Purposeful game como freio da desinformação contemporânea : o caso do super gotinha VS sinformação
Autor(a) principal: | |
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Data de Publicação: | 2023 |
Tipo de documento: | Tese |
Idioma: | por |
Título da fonte: | Biblioteca Digital de Teses e Dissertações da PUC_RS |
Texto Completo: | https://tede2.pucrs.br/tede2/handle/tede/10817 |
Resumo: | Purposeful games are designed to collect, from human interaction with the game narrative, data that could not be produced by computational machines in order to identify ways that can solve social and scientific problems (STAPLES, 2011; LAFOURCADE et al., 2015). It is based on this definition that the research theme of this thesis originates, the purposeful game as an alternative that uses native resources of games to disseminate the concept of disinformation in contemporary times. The general objective of the study is to investigate the informative and pedagogical potential of the purposeful game with a view to disseminating the concept of disinformation in contemporary times, from the production of a purposeful game for digital platforms. With this purpose, an applied research was developed (SANTOS, 2018; 2020) organized based on the methodological procedures of Action Research (THIOLLENT, 2011) and which resulted in the creation and publication of the purposeful game Super Gotinha VS Desinformação, available in https://supergotinha.github.io/jogo/. The product, developed with a low budget by a multidisciplinary team, was tested by young and adult students, a public identified as the age group that most plays games in the country, according to data from PGB (2022). The tests applied were carried out with students from the Youth and Adult Education Center (Ceja) of Chapecó - SC and the Individual Microentrepreneur Course (MEI) offered at the Federal Institute of Education, Science and Technology of Amapá - Ifap, Campus Santana-AP. Among the results of the research, it is observed that the purposeful game developed consists of an alternative to curb misinformation, since, to the extent that it provides the player with entertainment, it also teaches, informs, instructs and provokes reflection and public debate on misinformation involving human vaccination in different age groups. At the same time that it collects data, from the collaboration of the player, it enables a diagnosis with the perceptions about the misinformation involving vaccination. At the end of this study, it is concluded that the purposeful game can be explored by areas such as education and journalism, because it provides opportunities for the production of products aimed at combating disinformation through the use of attractive audiovisual resources capable of arousing the interest and engagement of different audiences. |
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Pase, André Fagundeshttp://lattes.cnpq.br/9459123297426461http://lattes.cnpq.br/8122878029529485Bourscheid, Ana Paula2023-06-13T17:37:24Z2023-03-30https://tede2.pucrs.br/tede2/handle/tede/10817Purposeful games are designed to collect, from human interaction with the game narrative, data that could not be produced by computational machines in order to identify ways that can solve social and scientific problems (STAPLES, 2011; LAFOURCADE et al., 2015). It is based on this definition that the research theme of this thesis originates, the purposeful game as an alternative that uses native resources of games to disseminate the concept of disinformation in contemporary times. The general objective of the study is to investigate the informative and pedagogical potential of the purposeful game with a view to disseminating the concept of disinformation in contemporary times, from the production of a purposeful game for digital platforms. With this purpose, an applied research was developed (SANTOS, 2018; 2020) organized based on the methodological procedures of Action Research (THIOLLENT, 2011) and which