Material didático para desenvolvimento de jogos digitais: experimento com kit de desenvolvimento para consoles de videogame

Detalhes bibliográficos
Autor(a) principal: Ramos, Reinaldo Augusto de Oliveira
Data de Publicação: 2016
Tipo de documento: Tese
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da PUC_SP
Texto Completo: https://tede2.pucsp.br/handle/handle/19347
Resumo: With this research, we aim to take a look on the digital games market as well as the courses related to professional training in this industry. This paper focus on showing the challenges found on courses that target the teaching and learning of entertainment computational products and that have laboratorial practices centered on the digital games industry. This research tackles technical courses, technologist level graduation courses, as well as post-graduations, university extension courses, and free courses in this area. We intend to investigate and reflect on the teaching and learning strategies and, mainly, to consider the implementation of practical tools and procedures, especially the DevKits – Digital Game Development Kits – that aim to initiate collaborative environments to develop digital games and, subsequently, their commercial viability. We touch on educational and practical aspects as teaching methods related to game production and tools used, as well as developing platforms: DevKit. We also intend to undertake studies on the technology domain involving game engines in addition to authoring, tridimensional images production, and graphic editorial tools. By means of qualitative and secondary quantitative researches (FEB Games e BNDES), and bibliographical review, the applied methodology evaluates the use and integration of alternative tools that can be matched to the ones used by the electronic game market.We intend, futhermore, to expand the knowledge base around the technology domain of said tools, reducing, that way, the educational institutions’ and game companies’ dependence in this country. We discuss matters such as: intellectual property, legal mechanisms, developing management, production processes, advertising and promotion approaches, and evaluation methods. We depart from the creative process, observe the interaction design related aspects, the technology issues and systemic compatibilities, and, finally, we discuss issues related to promotion and distribution. As a result, we suggest a teaching and learning methodology for digital electronic games
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spelling Hildebrand, Hermes Renatohttp://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4511708D3Ramos, Reinaldo Augusto de Oliveira2016-11-18T11:34:54Z2016-09-08Ramos, Reinaldo Augusto de Oliveira. Material didático para desenvolvimento de jogos digitais: experimento com kit de desenvolvimento para consoles de videogame. 2016. 144 f. Tese (Doutorado 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, 2016.https://tede2.pucsp.br/handle/handle/19347With this research, we aim to take a look on the digital games market as well as the courses related to professional training in this industry. This paper focus on showing the challenges found on courses that target the teaching and learning of entertainment computational products and that have laboratorial practices centered on the digital games industry. This research tackles technical courses, technologist level graduation courses, as well as post-graduations, university extension courses, and free courses in this area. We intend to investigate and reflect on the teaching and learning strategies and, mainly, to consider the implementation of practical tools and procedures, especially the DevKits – Digital Game Development Kits – that aim to initiate collaborative environments to develop digital games and, subsequently, their commercial viability. We touch on educational and practical aspects as teaching methods related to game production and tools used, as well as developing platforms: DevKit. We also intend to undertake studies on the technology domain involving game engines in addition to authoring, tridimensional images production, and graphic editorial tools. By means of qualitative and secondary quantitative researches (FEB Games e BNDES), and bibliographical review, the applied methodology evaluates the use and integration of alternative tools that can be matched to the ones used by the electronic game market.We intend, futhermore, to expand the knowledge base around the technology domain of said tools, reducing, that way, the educational institutions’ and game companies’ dependence in this country. We discuss matters such as: intellectual property, legal mechanisms, developing management, production processes, advertising and promotion