A comunicação medida por interfaces digitais: a interação humana com os jogos digitais em celulares
Autor(a) principal: | |
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Data de Publicação: | 2007 |
Tipo de documento: | Tese |
Idioma: | por |
Título da fonte: | Biblioteca Digital de Teses e Dissertações da METODISTA |
Texto Completo: | http://tede.metodista.br/jspui/handle/tede/1936 |
Resumo: | The work is an exploratory study on the processing of entertainment messages. The objective of this work was to propose and test a message processing model dedicated to the understanding of digital games. To accomplish this task, an extensive survey of user observation techniques in the face of software and media was carried out, in order to know the qualities and limitations of each of these techniques, as well as their approach to the problem. A survey of message processing models in traditional and new media was also conducted. With this it was possible to propose a new model of analysis of entertainment message processing. Once the theoretical model was created, it was necessary to test if the proposed elements As participants in this process they were correct and would be able to adequately capture the similarities and differences between the interaction between players and the different media. For this reason, a data collection tool was structured and validated with digital game designers, since these professionals know the process of creating a game, its elements and objectives. Subsequently, a first test was performed with digital game players of various ages on personal computers and digital TV. in order to verify how the elements of the model related to each other. The following test collected data from digital game players on mobile devices, aiming to capture how an experience is formed by processing the entertainment message in a medium whose limitations are numerous: screen size and keys, to name some of them. As a result, it has been found from statistical tests that games played on media such as personal computers appeal more to their aesthetic aspects, while the enjoyment of a game on mobile devices depends much more on their ability to play. maintain the interaction that a PC game plays. This concludes that processing of entertainment messages depends on the ability of their creators to understand the boundaries of each medium and properly use the elements that make up the environment of a game, to be able to lead to its appreciation. (AU) |
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Squirra, Sebastião Carlos M.Galindo, Daniel dos SantosLeite, Sidney FerreiraFerreira, SueliJesus, Antonio Carlos deFernandez, Amyris2019-10-14T17:48:50Z2007-05-02Fernandez, Amyris. A comunicação medida por interfaces digitais: a interação humana com os jogos digitais em celulares. 2007. 235 folhas. Tese( Comunicacao Social) - Universidade Metodista de Sao Paulo, Sao Bernardo do Campo.http://tede.metodista.br/jspui/handle/tede/1936The work is an exploratory study on the processing of entertainment messages. The objective of this work was to propose and test a message processing model dedicated to the understanding of digital games. To accomplish this task, an extensive survey of user observation techniques in the face of software and media was carried out, in order to know the qualities and limitations of each of these techniques, as well as their approach to the problem. A survey of message processing models in traditional and new media was also conducted. With this it was possible to propose a new model of analysis of entertainment message processing. Once the theoretical model was created, it was necessary to test if the proposed elements As participants in this process they were correct and would be able to adequately capture the similarities and differences between the interaction between players and the different media. For this reason, a data collection tool was structured and validated with digital game designers, since these professionals know the process of creating a game, its elements and objectives. Subsequently, a first test was performed with digital game players of various ages on personal computers and digital TV. in order to verify how the elements of the model related to each other. The following test collected data from digital game