resulted in the creation and publication of the purposeful game Super Gotinha VS Desinformação, available in https://supergotinha.github.io/jogo/. The product, developed with a low budget by a multidisciplinary team, was tested by young and adult students, a public identified as the age group that most plays games in the country, according to data from PGB (2022). The tests applied were carried out with students from the Youth and Adult Education Center (Ceja) of Chapecó - SC and the Individual Microentrepreneur Course (MEI) offered at the Federal Institute of Education, Science and Technology of Amapá - Ifap, Campus Santana-AP. Among the results of the research, it is observed that the purposeful game developed consists of an alternative to curb misinformation, since, to the extent that it provides the player with entertainment, it also teaches, informs, instructs and provokes reflection and public debate on misinformation involving human vaccination in different age groups. At the same time that it collects data, from the collaboration of the player, it enables a diagnosis with the perceptions about the misinformation involving vaccination. At the end of this study, it is concluded that the purposeful game can be explored by areas such as education and journalism, because it provides opportunities for the production of products aimed at combating disinformation through the use of attractive audiovisual resources capable of arousing the interest and engagement of different audiences.Os purposeful games são projetados para coletar, a partir da interação humana com a narrativa do jogo, dados que não poderiam ser produzidos por máquinas computacionais com a finalidade de identificar caminhos que possam solucionar problemas sociais e científicos (STAPLES, 2011; LAFOURCADE et al., 2015). É com base nesta definição que tem origem o tema de pesquisa desta tese, o purposeful game como alternativa que utiliza recursos nativos dos games para divulgar o conceito de desinformação na contemporaneidade. O objetivo geral do estudo consiste em investigar o potencial informativo e pedagógico do purposeful game com vistas a divulgar o conceito da desinformação na contemporaneidade, a partir da produção de um purposeful game para plataformas digitais. Com este propósito desenvolveu-se uma pesquisa aplicada (SANTOS, 2018; 2020) organizada com base nos procedimentos metodológicos da Pesquisa-Ação (THIOLLENT, 2011) e que resultou na criação e publicação do purposeful game Super Gotinha VS Desinformação, disponível em https://supergotinha.github.io/jogo/. O produto, desenvolvido com baixo orçamento por uma equipe multidisciplinar, foi testado por estudantes jovens e adultos, público apontado como a faixa etária que mais joga games no país, conforme dados da PGB (2022). Os testes aplicados foram realizados com estudantes do Centro de Educação de Jovens e Adultos (Ceja) de Chapecó - SC e do Curso Microempreendedor Individual (MEI) ofertado no Instituto Federal de Educação, Ciência e Tecnologia do Amapá - Ifap, Campus Santana-AP. Entre os resultados da pesquisa, observa-se que o purposeful game desenvolvido consiste em uma alternativa para frear a desinformação, uma vez que, na medida em que oportuniza ao jogador o entretenimento, também ensina, informa, instrui e provoca a reflexão e o debate público sobre a desinformação envolvendo a vacinação humana em diferentes faixas etárias. Ao mesmo tempo em que coleta dados, a partir da colaboração do jogador, possibilita um diagnóstico com as percepções sobre a desinformação envolvendo a vacinação. No final deste estudo, conclui-se que o purposeful game pode ser explorado por áreas como a educação e o jornalismo, isto porque oportuniza a produção de produtos voltados para o combate à desinformação através do uso de recursos audiovisuais atrativos e capazes de despertar o interesse e o engajamento de diferentes públicosSubmitted by PPG Comunicação Social (famecos-pg@pucrs.br) on 2023-05-19T19:09:17Z No. of