A influência do medo no flow
Autor(a) principal: | |
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Data de Publicação: | 2022 |
Tipo de documento: | Dissertação |
Idioma: | por |
Título da fonte: | Biblioteca Digital de Teses e Dissertações da PUC_SP |
Texto Completo: | https://repositorio.pucsp.br/jspui/handle/handle/29602 |
Resumo: | In this study, we seek to understand the influence of Fear and its aspects on the feeling of flow that can be observed in horror games, enhancing immersion and seeking understanding of the motivators that make players feel attracted to this kind of game, for that, there were the survey of the state of the art existing and already launched references in the universe of games that collaborate for such understanding, then we made a study of all the existing theories that help the game designer in his choices during the game design stage and for finally, we understand the influence and correlation of the types of fears and how they act in the human subconscious and influencing the motivations of the decision process as well as the techniques used and their results related to the environment and film industry. During this study discover a gap of what is currently in the theory of flow and its strands, bringing applicability to the game development, that way, presenting a look to this technic that provides aid to developers to keep players in the flow, supporting Game-Design professionals in decisions and reflections about the insertion of mechanism we named “Micro-Flow”. The implementation of these elements seeks to prevent the player from accessing the “Boring Zone” or at least, seeks to rescue them as fast as possible in case players access it, mitigating the possibility of the awakening of tedious fillings and anxiety about gameplay. In that way, this study is characterized as Applied research, since its goal was to generate a product aimed at solving specific problems through knowledge generated for practical application in a specific context. Finally, we developed a game called Opus Castle that absorbs all the understanding obtained in this study and demonstrates the real application of the theories observed in a final product that was duly documented through GDD and its respective secondary documents that supported the entire trajectory of the game's creation. from the basic design to its completion, made available in full in the annexes of this document |
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Ramos, Reinaldo Augusto de Oliveirahttp://lattes.cnpq.br/4608525364653692http://lattes.cnpq.br/1637818707003454Rossetti, Rafael Diogo2022-11-03T18:39:44Z2022-11-03T18:39:44Z2022-09-05Rossetti, Rafael Diogo. A influência do medo no flow. 2022. Dissertação (Mestrado em Desenvolvimento de Jogos Digitais) - Programa de Estudos Pós-Graduados em Desenvolvimento de Jogos Digitais da Pontifícia Universidade Católica de São Paulo, São Paulo, 2022.https://repositorio.pucsp.br/jspui/handle/handle/29602In this study, we seek to understand the influence of Fear and its aspects on the feeling of flow that can be observed in horror games, enhancing immersion and seeking understanding of the motivators that make players feel attracted to this kind of game, for that, there were the survey of the state of the art existing and already launched references in the universe of games that collaborate for such understanding, then we made a study of all the existing theories that help the game designer in his choices during the game design stage and for finally, we understand the influence and correlation of the types of fears and how they act in the human subconscious and influencing the motivations of the decision process as well as the techniques used and their results related to the environment and film industry. During this study discover a gap of what is currently in the theory of flow and its strands, bringing applicability to the game development, that way, presenting a look to this technic that provides aid to developers to keep players in the flow, supporting Game-Design professionals in decisions and reflections about the insertion of mechanism we named “Micro-Flow”. The implementation of these elements seeks to prevent the player from accessing the “Boring Zone” or at least, seeks to rescue them as fast as possible in case players access it, mitigating the possibility of the awakening of