complete the research in item 10
Tipo: Dissertação2023-02-07T00:00:00ZTerminal Conflict
https://repositorio.pucsp.br/jspui/handle/handle/30303
Título: Terminal Conflict
Abstract: The game Terminal Conflict aims to bring the logistical operations of war to the world of games and serve the audience that today does not have a strong representation of logistical simulation and strategic conflict operations in a single game. In this proposal, the player assumes the role of a general who, after a series of nuclear and cybernetic attacks around the world, needs to command military forces from a bunker using an old computer terminal
Tipo: Dissertação2022-10-04T00:00:00Z