bitstreams: 1 Tese - Ana Paula Bourscheid.pdf: 12019307 bytes, checksum: 9383dab35739847b27c8ccbb38e35f66 (MD5)Approved for entry into archive by Sarajane Pan (sarajane.pan@pucrs.br) on 2023-06-13T14:37:29Z (GMT) No. of bitstreams: 1 Tese - Ana Paula Bourscheid.pdf: 12019307 bytes, checksum: 9383dab35739847b27c8ccbb38e35f66 (MD5)Made available in DSpace on 2023-06-13T17:37:24Z (GMT). No. of bitstreams: 1 Tese - Ana Paula Bourscheid.pdf: 12019307 bytes, checksum: 9383dab35739847b27c8ccbb38e35f66 (MD5) Previous issue date: 2023-03-30Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESapplication/pdfhttps://tede2.pucrs.br/tede2/retrieve/187882/Tese%20-%20Ana%20Paula%20Bourscheid.pdf.jpgporPontifícia Universidade Católica do Rio Grande do SulPrograma de Pós-Graduação em Comunicação SocialPUCRSBrasilEscola de Comunicação, Arte e DesignPurposeful GamesDesinformaçãoVacinasPesquisa AplicadaPesquisa-AçãoPurposeful GamesMisinformationVaccinesApplied ResearchAction ResearchCIENCIAS SOCIAIS APLICADAS:COMUNICACAOPurposeful game como freio da desinformação contemporânea : o caso do super gotinha VS sinformaçãoinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisTrabalho não apresenta restrição para publicação-81813740824510296835006003590462550136975366info:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da PUC_RSinstname:Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS)instacron:PUC_RSTHUMBNAILTese - Ana Paula Bourscheid.pdf.jpgTese - Ana Paula Bourscheid.pdf.jpgimage/jpeg5722https://tede2.pucrs.br/tede2/bitstream/tede/10817/4/Tese+-+Ana+Paula+Bourscheid.pdf.jpg3b02c72c2662938f191dd1bc60b18149MD54TEXTTese - Ana Paula Bourscheid.pdf.txtTese - Ana Paula Bourscheid.pdf.txttext/plain740141https://tede2.pucrs.br/tede2/bitstream/tede/10817/3/Tese+-+Ana+Paula+Bourscheid.pdf.txtf44c1ea5aa7e1594eac1e8abc7c778a1MD53ORIGINALTese - Ana Paula Bourscheid.pdfTese - Ana Paula Bourscheid.pdfapplication/pdf12019307https://tede2.pucrs.br/tede2/bitstream/tede/10817/2/Tese+-+Ana+Paula+Bourscheid.pdf9383dab35739847b27c8ccbb38e35f66MD52LICENSElicense.txtlicense.txttext/plain; charset=utf-8590https://tede2.pucrs.br/tede2/bitstream/tede/10817/1/license.txt220e11f2d3ba5354f917c7035aadef24MD51tede/108172023-06-13 20:00:20.351oai:tede2.pucrs.br:tede/10817QXV0b3JpemE/P28gcGFyYSBQdWJsaWNhPz9vIEVsZXRyP25pY2E6IENvbSBiYXNlIG5vIGRpc3Bvc3RvIG5hIExlaSBGZWRlcmFsIG4/OS42MTAsIGRlIDE5IGRlIGZldmVyZWlybyBkZSAxOTk4LCBvIGF1dG9yIEFVVE9SSVpBIGEgcHVibGljYT8/byBlbGV0cj9uaWNhIGRhIHByZXNlbnRlIG9icmEgbm8gYWNlcnZvIGRhIEJpYmxpb3RlY2EgRGlnaXRhbCBkYSBQb250aWY/Y2lhIFVuaXZlcnNpZGFkZSBDYXQ/bGljYSBkbyBSaW8gR3JhbmRlIGRvIFN1bCwgc2VkaWFkYSBhIEF2LiBJcGlyYW5nYSA2NjgxLCBQb3J0byBBbGVncmUsIFJpbyBHcmFuZGUgZG8gU3VsLCBjb20gcmVnaXN0cm8gZGUgQ05QSiA4ODYzMDQxMzAwMDItODEgYmVtIGNvbW8gZW0gb3V0cmFzIGJpYmxpb3RlY2FzIGRpZ2l0YWlzLCBuYWNpb25haXMgZSBpbnRlcm5hY2lvbmFpcywgY29ucz9yY2lvcyBlIHJlZGVzID9zIHF1YWlzIGEgYmlibGlvdGVjYSBkYSBQVUNSUyBwb3NzYSBhIHZpciBwYXJ0aWNpcGFyLCBzZW0gP251cyBhbHVzaXZvIGFvcyBkaXJlaXRvcyBhdXRvcmFpcywgYSB0P3R1bG8gZGUgZGl2dWxnYT8/byBkYSBwcm9kdT8/byBjaWVudD9maWNhLgo=Biblioteca Digital de Teses e Dissertaçõeshttp://tede2.pucrs.br/tede2/PRIhttps://tede2.pucrs.br/oai/requestbiblioteca.central@pucrs.br||opendoar:2023-06-13T23:00:20Biblioteca Digital de Teses e Dissertações da PUC_RS - Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS)false |
dc.title.por.fl_str_mv |
Purposeful game como freio da desinformação contemporânea : o caso do super gotinha VS sinformação |
title |
Purposeful game como freio da desinformação contemporânea : o caso do super gotinha VS sinformação |
spellingShingle |
Purposeful game como freio da desinformação contemporânea : o caso do super gotinha VS sinformação Bourscheid, Ana Paula Purposeful Games Desinformação Vacinas Pesquisa Aplicada Pesquisa-Ação Purposeful Games Misinformation Vaccines Applied Research Action Research CIENCIAS SOCIAIS APLICADAS:COMUNICACAO |
title_short |
Purposeful game como freio da desinformação contemporânea : o caso do super gotinha VS sinformação |