tedious fillings and anxiety about gameplay. In that way, this study is characterized as Applied research, since its goal was to generate a product aimed at solving specific problems through knowledge generated for practical application in a specific context. Finally, we developed a game called Opus Castle that absorbs all the understanding obtained in this study and demonstrates the real application of the theories observed in a final product that was duly documented through GDD and its respective secondary documents that supported the entire trajectory of the game's creation. from the basic design to its completion, made available in full in the annexes of this documentNeste estudo, buscamos o entendimento da influência do Medo e de suas vertentes no sentimento de flow que pode ser observado em jogos de terror potencializando a imersão e buscando entendimento dos motivadores que fazem os jogadores se sentirem atraídos por este estilo de jogo. Para isso, houve o levantamento do estado da arte e referências existentes e já lançadas no universo de jogos que colaboram para tal entendimento. Na sequência, fizemos um estudo de algumas teorias já existentes que ajudam o game designer em suas escolhas durante a etapa da criação de jogos e por fim entendemos a influência e correlação dos tipos de medos e como eles atuam no subconsciente humano e influenciando as motivações do processo de decisão bem como, técnicas utilizadas e seus resultados relacionados ao ambiente e indústria do cinema. Durante este período de estudo, publicamos um artigo apresentando o que descobrimos, um gap do que se encontra atualmente na teoria do flow e suas vertentes, trazendo aplicabilidade para o desenvolvimento de jogos, e dessa forma, apresentando um olhar para essa técnica que proporciona um auxílio para os desenvolvedores manterem os jogadores dentro do flow, apoiando os profissionais de Game-Design em decisões e reflexões sobre a inserção de mecanismo que batizamos de Micro-Flow. A implementação destes elementos que reduzem o risco do jogador de acessar a “Boring Zone” mitigando a possibilidade de despertar sentimentos tediosos e ansiedade em relação ao gameplay. Desta forma, esse estudo caracteriza-se como pesquisa aplicada, já que seu objetivo foi de gerar um produto voltado à solução de problemas específicos por meio de conhecimentos gerados para a aplicação prática em um contexto específico. Por fim, desenvolvemos um jogo chamado Opus Castle que absorve todo o entendimento obtido e demonstra a aplicação real das teorias observadas em um produto final devidamente documentado através de GDD e seus respectivos documentos secundários que apoiaram toda a trajetória de criação do jogo desde a concepção básica até a sua finalização, disponibilizada na íntegra nos anexos deste documentoporPontifícia Universidade Católica de São PauloPrograma de Estudos Pós-Graduados em Desenvolvimento de Jogos DigitaisPUC-SPBrasilFaculdade de Ciências Exatas e TecnologiaCNPQ::ENGENHARIASJogo eletrônicoFlowTerrorMedoGame designEletronic gameFlowHorrorFearGame designA influência do medo no flowinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da PUC_SPinstname:Pontifícia Universidade Católica de São Paulo (PUC-SP)instacron:PUC_SPORIGINALRafael Diogo Rossetti.pdfapplication/pdf5399677https://repositorio.pucsp.br/xmlui/bitstream/handle/29602/1/Rafael%20Diogo%20Rossetti.pdf9f1a878ce5e721b728f52c396cc8b8baMD51TEXTRafael Diogo Rossetti.pdf.txtRafael Diogo Rossetti.pdf.txtExtracted texttext/plain349762https://repositorio.pucsp.br/xmlui/bitstream/handle/29602/2/Rafael%20Diogo%20Rossetti.pdf.txt55b40e5cb39483d10ee91d1984019eeeMD52THUMBNAILRafael Diogo Rossetti.pdf.jpgRafael Diogo Rossetti.pdf.jpgGenerated Thumbnailimage/jpeg1153https://repositorio.pucsp.br/xmlui/bitstream/handle/29602/3/Rafael%20Diogo%20Rossetti.pdf.jpg17545a76ad264d25d835f576f865ffb6MD53handle/296022022-11-04 09:48:32.609oai:repositorio.pucsp.br:handle/29602Biblioteca Digital de Teses e Dissertaçõeshttps://sapientia.pucsp.br/https://sapientia.pucsp.br/oai/requestbngkatende@pucsp.br||rapassi@pucsp.bropendoar:2022-11-04T12:48:32Biblioteca Digital de Teses e Dissertações da PUC_SP - Pontifícia Universidade Católica de São Paulo (PUC-SP)false |
dc.title.pt_BR.fl_str_mv |
A influência do medo no flow |
title |
A influência do medo no flow |
spellingShingle |