players on mobile devices, aiming to capture how an experience is formed by processing the entertainment message in a medium whose limitations are numerous: screen size and keys, to name some of them. As a result, it has been found from statistical tests that games played on media such as personal computers appeal more to their aesthetic aspects, while the enjoyment of a game on mobile devices depends much more on their ability to play. maintain the interaction that a PC game plays. This concludes that processing of entertainment messages depends on the ability of their creators to understand the boundaries of each medium and properly use the elements that make up the environment of a game, to be able to lead to its appreciation. (AU)O trabalho é um estudo exploratório sobre o processamento de mensagens de entretenimento. O objetivo do trabalho foi propor e testar um modelo de processamento de mensagens dedicado à compreensão de jogos digitais. Para realizar tal tarefa realizou-se um extenso levantamento de técnicas de observação de usuários diante de softwares e mídias, para conhecer as qualidades e limitações de cada uma dessas técnicas, bem como de sua abordagem do problema. Também foi realizado um levantamento dos modelos de processamento de mensagens nas mídias tradicionais e nas novas mídias. Com isso foi possível propor um novo modelo de análise de processamento de mensagens de entretenimento. Uma vez criado o modelo teórico, fez-se preciso testar se os elementos propostos como participantes desse processo estavam corretos e se seriam capazes de capturar adequadamente as semelhanças e diferenças entre a interação entre jogadores e as diferentes mídias. Por essa razão, estruturou-se uma ferramenta de coleta de dados, que foi validada junto a designers de jogos digitais, uma vez que esses profissionais conhecem o processo de criação de um jogo, seus elementos e objetivos. Posteriormente, foi feito um primeiro teste, junto a praticantes de jogos digitais de diversas idades em computadores pessoais e TV digital interativa, a fim e verificar como os elementos do modelo relacionavam-se entre si. O teste seguinte fez a coleta de dados de praticantes de jogos digitais em aparelhos celulares, tendo como objetivo capturar como se dá a formação de uma experiência através do processamento da mensagem de entretenimento num meio cujas limitações são inúmeras: tamanho de tela e teclas, para citar algumas delas. Como resultado, verificou-se, por meio de testes estatísticos, que jogos praticados em meios como computadores pessoais atraem mais por seus aspectos estéticos, enquanto a apreciação de um jogo em aparelhos celulares depende muito mais de sua habilidade de manter a interação que um jogo praticado em PC. Com isso conclui-se que o processamento das mensagens de entretenimento depende da capacidade dos seus criadores em entender os limites de cada meio e usar adequadamente os elementos que compõe o ambiente de um jogo, para conseguir levar à apreciação do mesmo.(AU)Submitted by Noeme Timbo (noeme.timbo@metodista.br) on 2019-10-14T17:48:50Z No. of bitstreams: 11 Capa.pdf: 123089 bytes, checksum: 2ae875641ee7e18854f9b9d586f074a3 (MD5) INTRODUCAO.pdf: 164254 bytes, checksum: a5a889b35ffe1c257c13f84c76fe54ca (MD5) Capitulo I.pdf: 285922 bytes, checksum: 5c990bd8b3b08118fdbc6c5453798693 (MD5) Capitulo II.pdf: 196547 bytes, checksum: 0373a4d4f27a56d472b7ae95535c1a60 (MD5) Capitulo III.pdf: 156392 bytes, checksum: f2a242e976a2ecd67ab06c7fc5d52fc0 (MD5) Capitulo IV.pdf: 184036 bytes, checksum: 5878383853243674cacf8a419eb6ea80 (MD5) Capitulo V.pdf: 205743 bytes, checksum: 88626f617b0f048c789cb9b5d0e4d820 (MD5) Capitulo VI.pdf: 225082 bytes, checksum: 5904679b5ea9d0dac6175316c5da6c01 (MD5) Capitulo VII.pdf: 439795 bytes, checksum: 39e56fdecd6f80fae8fd2568f1c4729d (MD5) Conclusao.pdf: 80106 bytes, checksum: cdfa20d6b7b38147f665dd216e142325 (MD5) REFERENCIAS.pdf: 173106 bytes, checksum: e49def7c69d35b7d5e7a8c2fd6278c06 (MD5)Made available in DSpace on 2019-10-14T17:48:50Z (GMT). No. of bitstreams: 11 Capa.pdf: 123089 bytes, checksum: 2ae875641ee7e18854f9b9d586f074a3 (MD5) INTRODUCAO.pdf: 164254 bytes, checksum: a5a889b35ffe1c257c13f84c76fe54ca (MD5) Capitulo I.pdf: 285922 bytes, checksum: 5c990bd8b3b08118fdbc6c5453798693 (MD5) Capitulo II.pdf: 196547 bytes, checksum: 