Auto-Referenciação em Jogos Retro: Uma Framework
Autor(a) principal: | |
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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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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 2020-07-20T00:00:00Z |
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.uri.fl_str_mv |
https://hdl.handle.net/10216/128408 TID:202590666 |
url |
https://hdl.handle.net/10216/128408 |
identifier_str_mv |
TID:202590666 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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1799135633894014976 |