O museu de game como experiência gamificada

Detalhes bibliográficos
Autor(a) principal: Carmona, Sabrina Pereira Kumagai
Data de Publicação: 2012
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/4456
Resumo: Based on the state of art of games production and reception, this research has as an objective to propose the construction of a game museum conceived in the way of produce a gamified experience to those who visit it. Understood as gamification the phenomenon that has been widely released and incorporated in various fields of human activity. Gamification is taken as the application of game dynamics to day-to-day situations. The proposal comes with justifications that emphasize what is relevant to build a museum when you have as an object such a recent media as videogame. The main justification finds itself in the enormous cultural relevance of games and its indubitable penetration in people s lives, not only the young ones, in which we can conclude also about its relevance to future generations. Having as a theoretical basis mainly the studies of Huizinga, Schuytema, Zimmerman, Salen and other game scholars, it was possible to establish connections between game theory and the gamified experience that it provides to different means. This research corpus covers games as FIFA 2010 (2010), God of War (2005), Shadow of the Colossus (2006), among others. The methodology uses a case study from the Computerspiele Museum, in Berlin. By this study, and furthermore, it was possible to elaborate the history of games in a gamified experience that becomes relevant to a visitor of a Game Museum. This way, the gamified experience, that can prove itself very interesting to visit a Game Museum was elaborated having the following five essential points that are essential parts of game development: rules, narrative, interactivity, challenges and gameplay
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spelling Santaella, Luciahttp://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4275027H1Carmona, Sabrina Pereira Kumagai2016-04-26T18:12:26Z2012-12-052012-10-19Carmona, Sabrina Pereira Kumagai. The game museum as a gamified experience. 2012. 130 f. Dissertação (Mestrado em Comunicação) - Pontifícia Universidade Católica de São Paulo, São Paulo, 2012.https://tede2.pucsp.br/handle/handle/4456Based on the state of art of games production and reception, this research has as an objective to propose the construction of a game museum conceived in the way of produce a gamified experience to those who visit it. Understood as gamification the phenomenon that has been widely released and incorporated in various fields of human activity. Gamification is taken as the application of game dynamics to day-to-day situations. The proposal comes with justifications that emphasize what is relevant to build a museum when you have as an object such a recent media as videogame. The main justification finds itself in the enormous cultural relevance of games and its indubitable penetration in people s lives, not only the young ones, in which we can conclude also about its relevance to future generations. Having as a theoretical basis mainly the studies of Huizinga, Schuytema, Zimmerman, Salen and other game scholars, it was possible to establish connections between game theory and the gamified experience that it provides to different means. This research corpus covers games as FIFA 2010 (2010), God of War (2005), Shadow of the Colossus (2006), among others. The methodology uses a case study from the Computerspiele Museum, in Berlin. By this study, and furthermore, it was possible to elaborate the history of games in a gamified experience that becomes relevant to a visitor of a Game Museum. This way, the gamified experience, that can prove itself very interesting to visit a Game Museum was elaborated having the following five essential points that are essential parts of game development: rules, narrative, interactivity, challenges and gameplayTomando por base o estado da arte da produção e recepção de games, esta pesquisa tem como objetivo propor a construção de um museu de game concebido de modo a produzir uma experiência gamificada para aqueles que o visitam. Entendida como a gamificação é um fenômeno que tem sido fartamente divulgado e incorporado em vários campos das atividades humanas. Entende-se por gamificação a aplicação das dinâmicas de jogos a situações cotidianas. A proposta vem acompanhada de justificativas enfatizando que é pertinente a construção de um museu quando se tem por objeto uma mídia tão recente como o videogame, tendo como. A principal justificativa encontra-se na enorme relevância cultural dos games e sua penetração indiscutível na vida das pessoas, não apenas jovens, do que se pode concluir também sobre sua relevância para as gerações futuras. Utilizando como base teórica principalmente os estudos de Huizinga, Schuytema, Zimmerman, Salen e outros estudiosos dos games, foi possível estabelecer conexões entre a teoria dos games e a experiência gamificada que a mesma proporciona para os diversos meios. O corpus da pesquisa abrange games como FIFA 2010 (2010), God of War (2005), Shadow of the Colossus (2006), entre outros. A metodologia fez uso de um case study do Computerspiele Museum, em Berlim. Por meio desse estudo, mas indo além dele, foi possível elaborar a história dos games na forma de uma experiência de gamificação relevante para um visitante de um Museu de Games. Desta maneira, a experiência gamificada, que pode se provar muito interessante para se visitar um