A grande jogada: videogames, fases, gamers e desafios

Detalhes bibliográficos
Autor(a) principal: Souza, Caio Moreira de [UNESP]
Data de Publicação: 2018
Tipo de documento: Trabalho de conclusão de curso
Idioma: por
Título da fonte: Repositório Institucional da UNESP
Texto Completo: http://hdl.handle.net/11449/203647
http://www.athena.biblioteca.unesp.br/exlibris/bd/capelo/2019-06-17/000916373.pdf
Resumo: The aim of the following abstract is to analyze the video game industry in Brazil and the world, covering its historical and geographical aspects as well as its main markets and current challenges. In addition, this research addresses the main advances and innovations that happened in this relevant economic and creative activity which has mostly stirred the national and global market and generated a lot of jobs. However, it is about a not so searched activity and has only few published scientific papers. Another aspect addressed in this scientific investigation refers to developers who by being extremely creative promote the consumer market. Moreover, the research approached the profile of the players and the innovations that are going on. The challenges that this important creative industry will have to face are many. There is a great number of gamers or players in this extent video game world whose phases to be overcome are increasingly complex. The game has already begun, and the winner will be the one who is the most creative, competitive and uses the best strategies
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spelling A grande jogada: videogames, fases, gamers e desafiosJogos eletronicosJogos para computadorVideo gamesJogos eletrônicos - IndústriaEmpresasXbox video gamesVideogames NintendoBrasilThe aim of the following abstract is to analyze the video game industry in Brazil and the world, covering its historical and geographical aspects as well as its main markets and current challenges. In addition, this research addresses the main advances and innovations that happened in this relevant economic and creative activity which has mostly stirred the national and global market and generated a lot of jobs. However, it is about a not so searched activity and has only few published scientific papers. Another aspect addressed in this scientific investigation refers to developers who by being extremely creative promote the consumer market. Moreover, the research approached the profile of the players and the innovations that are going on. The challenges that this important creative industry will have to face are many. There is a great number of gamers or players in this extent video game world whose phases to be overcome are increasingly complex. The game has already begun, and the winner will be the one who is the most creative, competitive and uses the best strategiesO presente Trabalho de Conclusão de Curso, tem como objetivo analisar a indústria de videogames no Brasil e no mundo, abordando seus aspectos históricos e geográficos bem como os principais mercados e os desafios atuais. A pesquisa aborda, também, os principais avanços e inovações ocorridas nessa relevante atividade econômica e criativa que tem movimentado, sobremaneira, o mercado nacional e global e gerado muitos empregos. No entanto, trata-se de uma atividade pouco pesquisada e com escassos trabalhos científicos publicados. Outro aspecto abordado nessa investigação científica, refere-se aos desenvolvedores que, com muita criatividade, fomentam o mercado consumidor. A pesquisa aborda, ainda, o perfil dos jogadores e as inovações em curso. Muitos são os desafios que essa importante indústria criativa terá que enfrentar. Muitos são os gamers ou players nesse grande videogame mundial, cujas as fases a serem superadas são cada vez mais complexas. O jogo já começou e vencerá quem for mais criativo, competitivo e usar as melhores estratégiasUniversidade Estadual Paulista (Unesp)Mendes, Auro Aparecido [UNESP]Universidade Estadual Paulista (Unesp)Souza, Caio Moreira de [UNESP]2021-03-10T12:57:52Z2021-03-10T12:57:52Z2018-10-08info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/bachelorThesis85 f.application/pdfSOUZA, Caio Moreira de. A grande jogada: videogames, fases, gamers e desafios. 2018. 85 f. Trabalho de conclusão de curso (bacharelado - Geografia) - Universidade Estadual Paulista Júlio de Mesquita Filho, Instituto de Geociências e Ciências Exatas, 2018.http://hdl.handle.net/11449/203647990009163730206341http://www.athena.biblioteca.unesp.br/exlibris/bd/capelo/2019-06-17/000916373.pdfAlmareponame:Repositório Institucional da UNESPinstname:Universidade Estadual Paulista (UNESP)instacron:UNESPporinfo:eu-repo/semantics/openAccess2024-07-10T17:53:35Zoai:repositorio.unesp.br:11449/203647Repositório InstitucionalPUBhttp://repositorio.unesp.br/oai/requestopendoar:29462024-08-05T20:01:49.058928Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP)false
