Triângulo mágico: referências conceituais do game design
Autor(a) principal: | |
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Data de Publicação: | 2019 |
Tipo de documento: | Dissertação |
Idioma: | por |
Título da fonte: | Biblioteca Digital de Teses e Dissertações da PUC_SP |
Texto Completo: | https://tede2.pucsp.br/handle/handle/22141 |
Resumo: | The present research aims at the formulation of a new method, called “Magic Triangle”. Designed to help and assist the game designer in analyzing and creating digital games. The magic triangle brings in its structure three conceptual pillars: affordances, imaginary and flow. Using this method the developer will work on a new layer. The method brings new ways of thinking a game with all its technical complexities, but with a strong theoretical framework that will support the developers. This work begins with a brief history of videogames, bringing some peculiarities and pointing paradigm breaks from one generation to another, in addition it lists the main consoles of each generation. It also presents the concepts that make up the magic triangle, a triad that seeks to establish a relationship between the concepts of affordance and the conception of agent and environment; imaginary and images formulation, as an input for the imagination to be able to keep the games alive in our minds; and the concept of flow and optimal experience, making the game immersive and essential. The research is mainly based on the works of the psychologists James J. Gibson, starting from the studies of the theory of affordances and Mihaly Csikszentmihalyi with his studies on flow and optimal experience. The work also is based on the philosophers Jean-Paul Sartre and Vilém Flusser with their works on the imagination and the imaginary, concept of images, as well as technical images |
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Basbaum, Sérgio Roclawhttp://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4457629T5Escobar, Francisco de Souza2019-05-03T12:26:16Z2019-03-19Escobar, Francisco de Souza. Triângulo mágico: referências conceituais do game design. 2019. 185 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, 2019.https://tede2.pucsp.br/handle/handle/22141The present research aims at the formulation of a new method, called “Magic Triangle”. Designed to help and assist the game designer in analyzing and creating digital games. The magic triangle brings in its structure three conceptual pillars: affordances, imaginary and flow. Using this method the developer will work on a new layer. The method brings new ways of thinking a game with all its technical complexities, but with a strong theoretical framework that will support the developers. This work begins with a brief history of videogames, bringing some peculiarities and pointing paradigm breaks from one generation to another, in addition it lists the main consoles of each generation. It also presents the concepts that make up the magic triangle, a triad that seeks to establish a relationship between the concepts of affordance and the conception of agent and environment; imaginary and images formulation, as an input for the imagination to be able to keep the games alive in our minds; and the concept of flow and optimal experience, making the game immersive and essential. The research is mainly based on the works of the psychologists James J. Gibson, starting from the studies of the theory of affordances and Mihaly Csikszentmihalyi with his studies on flow and optimal experience. The work also is based on the philosophers Jean-Paul Sartre and Vilém Flusser with their works on the imagination and the imaginary, concept of images, as well as technical imagesA presente pesquisa visa à formulação de um novo método, chamado de ”Triângulo Mágico”. Pensado para ajudar e auxiliar o game designer na análise e criação de jogos digitais. O “Triângulo Mágico” traz em sua estrutura três pilares conceituais: affordances, imaginário e flow. Utilizando este método o desenvolvedor trabalhará em uma nova camada. O método traz novas formas de pensar um jogo com todas suas complexidades técnicas, mas com um forte referencial teórico que dará suporte aos desenvolvedores. Este trabalho inicia-se com uma breve história dos videogames, trazendo algumas particularidades e apontando quebras de paradigmas de uma geração para outra, além de listar os principais consoles de cada geração. Ainda, apresenta os conceitos que compõe o “Triângulo Mágico”, uma tríade que pretende estabelecer relação entre os conceitos de affordance e a concepção de agente e ambiente; imaginário e formulação de imagens, como aporte para que imaginação seja capaz de manter os jogos vivos em nossa mente; e o conceito de flow e experiência ótima, tornando o jogo imersivo e essencial. A pesquisa é principalmente fundamentada nas obras dos psicólogos James J. Gibson, partindo dos estudos da teoria das affordances e Mihaly Csikszentmihalyi com seus estudos sobre flow e experiência ótima. E também baseada nos filósofos Jean-Paul Sartre e Vilém Flusser com suas obras sobre a imaginação e o imaginário, conceito de imagens, bem como imagens técnicasCoordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESapplication/pdfhttp://tede2.pucsp.br/tede/retrieve/48906/Francisco%20de%20Souza%20Escobar.pdf.jpgporPontifícia Universidade Católica de São PauloPrograma de Estudos Pós-Graduados em Tecnologias da Inteligência e Design DigitalPUC-SPBrasilFaculdade de Ciências Exatas e TecnologiaJogos digitaisTriângulo mágicoGame designDigital gamesMagic triangleAffordanceCNPQ::ENGENHARIASTriângulo mágico: referências conceituais do game designinfo: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_SPTEXTFrancisco de Souza Escobar.pdf.txtFrancisco de Souza Escobar.pdf.txtExtracted texttext/plain330605https://repositorio.pucsp.br/xmlui/bitstream/handle/22141/4/Francisco%20de%20Souza%20Escobar.pdf.txt7035d616a58e8e0ae51964db0228cde7MD54LICENSElicense.txtlicense.txttext/plain; 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dc.title.por.fl_str_mv |
Triângulo mágico: referências conceituais do game design |
title |
Triângulo mágico: referências conceituais do game design |
spellingShingle |
Triângulo mágico: referências conceituais do game design Escobar, Francisco de Souza Jogos digitais Triângulo mágico Game design Digital games Magic triangle Affordance CNPQ::ENGENHARIAS |
title_short |
Triângulo mágico: referências conceituais do game design |
title_full |
Triângulo mágico: referências conceituais do game design |
title_fullStr |
Triângulo mágico: referências conceituais do game design |
title_full_unstemmed |
Triângulo mágico: referências conceituais do game design |
title_sort |
Triângulo mágico: referências conceituais do game design |
author |
Escobar, Francisco de Souza |
author_facet |
Escobar, Francisco de Souza |
author_role |
author |
dc.contributor.advisor1.fl_str_mv |
Basbaum, Sérgio Roclaw |
dc.contributor.authorLattes.fl_str_mv |
http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4457629T5 |
dc.contributor.author.fl_str_mv |
Escobar, Francisco de Souza |
contributor_str_mv |
Basbaum, Sérgio Roclaw |
dc.subject.por.fl_str_mv |
Jogos digitais Triângulo mágico Game design |
topic |
Jogos digitais Triângulo mágico Game design Digital games Magic triangle Affordance CNPQ::ENGENHARIAS |
dc.subject.eng.fl_str_mv |
Digital games Magic triangle Affordance |
dc.subject.cnpq.fl_str_mv |
CNPQ::ENGENHARIAS |
description |
The present research aims at the formulation of a new method, called “Magic Triangle”. Designed to help and assist the game designer in analyzing and creating digital games. The magic triangle brings in its structure three conceptual pillars: affordances, imaginary and flow. Using this method the developer will work on a new layer. The method brings new ways of thinking a game with all its technical complexities, but with a strong theoretical framework that will support the developers. This work begins with a brief history of videogames, bringing some peculiarities and pointing paradigm breaks from one generation to another, in addition it lists the main consoles of each generation. It also presents the concepts that make up the magic triangle, a triad that seeks to establish a relationship between the concepts of affordance and the conception of agent and environment; imaginary and images formulation, as an input for the imagination to be able to keep the games alive in our minds; and the concept of flow and optimal experience, making the game immersive and essential. The research is mainly based on the works of the psychologists James J. Gibson, starting from the studies of the theory of affordances and Mihaly Csikszentmihalyi with his studies on flow and optimal experience. The work also is based on the philosophers Jean-Paul Sartre and Vilém Flusser with their works on the imagination and the imaginary, concept of images, as well as technical images |
publishDate |
2019 |
dc.date.accessioned.fl_str_mv |
2019-05-03T12:26:16Z |
dc.date.issued.fl_str_mv |
2019-03-19 |
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 |
Escobar, Francisco de Souza. Triângulo mágico: referências conceituais do game design. 2019. 185 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, 2019. |
dc.identifier.uri.fl_str_mv |
https://tede2.pucsp.br/handle/handle/22141 |
identifier_str_mv |
Escobar, Francisco de Souza. Triângulo mágico: referências conceituais do game design. 2019. 185 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, 2019. |
url |
https://tede2.pucsp.br/handle/handle/22141 |
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por |
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por |
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info:eu-repo/semantics/openAccess |
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Pontifícia Universidade Católica de São Paulo |
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Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital |
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PUC-SP |
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Brasil |
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Faculdade de Ciências Exatas e Tecnologia |
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Pontifícia Universidade Católica de São Paulo |
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