approaches, and evaluation methods. We depart from the creative process, observe the interaction design related aspects, the technology issues and systemic compatibilities, and, finally, we discuss issues related to promotion and distribution. As a result, we suggest a teaching and learning methodology for digital electronic gamesCom esta pesquisa pretendeu-se observar o mercado de jogos digitais e os cursos focados na formação de profissionais para esta área de atuação. Este trabalho acadêmico buscou revelar os desafios que são encontrados nos cursos que objetivam promover o ensino e a aprendizagem de produtos computacionais de entretenimento e que possuem práticas laboratoriais focadas em aspectos relativos à indústria dos jogos digitais. Esta pesquisa abordou os cursos técnicos e de graduação de nível tecnólogo, bem como as pós-graduações e os cursos de extensão universitários, além dos cursos livres nesta área de atuação. Pretendeu-se investigar e refletir sobre estratégias de ensino e aprendizagem e, principalmente, considerar a implementação de ferramentas e procedimentos práticos, particularmente os DevKits – Kits de Desenvolvimento de Jogos Digitais –, que visam implementar ambientes colaborativos para desenvolvimento de jogos eletrônicos digitais e, posteriormente, sua viabilização comercial. Abordaram-se aspectos educacionais e práticos como métodos de ensino relacionados à produção dos games e ferramentas que são utilizadas, bem com plataformas desenvolvimento: DevKit. Também se pretendeu realizar estudos sobre o domínio tecnológico envolvendo game engines, além de ferramentas de autoração, de produção de imagens tridimensionais e de edição gráfica. Por meio de pesquisas qualitativas e quantitativas secundárias (FEP Games e BNDES) e revisão bibliográfica, a metodologia empregada avaliou a utilização e integração de ferramentas alternativas que pudessem ser equiparadas às ferramentas do mercado de trabalho dos jogos eletrônicos. Pretendeu-se expandir a base de conhecimento em torno do domínio tecnológico das mesmas ferramentas, diminuindo, dessa maneira, a dependência das instituições de ensino e das empresas de jogos no país. Discutimos questões como: propriedade intelectual, autoria, dispositivos legais, gerenciamento do desenvolvimento, processos de produção, métodos de divulgação e disseminação do produto e métodos de avaliação. 7 Partiu-se do processo criativo, observaram-se os aspectos relativos ao design de interação, as questões tecnológicas e compatibilidades sistêmicas, por fim, discutiram-se questões relativas aos meios de divulgação e distribuição e, como resultado, propôs-se um método de ensino e aprendizagem para jogos eletrônicos digitaisPontifícia Universidade Católica de São Pauloapplication/pdfhttp://tede2.pucsp.br/tede/retrieve/40075/Reinaldo%20Augusto%20de%20Oliveira%20Ramos.pdf.jpgporPontifícia Universidade Católica de São PauloPrograma de Estudos Pós-Graduados em Tecnologias da Inteligência e Design DigitalPUC-SPBrasilFaculdade de Ciências Exatas e TecnologiaVideogameCursos de jogos digitaisKits de desenvolvimento de jogos digitaisDigital games coursesDigital game development kitsDevKitCNPQ::ENGENHARIASMaterial didático para desenvolvimento de jogos digitais: experimento com kit de desenvolvimento para consoles de videogameinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da PUC_SPinstname:Pontifícia Universidade Católica de São Paulo (PUC-SP)instacron:PUC_SPTEXTReinaldo Augusto de Oliveira Ramos.pdf.txtReinaldo Augusto de Oliveira Ramos.pdf.txtExtracted texttext/plain237821https://repositorio.pucsp.br/xmlui/bitstream/handle/19347/5/Reinaldo%20Augusto%20de%20Oliveira%20Ramos.pdf.txtf511f2d474de1d0f89a813406ee8962dMD55ORIGINALReinaldo Augusto de Oliveira Ramos.pdfReinaldo Augusto de Oliveira Ramos.pdfapplication/pdf4385963https://repositorio.pucsp.br/xmlui/bitstream/handle/19347/2/Reinaldo%20Augusto%20de%20Oliveira%20Ramos.pdf2f3c319e5e8683bc29abfb9359b1a73fMD52LICENSElicense.txtlicense.txttext/plain; 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dc.title.por.fl_str_mv Material didático para desenvolvimento de jogos digitais: experimento com kit de desenvolvimento para consoles de videogame
title Material didático para desenvolvimento de jogos digitais: experimento com kit de desenvolvimento para consoles de videogame
spellingShingle Material didático para desenvolvimento de jogos digitais: experimento com kit de desenvolvimento para consoles de videogame
Ramos, Reinaldo Augusto de Oliveira
Videogame
Cursos de jogos digitais
Kits de desenvolvimento de jogos digitais
Digital games courses
Digital game development kits
DevKit
CNPQ::ENGENHARIAS
title_short Material didático para desenvolvimento de jogos digitais: experimento com kit de desenvolvimento para consoles de videogame