title_full |
Purposeful game como freio da desinformação contemporânea : o caso do super gotinha VS sinformação |
title_fullStr |
Purposeful game como freio da desinformação contemporânea : o caso do super gotinha VS sinformação |
title_full_unstemmed |
Purposeful game como freio da desinformação contemporânea : o caso do super gotinha VS sinformação |
title_sort |
Purposeful game como freio da desinformação contemporânea : o caso do super gotinha VS sinformação |
author |
Bourscheid, Ana Paula |
author_facet |
Bourscheid, Ana Paula |
author_role |
author |
dc.contributor.advisor1.fl_str_mv |
Pase, André Fagundes |
dc.contributor.advisor1Lattes.fl_str_mv |
http://lattes.cnpq.br/9459123297426461 |
dc.contributor.authorLattes.fl_str_mv |
http://lattes.cnpq.br/8122878029529485 |
dc.contributor.author.fl_str_mv |
Bourscheid, Ana Paula |
contributor_str_mv |
Pase, André Fagundes |
dc.subject.por.fl_str_mv |
Purposeful Games Desinformação Vacinas Pesquisa Aplicada Pesquisa-Ação |
topic |
Purposeful Games Desinformação Vacinas Pesquisa Aplicada Pesquisa-Ação Purposeful Games Misinformation Vaccines Applied Research Action Research CIENCIAS SOCIAIS APLICADAS:COMUNICACAO |
dc.subject.eng.fl_str_mv |
Purposeful Games Misinformation Vaccines Applied Research Action Research |
dc.subject.cnpq.fl_str_mv |
CIENCIAS SOCIAIS APLICADAS:COMUNICACAO |
description |
Purposeful games are designed to collect, from human interaction with the game narrative, data that could not be produced by computational machines in order to identify ways that can solve social and scientific problems (STAPLES, 2011; LAFOURCADE et al., 2015). It is based on this definition that the research theme of this thesis originates, the purposeful game as an alternative that uses native resources of games to disseminate the concept of disinformation in contemporary times. The general objective of the study is to investigate the informative and pedagogical potential of the purposeful game with a view to disseminating the concept of disinformation in contemporary times, from the production of a purposeful game for digital platforms. With this purpose, an applied research was developed (SANTOS, 2018; 2020) organized based on the methodological procedures of Action Research (THIOLLENT, 2011) and which resulted in the creation and publication of the purposeful game Super Gotinha VS Desinformação, available in https://supergotinha.github.io/jogo/. The product, developed with a low budget by a multidisciplinary team, was tested by young and adult students, a public identified as the age group that most plays games in the country, according to data from PGB (2022). The tests applied were carried out with students from the Youth and Adult Education Center (Ceja) of Chapecó - SC and the Individual Microentrepreneur Course (MEI) offered at the Federal Institute of Education, Science and Technology of Amapá - Ifap, Campus Santana-AP. Among the results of the research, it is observed that the purposeful game developed consists of an alternative to curb misinformation, since, to the extent that it provides the player with entertainment, it also teaches, informs, instructs and provokes reflection and public debate on misinformation involving human vaccination in different age groups. At the same time that it collects data, from the collaboration of the player, it enables a diagnosis with the perceptions about the misinformation involving vaccination. At the end of this study, it is concluded that the purposeful game can be explored by areas such as education and journalism, because it provides opportunities for the production of products aimed at combating disinformation through the use of attractive audiovisual resources capable of arousing the interest and engagement of different audiences. |
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2023 |
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2023-06-13T17:37:24Z |
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