A influência do medo no flow Rossetti, Rafael Diogo CNPQ::ENGENHARIAS Jogo eletrônico Flow Terror Medo Game design Eletronic game Flow Horror Fear Game design |
title_short |
A influência do medo no flow |
title_full |
A influência do medo no flow |
title_fullStr |
A influência do medo no flow |
title_full_unstemmed |
A influência do medo no flow |
title_sort |
A influência do medo no flow |
author |
Rossetti, Rafael Diogo |
author_facet |
Rossetti, Rafael Diogo |
author_role |
author |
dc.contributor.advisor1.fl_str_mv |
Ramos, Reinaldo Augusto de Oliveira |
dc.contributor.advisor1Lattes.fl_str_mv |
http://lattes.cnpq.br/4608525364653692 |
dc.contributor.authorLattes.fl_str_mv |
http://lattes.cnpq.br/1637818707003454 |
dc.contributor.author.fl_str_mv |
Rossetti, Rafael Diogo |
contributor_str_mv |
Ramos, Reinaldo Augusto de Oliveira |
dc.subject.cnpq.fl_str_mv |
CNPQ::ENGENHARIAS |
topic |
CNPQ::ENGENHARIAS Jogo eletrônico Flow Terror Medo Game design Eletronic game Flow Horror Fear Game design |
dc.subject.por.fl_str_mv |
Jogo eletrônico Flow Terror Medo Game design |
dc.subject.eng.fl_str_mv |
Eletronic game Flow Horror Fear Game design |
description |
In this study, we seek to understand the influence of Fear and its aspects on the feeling of flow that can be observed in horror games, enhancing immersion and seeking understanding of the motivators that make players feel attracted to this kind of game, for that, there were the survey of the state of the art existing and already launched references in the universe of games that collaborate for such understanding, then we made a study of all the existing theories that help the game designer in his choices during the game design stage and for finally, we understand the influence and correlation of the types of fears and how they act in the human subconscious and influencing the motivations of the decision process as well as the techniques used and their results related to the environment and film industry. During this study discover a gap of what is currently in the theory of flow and its strands, bringing applicability to the game development, that way, presenting a look to this technic that provides aid to developers to keep players in the flow, supporting Game-Design professionals in decisions and reflections about the insertion of mechanism we named “Micro-Flow”. The implementation of these elements seeks to prevent the player from accessing the “Boring Zone” or at least, seeks to rescue them as fast as possible in case players access it, mitigating the possibility of the awakening of tedious fillings and anxiety about gameplay. In that way, this study is characterized as Applied research, since its goal was to generate a product aimed at solving specific problems through knowledge generated for practical application in a specific context. Finally, we developed a game called Opus Castle that absorbs all the understanding obtained in this study and demonstrates the real application of the theories observed in a final product that was duly documented through GDD and its respective secondary documents that supported the entire trajectory of the game's creation. from the basic design to its completion, made available in full in the annexes of this document |
publishDate |
2022 |
dc.date.accessioned.fl_str_mv |
2022-11-03T18:39:44Z |
dc.date.available.fl_str_mv |
2022-11-03T18:39:44Z |
dc.date.issued.fl_str_mv |
2022-09-05 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
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masterThesis |
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publishedVersion |
dc.identifier.citation.fl_str_mv |
Rossetti, Rafael Diogo. A influência do medo no flow. 2022. Dissertação (Mestrado em Desenvolvimento de Jogos Digitais) - Programa de Estudos Pós-Graduados em Desenvolvimento de Jogos Digitais da Pontifícia Universidade Católica de São Paulo, São Paulo, 2022. |
dc.identifier.uri.fl_str_mv |
https://repositorio.pucsp.br/jspui/handle/handle/29602 |
identifier_str_mv |
Rossetti, Rafael Diogo. A influência do medo no flow. 2022. Dissertação (Mestrado em Desenvolvimento de Jogos Digitais) - Programa de Estudos Pós-Graduados em Desenvolvimento de Jogos Digitais da Pontifícia Universidade Católica de São Paulo, São Paulo, 2022. |
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Pontifícia Universidade Católica de São Paulo |
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