0373a4d4f27a56d472b7ae95535c1a60 (MD5) Capitulo III.pdf: 156392 bytes, checksum: f2a242e976a2ecd67ab06c7fc5d52fc0 (MD5) Capitulo IV.pdf: 184036 bytes, checksum: 5878383853243674cacf8a419eb6ea80 (MD5) Capitulo V.pdf: 205743 bytes, checksum: 88626f617b0f048c789cb9b5d0e4d820 (MD5) Capitulo VI.pdf: 225082 bytes, checksum: 5904679b5ea9d0dac6175316c5da6c01 (MD5) Capitulo VII.pdf: 439795 bytes, checksum: 39e56fdecd6f80fae8fd2568f1c4729d (MD5) Conclusao.pdf: 80106 bytes, checksum: cdfa20d6b7b38147f665dd216e142325 (MD5) REFERENCIAS.pdf: 173106 bytes, checksum: e49def7c69d35b7d5e7a8c2fd6278c06 (MD5) Previous issue date: 2007-05-02Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESapplication/pdfporUniversidade Metodista de Sao PauloComunicacao SocialIMSBrasilComunicacao Social:Programa de Pos Graduacao em Comunicacao SocialComunicação; 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dc.title.por.fl_str_mv |
A comunicação medida por interfaces digitais: a interação humana com os jogos digitais em celulares |
dc.title.alternative.eng.fl_str_mv |
Communication measured by digital interfaces: human interaction with digital games on mobile phones |
title |
A comunicação medida por interfaces digitais: a interação humana com os jogos digitais em celulares |
spellingShingle |
A comunicação medida por interfaces digitais: a interação humana com os jogos digitais em celulares Fernandez, Amyris Comunicação; Processamento de mensagens; Jogos digitais; Celulares; Estudo empírico Communication; Message processing; Digital games; Cell phones; Empirical study CIENCIAS SOCIAIS APLICADAS::COMUNICACAO |
title_short |
A comunicação medida por interfaces digitais: a interação humana com os jogos digitais em celulares |
title_full |
A comunicação medida por interfaces digitais: a interação humana com os jogos digitais em celulares |
title_fullStr |
A comunicação medida por interfaces digitais: a interação humana com os jogos digitais em celulares |
title_full_unstemmed |
A comunicação medida por interfaces digitais: a interação humana com os jogos digitais em celulares |
title_sort |
A comunicação medida por interfaces digitais: a interação humana com os jogos digitais em celulares |
author |
Fernandez, Amyris |
author_facet |
Fernandez, Amyris |
author_role |
author |
dc.contributor.advisor1.fl_str_mv |
Squirra, Sebastião Carlos M. |
dc.contributor.referee1.fl_str_mv |
Galindo, Daniel dos Santos |
dc.contributor.referee2.fl_str_mv |
Leite, Sidney Ferreira |
dc.contributor.referee3.fl_str_mv |
Ferreira, Sueli |
dc.contributor.referee4.fl_str_mv |
Jesus, Antonio Carlos de |
dc.contributor.author.fl_str_mv |
Fernandez, Amyris |
contributor_str_mv |
Squirra, Sebastião Carlos M. Galindo, Daniel dos Santos Leite, Sidney Ferreira Ferreira, Sueli Jesus, Antonio Carlos de |
dc.subject.por.fl_str_mv |
Comunicação; Processamento de mensagens; Jogos digitais; Celulares; Estudo empírico |
topic |
Comunicação; Processamento de mensagens; Jogos digitais; Celulares; Estudo empírico Communication; Message processing; Digital games; Cell phones; Empirical study CIENCIAS SOCIAIS APLICADAS::COMUNICACAO |
dc.subject.eng.fl_str_mv |
Communication; Message processing; Digital games; Cell phones; Empirical study |
dc.subject.cnpq.fl_str_mv |
CIENCIAS SOCIAIS APLICADAS::COMUNICACAO |
description |
The work is an exploratory study on the processing of entertainment messages. The objective of this work was to propose and test a message processing model dedicated to the understanding of digital games. To accomplish this task, an extensive survey of user observation techniques in the face of software and media was carried out, in order to know the qualities and limitations of each of these techniques, as well as their approach to the problem. A survey of message processing models in traditional and new media was also conducted. With this it was possible to propose a new model of analysis of entertainment message processing. Once the theoretical model was created, it was necessary to test if the proposed elements As participants in this process they were correct and would be able to adequately capture the similarities and differences between the interaction between players and the different media. For this reason, a data collection tool was structured and validated with digital game designers, since these professionals