title_full Material didático para desenvolvimento de jogos digitais: experimento com kit de desenvolvimento para consoles de videogame
title_fullStr Material didático para desenvolvimento de jogos digitais: experimento com kit de desenvolvimento para consoles de videogame
title_full_unstemmed Material didático para desenvolvimento de jogos digitais: experimento com kit de desenvolvimento para consoles de videogame
title_sort Material didático para desenvolvimento de jogos digitais: experimento com kit de desenvolvimento para consoles de videogame
author Ramos, Reinaldo Augusto de Oliveira
author_facet Ramos, Reinaldo Augusto de Oliveira
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=K4511708D3
dc.contributor.author.fl_str_mv Ramos, Reinaldo Augusto de Oliveira
contributor_str_mv Hildebrand, Hermes Renato
dc.subject.por.fl_str_mv Videogame
Cursos de jogos digitais
Kits de desenvolvimento de jogos digitais
topic Videogame
Cursos de jogos digitais
Kits de desenvolvimento de jogos digitais
Digital games courses
Digital game development kits
DevKit
CNPQ::ENGENHARIAS
dc.subject.eng.fl_str_mv Digital games courses
Digital game development kits
DevKit
dc.subject.cnpq.fl_str_mv CNPQ::ENGENHARIAS
description With this research, we aim to take a look on the digital games market as well as the courses related to professional training in this industry. This paper focus on showing the challenges found on courses that target the teaching and learning of entertainment computational products and that have laboratorial practices centered on the digital games industry. This research tackles technical courses, technologist level graduation courses, as well as post-graduations, university extension courses, and free courses in this area. We intend to investigate and reflect on the teaching and learning strategies and, mainly, to consider the implementation of practical tools and procedures, especially the DevKits – Digital Game Development Kits – that aim to initiate collaborative environments to develop digital games and, subsequently, their commercial viability. We touch on educational and practical aspects as teaching methods related to game production and tools used, as well as developing platforms: DevKit. We also intend to undertake studies on the technology domain involving game engines in addition to authoring, tridimensional images production, and graphic editorial tools. By means of qualitative and secondary quantitative researches (FEB Games e BNDES), and bibliographical review, the applied methodology evaluates the use and integration of alternative tools that can be matched to the ones used by the electronic game market.We intend, futhermore, to expand the knowledge base around the technology domain of said tools, reducing, that way, the educational institutions’ and game companies’ dependence in this country. We discuss matters such as: intellectual property, legal mechanisms, developing management, production processes, advertising and promotion approaches, and evaluation methods. We depart from the creative process, observe the interaction design related aspects, the technology issues and systemic compatibilities, and, finally, we discuss issues related to promotion and distribution. As a result, we suggest a teaching and learning methodology for digital electronic games
publishDate 2016
dc.date.accessioned.fl_str_mv 2016-11-18T11:34:54Z
dc.date.issued.fl_str_mv 2016-09-08
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/doctoralThesis
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dc.identifier.citation.fl_str_mv Ramos, Reinaldo Augusto de Oliveira. Material didático para desenvolvimento de jogos digitais: experimento com kit de desenvolvimento para consoles de videogame. 2016. 144 f. Tese (Doutorado 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, 2016.
dc.identifier.uri.fl_str_mv https://tede2.pucsp.br/handle/handle/19347
identifier_str_mv Ramos, Reinaldo Augusto de Oliveira. Material didático para desenvolvimento de jogos digitais: experimento com kit de desenvolvimento para consoles de videogame. 2016. 144 f. Tese (Doutorado 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, 2016.
url https://tede2.pucsp.br/handle/handle/19347
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dc.publisher.none.fl_str_mv Pontifícia Universidade Católica de São Paulo
dc.publisher.program.fl_str_mv Programa de Estudos Pós-Graduados em Tecnologias da Inteligência e Design Digital
dc.publisher.initials.fl_str_mv PUC-SP
dc.publisher.country.fl_str_mv Brasil
dc.publisher.department.fl_str_mv Faculdade de Ciências Exatas e Tecnologia
publisher.none.fl_str_mv Pontifícia Universidade Católica de São Paulo
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