dc.title.none.fl_str_mv A grande jogada: videogames, fases, gamers e desafios
title A grande jogada: videogames, fases, gamers e desafios
spellingShingle A grande jogada: videogames, fases, gamers e desafios
Souza, Caio Moreira de [UNESP]
Jogos eletronicos
Jogos para computador
Video games
Jogos eletrônicos - Indústria
Empresas
Xbox video games
Videogames Nintendo
Brasil
title_short A grande jogada: videogames, fases, gamers e desafios
title_full A grande jogada: videogames, fases, gamers e desafios
title_fullStr A grande jogada: videogames, fases, gamers e desafios
title_full_unstemmed A grande jogada: videogames, fases, gamers e desafios
title_sort A grande jogada: videogames, fases, gamers e desafios
author Souza, Caio Moreira de [UNESP]
author_facet Souza, Caio Moreira de [UNESP]
author_role author
dc.contributor.none.fl_str_mv Mendes, Auro Aparecido [UNESP]
Universidade Estadual Paulista (Unesp)
dc.contributor.author.fl_str_mv Souza, Caio Moreira de [UNESP]
dc.subject.por.fl_str_mv Jogos eletronicos
Jogos para computador
Video games
Jogos eletrônicos - Indústria
Empresas
Xbox video games
Videogames Nintendo
Brasil
topic Jogos eletronicos
Jogos para computador
Video games
Jogos eletrônicos - Indústria
Empresas
Xbox video games
Videogames Nintendo
Brasil
description The aim of the following abstract is to analyze the video game industry in Brazil and the world, covering its historical and geographical aspects as well as its main markets and current challenges. In addition, this research addresses the main advances and innovations that happened in this relevant economic and creative activity which has mostly stirred the national and global market and generated a lot of jobs. However, it is about a not so searched activity and has only few published scientific papers. Another aspect addressed in this scientific investigation refers to developers who by being extremely creative promote the consumer market. Moreover, the research approached the profile of the players and the innovations that are going on. The challenges that this important creative industry will have to face are many. There is a great number of gamers or players in this extent video game world whose phases to be overcome are increasingly complex. The game has already begun, and the winner will be the one who is the most creative, competitive and uses the best strategies
publishDate 2018
dc.date.none.fl_str_mv 2018-10-08
2021-03-10T12:57:52Z
2021-03-10T12:57:52Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/bachelorThesis
format bachelorThesis
status_str publishedVersion
dc.identifier.uri.fl_str_mv SOUZA, Caio Moreira de. A grande jogada: videogames, fases, gamers e desafios. 2018. 85 f. Trabalho de conclusão de curso (bacharelado - Geografia) - Universidade Estadual Paulista Júlio de Mesquita Filho, Instituto de Geociências e Ciências Exatas, 2018.
http://hdl.handle.net/11449/203647
990009163730206341
http://www.athena.biblioteca.unesp.br/exlibris/bd/capelo/2019-06-17/000916373.pdf
identifier_str_mv SOUZA, Caio Moreira de. A grande jogada: videogames, fases, gamers e desafios. 2018. 85 f. Trabalho de conclusão de curso (bacharelado - Geografia) - Universidade Estadual Paulista Júlio de Mesquita Filho, Instituto de Geociências e Ciências Exatas, 2018.
990009163730206341
url http://hdl.handle.net/11449/203647
http://www.athena.biblioteca.unesp.br/exlibris/bd/capelo/2019-06-17/000916373.pdf
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 85 f.
application/pdf
dc.publisher.none.fl_str_mv Universidade Estadual Paulista (Unesp)
publisher.none.fl_str_mv Universidade Estadual Paulista (Unesp)
dc.source.none.fl_str_mv Alma
reponame:Repositório Institucional da UNESP
instname:Universidade Estadual Paulista (UNESP)
instacron:UNESP
instname_str Universidade Estadual Paulista (UNESP)
instacron_str UNESP
institution UNESP
reponame_str Repositório Institucional da UNESP
collection Repositório Institucional da UNESP
repository.name.fl_str_mv Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP)
repository.mail.fl_str_mv
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