O Point-And-Click adventure ressurge: uma discussão analítica sobre um gênero adormecido
Autor(a) principal: | |
---|---|
Data de Publicação: | 2020 |
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/23273 |
Resumo: | In the mid-1980s, a genre would revolutionize the gaming market for personal computers and the gaming industry. The type of point-and-click adventure game that emerged with the evolution of a game genre born in the 1960s: text based adventure game, would become a graphic based adventure game and later evolve into the so-called genre that is studied in this research: point-and-click adventure. Thus, this work aims to carry out the analysis of this genre of digital game from its evolution in time, which goes from its creation, passing through all its development and ending in its consolidation in the 1980s and early 1990s. In the following years, there was a weakening of this type of digital game that almost disappeared from the market, reaching, finally, a rebirth in the North American market through the company Double Fine, with the release of the game Broken Age (2015) in a resounding campaign carried out on Kickstarter (the largest financing site for innovative products in the world). The revival of this genre produced a documentary entitled Double Fine Adventure (2016) that is used as supporting material in this research, produced by 2 Player Productions and Double Fine Productions. Therefore, initially, this work aims to serve as a basis for historical study on the development and dissemination of a genre of games that was considered abandoned or at least in a state of dormancy. In fact, this research focuses on the description and classification of the fundamental characteristics and mechanics for understanding the concepts that involve point-and-click adventure games. Here, a case study of the game Broken Age (2015) was carried out as well, observing and highlighting the mechanics and characteristics proposed by this game genre, which was adapted to the contemporary digital games market. Therefore, this work proposes a discussion about the possible reasons that led the games of the pointand- click adventure genre to reappear in the American market, considering that it never completely disappeared from the market across the world, mainly in the European market. Finally, an analysis of point-and-click adventure games is proposed, based on bibliographic studies and on renowned authors such as: Katie Zalem, Jesse Schell, among others as well |
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Hildebrand, Hermes Renatohttp://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K8810226P6Vasconcellos, Nícolas Souza de Frias e2020-10-26T14:02:45Z2020-08-26Vasconcellos, Nícolas Souza de Frias e. O Point-And-Click adventure ressurge: uma discussão analítica sobre um gênero adormecido. 2020. 129 f. Dissertação (Mestrado em Desenvolvimento de Jogos Digitais) - Programa de Estudos Pós-Graduados em Desenvolvimento de Jogos Digitais, Pontifícia Universidade Católica de São Paulo, São Paulo, 2020.https://tede2.pucsp.br/handle/handle/23273In the mid-1980s, a genre would revolutionize the gaming market for personal computers and the gaming industry. The type of point-and-click adventure game that emerged with the evolution of a game genre born in the 1960s: text based adventure game, would become a graphic based adventure game and later evolve into the so-called genre that is studied in this research: point-and-click adventure. Thus, this work aims to carry out the analysis of this genre of digital game from its evolution in time, which goes from its creation, passing through all its development and ending in its consolidation in the 1980s and early 1990s. In the following years, there was a weakening of this type of digital game that almost disappeared from the market, reaching, finally, a rebirth in the North American market through the company Double Fine, with the release of the game Broken Age (2015) in a resounding campaign carried out on Kickstarter (the largest financing site for innovative products in the world). The revival of this genre produced a documentary entitled Double Fine Adventure (2016) that is used as supporting material in this research, produced by 2 Player Productions and Double Fine Productions. Therefore, initially, this work aims to serve as a basis for historical study on the development and dissemination of a genre of games that was considered abandoned or at least in a state of dormancy. In fact, this research focuses on the description and classification of the fundamental characteristics and mechanics for understanding the concepts that involve point-and-click adventure games. Here, a case study of the game Broken Age (2015) was carried out as well, observing and highlighting the mechanics and characteristics proposed by