Design de um videojogo educativo : a narrativa interactiva

Detalhes bibliográficos
Autor(a) principal: Cabeleira, Beatriz, 1993-
Data de Publicação: 2018
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10451/33630
Resumo: The first educational videogames emerged in the 1980s and began to be well received by the industry. However, its mass production and distribution – as well as its commercialization without prior investigation or support – have led to a marked decrease in the quality of these games’ supply. To this day, educational games are still received by the masses with some skepticism, but we must not ignore their potential as a medium. This research seeks to understand in which ways the videogame can be applied to the transmission of information or knowledge, using narrative as a structure. The development and exploration of this issue parts from game design principles and elements, learning theories and paradigms (namely the constructivist paradigm), and interactive or immersive narrative structures. As a support for narrative, immersion and learning, this research explores the Monomyth concept (also known as “The Hero’s Journey”) introduced by Joseph Campbell – a narrative structure present in most myths, legends and immersive literary or cinematic works. The cross-referencing of the information this structure supplies, along with other researched concepts, allowed for the design of a cyclical narrative structure as a game design support. This approach is applied as a support for the analysis of case studies, which are relevant to the topics addressed, and for the development of this research’s design component: the MetaPlay project, which seeks to apply the theoritcal component of the present research. This project is here described through its game design document and presented through its prototype. MetaPlay is a metafictional and non-linear, adventure and puzzle text-based game that aims to teach students or individuals who are interested in or curious about game design and narratology. Its prototype applies some of the mechanics and dynamics inscribed in the game design project and seeks to present an interactive storyboard of the game experience
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spelling Design de um videojogo educativo : a narrativa interactivaDesign de comunicaçãoEducaçãoInteractividadeVideojogosNarrativaEstudos de casoDesign de Comunicação e Novos MediaThe first educational videogames emerged in the 1980s and began to be well received by the industry. However, its mass production and distribution – as well as its commercialization without prior investigation or support – have led to a marked decrease in the quality of these games’ supply. To this day, educational games are still received by the masses with some skepticism, but we must not ignore their potential as a medium. This research seeks to understand in which ways the videogame can be applied to the transmission of information or knowledge, using narrative as a structure. The development and exploration of this issue parts from game design principles and elements, learning theories and paradigms (namely the constructivist paradigm), and interactive or immersive narrative structures. As a support for narrative, immersion and learning, this research explores the Monomyth concept (also known as “The Hero’s Journey”) introduced by Joseph Campbell – a narrative structure present in most myths, legends and immersive literary or cinematic works. The cross-referencing of the information this structure supplies, along with other researched concepts, allowed for the design of a cyclical narrative structure as a game design support. This approach is applied as a support for the analysis of case studies, which are relevant to the topics addressed, and for the development of this research’s design component: the MetaPlay project, which seeks to apply the theoritcal component of the present research. This project is here described through its game design document and presented through its prototype. MetaPlay is a metafictional and non-linear, adventure and puzzle text-based game that aims to teach students or individuals who are interested in or curious about game design and narratology. Its prototype applies some of the mechanics and dynamics inscribed in the game design project and seeks to present an interactive storyboard of the game experienceRafael, SóniaRepositório da Universidade de LisboaCabeleira, Beatriz, 1993-2018-05-23T16:50:13Z2018-03-142018-05-232018-03-14T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisimage/jpegapplication/pdfapplication/pdfhttp://hdl.handle.net/10451/33630TID:201880423porinfo: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:RCAAP2023-11-08T16:28:34Zoai:repositorio.ul.pt:10451/33630Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T21:48:35.782153Repositório 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 Design de um videojogo educativo : a narrativa interactiva
title Design de um videojogo educativo : a narrativa interactiva
spellingShingle Design de um videojogo educativo : a narrativa interactiva
Cabeleira, Beatriz, 1993-
Design de comunicação
Educação
Interactividade
Videojogos
Narrativa
Estudos de caso
Design de Comunicação e Novos Media
title_short Design de um videojogo educativo : a narrativa interactiva
title_full Design de um videojogo educativo : a narrativa interactiva
title_fullStr Design de um videojogo educativo : a narrativa interactiva
title_full_unstemmed Design de um videojogo educativo : a narrativa interactiva
title_sort Design de um videojogo educativo : a narrativa interactiva
author Cabeleira, Beatriz, 1993-
author_facet Cabeleira, Beatriz, 1993-
author_role author
dc.contributor.none.fl_str_mv Rafael, Sónia
Repositório da Universidade de Lisboa
dc.contributor.author.fl_str_mv Cabeleira, Beatriz, 1993-
dc.subject.por.fl_str_mv Design de comunicação
Educação
Interactividade
Videojogos
Narrativa
Estudos de caso
Design de Comunicação e Novos Media
topic Design de comunicação
Educação
Interactividade
Videojogos
Narrativa
Estudos de caso
Design de Comunicação e Novos Media
description The first educational videogames emerged in the 1980s and began to be well received by the industry. However, its mass production and distribution – as well as its commercialization without prior investigation or support – have led to a marked decrease in the quality of these games’ supply. To this day, educational games are still received by the masses with some skepticism, but we must not ignore their potential as a medium. This research seeks to understand in which ways the videogame can be applied to the transmission of information or knowledge, using narrative as a structure. The development and exploration of this issue parts from game design principles and elements, learning theories and paradigms (namely the constructivist paradigm), and interactive or immersive narrative structures. As a support for narrative, immersion and learning, this research explores the Monomyth concept (also known as “The Hero’s Journey”) introduced by Joseph Campbell – a narrative structure present in most myths, legends and immersive literary or cinematic works. The cross-referencing of the information this structure supplies, along with other researched concepts, allowed for the design of a cyclical narrative structure as a game design support. This approach is applied as a support for the analysis of case studies, which are relevant to the topics addressed, and for the development of this research’s design component: the MetaPlay project, which seeks to apply the theoritcal component of the present research. This project is here described through its game design document and presented through its prototype. MetaPlay is a metafictional and non-linear, adventure and puzzle text-based game that aims to teach students or individuals who are interested in or curious about game design and narratology. Its prototype applies some of the mechanics and dynamics inscribed in the game design project and seeks to present an interactive storyboard of the game experience
publishDate 2018
dc.date.none.fl_str_mv 2018-05-23T16:50:13Z
2018-03-14
2018-05-23
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