Auto-Referenciação em Jogos Retro: Uma Framework

Detalhes bibliográficos
Autor(a) principal: Guilherme Vasconcelos Alves de Lima
Data de Publicação: 2020
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://hdl.handle.net/10216/128408
Resumo: Retro games have as one of their main structural elements the representation of classic games, technologies and past platforms. This dissertation proposes the development of a framework based on the characteristic of self-referencing exercised by retro games as media in order to assist in the design of retro games and in the identification of fundamental principles to the experience of playing these games. Considering that retro games have an implied player, this work proposes the creation of a design tool focused on the key principles related to experience design. Twenty retro games were analyzed and different types of referencing used by video games were identified: mechanic, dynamic, aesthetic and narrative. These typologies allowed different functionalities to be analyzed for each application. In addition, the elements that fundamentally represent the retro style were identified and analyzed. The framework was responsible for allowing the identified principles to be used in a retro game design canvas format based on self-referencing. This dissertation proposes that the analysis of self-referencing is considered an essential resource for the design of retro gaming experiences. It is intended that the results achieved can contribute to the conception and experience design of this category of video games. Keywords: Design, Experience, Framework, Nostalgia, Retro, Referencing, Video Games.
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spelling Auto-Referenciação em Jogos Retro: Uma FrameworkOutras ciências da engenharia e tecnologiasOther engineering and technologiesRetro games have as one of their main structural elements the representation of classic games, technologies and past platforms. This dissertation proposes the development of a framework based on the characteristic of self-referencing exercised by retro games as media in order to assist in the design of retro games and in the identification of fundamental principles to the experience of playing these games. Considering that retro games have an implied player, this work proposes the creation of a design tool focused on the key principles related to experience design. Twenty retro games were analyzed and different types of referencing used by video games were identified: mechanic, dynamic, aesthetic and narrative. These typologies allowed different functionalities to be analyzed for each application. In addition, the elements that fundamentally represent the retro style were identified and analyzed. The framework was responsible for allowing the identified principles to be used in a retro game design canvas format based on self-referencing. This dissertation proposes that the analysis of self-referencing is considered an essential resource for the design of retro gaming experiences. It is intended that the results achieved can contribute to the conception and experience design of this category of video games. Keywords: Design, Experience, Framework, Nostalgia, Retro, Referencing, Video Games.2020-07-202020-07-20T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://hdl.handle.net/10216/128408TID:202590666porGuilherme Vasconcelos Alves de Limainfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-29T13:02:28Zoai:repositorio-aberto.up.pt:10216/128408Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T23:32:23.246247Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Auto-Referenciação em Jogos Retro: Uma Framework
title Auto-Referenciação em Jogos Retro: Uma Framework
spellingShingle Auto-Referenciação em Jogos Retro: Uma Framework
Guilherme Vasconcelos Alves de Lima
Outras ciências da engenharia e tecnologias
Other engineering and technologies
title_short Auto-Referenciação em Jogos Retro: Uma Framework
title_full Auto-Referenciação em Jogos Retro: Uma Framework
title_fullStr Auto-Referenciação em Jogos Retro: Uma Framework
title_full_unstemmed Auto-Referenciação em Jogos Retro: Uma Framework
title_sort Auto-Referenciação em Jogos Retro: Uma Framework
author Guilherme Vasconcelos Alves de Lima
author_facet Guilherme Vasconcelos Alves de Lima
author_role author
dc.contributor.author.fl_str_mv Guilherme Vasconcelos Alves de Lima
dc.subject.por.fl_str_mv Outras ciências da engenharia e tecnologias
Other engineering and technologies
topic Outras ciências da engenharia e tecnologias
Other engineering and technologies
description Retro games have as one of their main structural elements the representation of classic games, technologies and past platforms. This dissertation proposes the development of a framework based on the characteristic of self-referencing exercised by retro games as media in order to assist in the design of retro games and in the identification of fundamental principles to the experience of playing these games. Considering that retro games have an implied player, this work proposes the creation of a design tool focused on the key principles related to experience design. Twenty retro games were analyzed and different types of referencing used by video games were identified: mechanic, dynamic, aesthetic and narrative. These typologies allowed different functionalities to be analyzed for each application. In addition, the elements that fundamentally represent the retro style were identified and analyzed. The framework was responsible for allowing the identified principles to be used in a retro game design canvas format based on self-referencing. This dissertation proposes that the analysis of self-referencing is considered an essential resource for the design of retro gaming experiences. It is intended that the results achieved can contribute to the conception and experience design of this category of video games. Keywords: Design, Experience, Framework, Nostalgia, Retro, Referencing, Video Games.
publishDate 2020
dc.date.none.fl_str_mv 2020-07-20
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