this game genre, which was adapted to the contemporary digital games market. Therefore, this work proposes a discussion about the possible reasons that led the games of the pointand- click adventure genre to reappear in the American market, considering that it never completely disappeared from the market across the world, mainly in the European market. Finally, an analysis of point-and-click adventure games is proposed, based on bibliographic studies and on renowned authors such as: Katie Zalem, Jesse Schell, among others as wellEm meados de 1980 um gênero viria revolucionar o mercado de jogos para computadores pessoais e a indústria de jogos. O tipo de jogo point-and-click adventure que surgiu com a evolução de um gênero de jogo nascido na década de 1960: text based adventure game, transformar-se-ia em graphic based adventure game e depois evoluiria para o gênero denominado que é estudado nesta pesquisa: point-and-click adventure. Assim, este trabalho visa realizar a análise deste gênero de jogo digital a partir de sua evolução no tempo, que vai desde sua criação, passando por todo o seu desenvolvimento e culminando em sua consolidação na década de 1980 e começo da década de 1990. Nos anos seguintes, observase um enfraquecimento deste tipo de jogo digital que quase desapareceu, chegando, por fim, a renascer no mercado norte americano através da companhia Double Fine, com o lançamento do jogo Broken Age (2015) numa estrondosa campanha realizada na Kickstarter (maior site de financiamento de produtos inovadores do mundo). O renascimento deste gênero produziu um documentário intitulado Double Fine Adventure (2016) que é usado como material de apoio nesta pesquisa, produzido pela 2 Player Productions e Double Fine Productions. Portanto, inicialmente, este trabalho visa servir como base de estudo histórico sobre o desenvolvimento e disseminação de um gênero de jogos que era tido como abandonado ou pelo menos em estado de dormência. De fato, esta pesquisa, foca na descrição e classificação das características e mecânicas fundamentais para a compreensão dos conceitos que envolvem os jogos do tipo point-and-click adventure. Aqui, também, realizou-se estudo de caso do jogo Broken Age (2015) observando-se e salientando-se as mecânicas e características propostas por este gênero de jogo, que foi adaptado ao mercado contemporâneo de jogos digitais. Portanto, este trabalho propõe uma discussão sobre os possíveis motivos que levaram os jogos do gênero point-and-click adventure a ressurgir no mercado americano, considerando que ele nunca desapareceu totalmente do mercado no resto do mundo, principalmente no mercado europeu. Por fim, propõe-se uma análise dos jogos point-and-click adventure, baseada em estudos bibliográficos e em autores conceituados como: Katie Zalem, Jesse Schell, entre outrosapplication/pdfhttp://tede2.pucsp.br/tede/retrieve/52496/N%c3%adcolas%20Souza%20de%20Frias%20e%20Vasconcellos.pdf.jpgporPontifícia Universidade Católica de São PauloPrograma de Estudos Pós-Graduados em Desenvolvimento de Jogos DigitaisPUC-SPBrasilFaculdade de Ciências Exatas e TecnologiaJogos eletrônicosJogos para computadorPoint-And-Click adventureGamesElectronic gamesPoint-And-Click adventureComputer gamesCNPQ::ENGENHARIASO Point-And-Click adventure ressurge: uma discussão analítica sobre um gênero adormecidoinfo: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_SPTEXTNícolas Souza de Frias e Vasconcellos.pdf.txtNícolas Souza de Frias e Vasconcellos.pdf.txtExtracted texttext/plain201584https://repositorio.pucsp.br/xmlui/bitstream/handle/23273/5/N%c3%adcolas%20Souza%20de%20Frias%20e%20Vasconcellos.pdf.txt610c683d6590d61cef24d6d9fb380d57MD55ORIGINALNícolas Souza de Frias e Vasconcellos.pdfNícolas Souza de Frias e Vasconcellos.pdfapplication/pdf7404681https://repositorio.pucsp.br/xmlui/bitstream/handle/23273/2/N%c3%adcolas%20Souza%20de%20Frias%20e%20Vasconcellos.pdf2ad39c5694b8237a8c3913525f6f35d0MD52LICENSElicense.txtlicense.txttext/plain; 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dc.title.por.fl_str_mv |
O Point-And-Click adventure ressurge: uma discussão analítica sobre um gênero adormecido |
title |
O Point-And-Click adventure ressurge: uma discussão analítica sobre um gênero adormecido |
spellingShingle |
O Point-And-Click adventure ressurge: uma discussão analítica sobre um gênero adormecido Vasconcellos, Nícolas Souza de Frias e Jogos eletrônicos Jogos para computador Point-And-Click adventure Games Electronic games Point-And-Click adventure Computer games CNPQ::ENGENHARIAS |
title_short |
O Point-And-Click adventure ressurge: uma discussão analítica sobre um gênero adormecido |
title_full |
O Point-And-Click adventure ressurge: uma discussão analítica sobre um gênero adormecido |
title_fullStr |
O Point-And-Click adventure ressurge: uma discussão analítica sobre um gênero adormecido |