know the process of creating a game, its elements and objectives. Subsequently, a first test was performed with digital game players of various ages on personal computers and digital TV. in order to verify how the elements of the model related to each other. The following test collected data from digital game players on mobile devices, aiming to capture how an experience is formed by processing the entertainment message in a medium whose limitations are numerous: screen size and keys, to name some of them. As a result, it has been found from statistical tests that games played on media such as personal computers appeal more to their aesthetic aspects, while the enjoyment of a game on mobile devices depends much more on their ability to play. maintain the interaction that a PC game plays. This concludes that processing of entertainment messages depends on the ability of their creators to understand the boundaries of each medium and properly use the elements that make up the environment of a game, to be able to lead to its appreciation. (AU) |
publishDate |
2007 |
dc.date.issued.fl_str_mv |
2007-05-02 |
dc.date.accessioned.fl_str_mv |
2019-10-14T17:48:50Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/doctoralThesis |
format |
doctoralThesis |
status_str |
publishedVersion |
dc.identifier.citation.fl_str_mv |
Fernandez, Amyris. A comunicação medida por interfaces digitais: a interação humana com os jogos digitais em celulares. 2007. 235 folhas. Tese( Comunicacao Social) - Universidade Metodista de Sao Paulo, Sao Bernardo do Campo. |
dc.identifier.uri.fl_str_mv |
http://tede.metodista.br/jspui/handle/tede/1936 |
identifier_str_mv |
Fernandez, Amyris. A comunicação medida por interfaces digitais: a interação humana com os jogos digitais em celulares. 2007. 235 folhas. Tese( Comunicacao Social) - Universidade Metodista de Sao Paulo, Sao Bernardo do Campo. |
url |
http://tede.metodista.br/jspui/handle/tede/1936 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.program.fl_str_mv |
4333470630449360357 |
dc.relation.confidence.fl_str_mv |
500 500 600 600 |
dc.relation.department.fl_str_mv |
-7662988059372876986 |
dc.relation.cnpq.fl_str_mv |
-4056021055502874573 |
dc.relation.sponsorship.fl_str_mv |
2075167498588264571 |
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 |
Universidade Metodista de Sao Paulo |
dc.publisher.program.fl_str_mv |
Comunicacao Social |
dc.publisher.initials.fl_str_mv |
IMS |
dc.publisher.country.fl_str_mv |
Brasil |
dc.publisher.department.fl_str_mv |
Comunicacao Social:Programa de Pos Graduacao em Comunicacao Social |
publisher.none.fl_str_mv |
Universidade Metodista de Sao Paulo |
dc.source.none.fl_str_mv |
reponame:Biblioteca Digital de Teses e Dissertações da METODISTA instname:Universidade Metodista de São Paulo (METODISTA) instacron:METODISTA |
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Universidade Metodista de São Paulo (METODISTA) |
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METODISTA |
reponame_str |
Biblioteca Digital de Teses e Dissertações da METODISTA |
collection |
Biblioteca Digital de Teses e Dissertações da METODISTA |
bitstream.url.fl_str_mv |
http://tede.metodista.br/jspui/bitstream/tede/1936/2/Capa.pdf http://tede.metodista.br/jspui/bitstream/tede/1936/3/INTRODUCAO.pdf http://tede.metodista.br/jspui/bitstream/tede/1936/4/Capitulo+I.pdf http://tede.metodista.br/jspui/bitstream/tede/1936/5/Capitulo+II.pdf http://tede.metodista.br/jspui/bitstream/tede/1936/6/Capitulo+III.pdf http://tede.metodista.br/jspui/bitstream/tede/1936/7/Capitulo+IV.pdf http://tede.metodista.br/jspui/bitstream/tede/1936/8/Capitulo+V.pdf http://tede.metodista.br/jspui/bitstream/tede/1936/9/Capitulo+VI.pdf http://tede.metodista.br/jspui/bitstream/tede/1936/10/Capitulo+VII.pdf http://tede.metodista.br/jspui/bitstream/tede/1936/11/Conclusao.pdf http://tede.metodista.br/jspui/bitstream/tede/1936/12/REFERENCIAS.pdf http://tede.metodista.br/jspui/bitstream/tede/1936/1/license.txt |
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repository.name.fl_str_mv |
Biblioteca Digital de Teses e Dissertações da METODISTA - Universidade Metodista de São Paulo (METODISTA) |
repository.mail.fl_str_mv |
biblioteca@metodista.br||erick.roberto@metodista.br |
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1791079567891365888 |