Museu de Games, foi elaborada tendo os seguintes cinco pontos essenciais que são partes integrantes da constituição dos games: regras, narrativa, interatividade, desafios e jogabilidadeapplication/pdfhttp://tede2.pucsp.br/tede/retrieve/13212/Sabrina%20Pereira%20Kumagai%20Carmona.pdf.jpgporPontifícia Universidade Católica de São PauloPrograma de Estudos Pós-Graduados em Comunicação e SemióticaPUC-SPBRComunicaçãoMuseu de gamesGamificaçãoGame culturaDesenvolvimento de gamesGame museumGamificationGame cultureGame developmentCNPQ::CIENCIAS SOCIAIS APLICADAS::COMUNICACAOO museu de game como experiência gamificadaThe game museum as a gamified experienceinfo: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_SPTEXTSabrina Pereira Kumagai Carmona.pdf.txtSabrina Pereira Kumagai Carmona.pdf.txtExtracted texttext/plain169689https://repositorio.pucsp.br/xmlui/bitstream/handle/4456/3/Sabrina%20Pereira%20Kumagai%20Carmona.pdf.txte65c445bef2021c56844549eaf0c0a3dMD53ORIGINALSabrina Pereira Kumagai Carmona.pdfapplication/pdf11567914https://repositorio.pucsp.br/xmlui/bitstream/handle/4456/1/Sabrina%20Pereira%20Kumagai%20Carmona.pdf98180881edb7d03df36906381ba4bb57MD51THUMBNAILSabrina Pereira Kumagai Carmona.pdf.jpgSabrina Pereira Kumagai Carmona.pdf.jpgGenerated Thumbnailimage/jpeg3084https://repositorio.pucsp.br/xmlui/bitstream/handle/4456/2/Sabrina%20Pereira%20Kumagai%20Carmona.pdf.jpga4bdf52ca31d98347a024af48ce4dd2cMD52handle/44562022-04-27 14:52:38.646oai:repositorio.pucsp.br:handle/4456Biblioteca Digital de Teses e Dissertaçõeshttps://sapientia.pucsp.br/https://sapientia.pucsp.br/oai/requestbngkatende@pucsp.br||rapassi@pucsp.bropendoar:2022-04-27T17:52:38Biblioteca Digital de Teses e Dissertações da PUC_SP - Pontifícia Universidade Católica de São Paulo (PUC-SP)false
dc.title.por.fl_str_mv O museu de game como experiência gamificada
dc.title.alternative.eng.fl_str_mv The game museum as a gamified experience
title O museu de game como experiência gamificada
spellingShingle O museu de game como experiência gamificada
Carmona, Sabrina Pereira Kumagai
Museu de games
Gamificação
Game cultura
Desenvolvimento de games
Game museum
Gamification
Game culture
Game development
CNPQ::CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
title_short O museu de game como experiência gamificada
title_full O museu de game como experiência gamificada
title_fullStr O museu de game como experiência gamificada
title_full_unstemmed O museu de game como experiência gamificada
title_sort O museu de game como experiência gamificada
author Carmona, Sabrina Pereira Kumagai
author_facet Carmona, Sabrina Pereira Kumagai
author_role author
dc.contributor.advisor1.fl_str_mv Santaella, Lucia
dc.contributor.authorLattes.fl_str_mv http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4275027H1
dc.contributor.author.fl_str_mv Carmona, Sabrina Pereira Kumagai
contributor_str_mv Santaella, Lucia
dc.subject.por.fl_str_mv Museu de games
Gamificação
Game cultura
Desenvolvimento de games
topic Museu de games
Gamificação
Game cultura
Desenvolvimento de games
Game museum
Gamification
Game culture
Game development
CNPQ::CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
dc.subject.eng.fl_str_mv Game museum
Gamification
Game culture
Game development
dc.subject.cnpq.fl_str_mv CNPQ::CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
description Based on the state of art of games production and reception, this research has as an objective to propose the construction of a game museum conceived in the way of produce a gamified experience to those who visit it. Understood as gamification the phenomenon that has been widely released and incorporated in various fields of human activity. Gamification is taken as the application of game dynamics to day-to-day situations. The proposal comes with justifications that emphasize what is relevant to build a museum when you have as an object such a recent media as videogame. The main justification finds itself in the enormous cultural relevance of games and its indubitable penetration in people s lives, not only the young ones, in which we can conclude also about its relevance to future generations. Having as a theoretical basis mainly the studies of Huizinga, Schuytema, Zimmerman, Salen and other game scholars, it was possible to establish connections between game theory and the gamified experience that it provides to different means. This research corpus covers games as FIFA 2010 (2010), God of War (2005), Shadow of the Colossus (2006), among others. The methodology uses a case study from the Computerspiele Museum, in Berlin. By this study, and furthermore, it was possible to elaborate the history of games in a gamified experience that becomes relevant to a visitor of a Game Museum. This way, the gamified experience, that can prove itself very interesting to visit a Game Museum was elaborated having the following five essential points that are essential parts of game development: rules, narrative, interactivity, challenges and gameplay
publishDate 2012
dc.date.available.fl_str_mv 2012-12-05
dc.date.issued.fl_str_mv 2012-10-19
dc.date.accessioned.fl_str_mv 2016-04-26T18:12:26Z
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dc.identifier.citation.fl_str_mv Carmona, Sabrina Pereira Kumagai. The game museum as a gamified experience. 2012. 130 f. Dissertação (Mestrado em Comunicação) - Pontifícia Universidade Católica de São Paulo, São Paulo, 2012.
dc.identifier.uri.fl_str_mv https://tede2.pucsp.br/handle/handle/4456
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