title_full_unstemmed |
O Point-And-Click adventure ressurge: uma discussão analítica sobre um gênero adormecido |
title_sort |
O Point-And-Click adventure ressurge: uma discussão analítica sobre um gênero adormecido |
author |
Vasconcellos, Nícolas Souza de Frias e |
author_facet |
Vasconcellos, Nícolas Souza de Frias e |
author_role |
author |
dc.contributor.advisor1.fl_str_mv |
Hildebrand, Hermes Renato |
dc.contributor.authorLattes.fl_str_mv |
http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K8810226P6 |
dc.contributor.author.fl_str_mv |
Vasconcellos, Nícolas Souza de Frias e |
contributor_str_mv |
Hildebrand, Hermes Renato |
dc.subject.por.fl_str_mv |
Jogos eletrônicos Jogos para computador Point-And-Click adventure |
topic |
Jogos eletrônicos Jogos para computador Point-And-Click adventure Games Electronic games Point-And-Click adventure Computer games CNPQ::ENGENHARIAS |
dc.subject.eng.fl_str_mv |
Games Electronic games Point-And-Click adventure Computer games |
dc.subject.cnpq.fl_str_mv |
CNPQ::ENGENHARIAS |
description |
In the mid-1980s, a genre would revolutionize the gaming market for personal computers and the gaming industry. The type of point-and-click adventure game that emerged with the evolution of a game genre born in the 1960s: text based adventure game, would become a graphic based adventure game and later evolve into the so-called genre that is studied in this research: point-and-click adventure. Thus, this work aims to carry out the analysis of this genre of digital game from its evolution in time, which goes from its creation, passing through all its development and ending in its consolidation in the 1980s and early 1990s. In the following years, there was a weakening of this type of digital game that almost disappeared from the market, reaching, finally, a rebirth in the North American market through the company Double Fine, with the release of the game Broken Age (2015) in a resounding campaign carried out on Kickstarter (the largest financing site for innovative products in the world). The revival of this genre produced a documentary entitled Double Fine Adventure (2016) that is used as supporting material in this research, produced by 2 Player Productions and Double Fine Productions. Therefore, initially, this work aims to serve as a basis for historical study on the development and dissemination of a genre of games that was considered abandoned or at least in a state of dormancy. In fact, this research focuses on the description and classification of the fundamental characteristics and mechanics for understanding the concepts that involve point-and-click adventure games. Here, a case study of the game Broken Age (2015) was carried out as well, observing and highlighting the mechanics and characteristics proposed by this game genre, which was adapted to the contemporary digital games market. Therefore, this work proposes a discussion about the possible reasons that led the games of the pointand- click adventure genre to reappear in the American market, considering that it never completely disappeared from the market across the world, mainly in the European market. Finally, an analysis of point-and-click adventure games is proposed, based on bibliographic studies and on renowned authors such as: Katie Zalem, Jesse Schell, among others as well |
publishDate |
2020 |
dc.date.accessioned.fl_str_mv |
2020-10-26T14:02:45Z |
dc.date.issued.fl_str_mv |
2020-08-26 |
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 |
Vasconcellos, Nícolas Souza de Frias e. O Point-And-Click adventure ressurge: uma discussão analítica sobre um gênero adormecido. 2020. 129 f. Dissertação (Mestrado em Desenvolvimento de Jogos Digitais) - Programa de Estudos Pós-Graduados em Desenvolvimento de Jogos Digitais, Pontifícia Universidade Católica de São Paulo, São Paulo, 2020. |
dc.identifier.uri.fl_str_mv |
https://tede2.pucsp.br/handle/handle/23273 |
identifier_str_mv |
Vasconcellos, Nícolas Souza de Frias e. O Point-And-Click adventure ressurge: uma discussão analítica sobre um gênero adormecido. 2020. 129 f. Dissertação (Mestrado em Desenvolvimento de Jogos Digitais) - Programa de Estudos Pós-Graduados em Desenvolvimento de Jogos Digitais, Pontifícia Universidade Católica de São Paulo, São Paulo, 2020. |
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https://tede2.pucsp.br/handle/handle/23273 |
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Pontifícia Universidade Católica de São Paulo |
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Programa de Estudos Pós-Graduados em Desenvolvimento de Jogos Digitais |
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Brasil |
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Pontifícia Universidade Católica de São Paulo |
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