Navegando por Assunto "Jogos eletrônicos"
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Dissertação Acesso aberto (Open Access) Cidades em games: poéticas urbanísticas no espaço de jogo(Universidade Federal do Pará, 2012-03-30) COSTA JUNIOR, José Maria Teixeira da; SAMPAIO, Valzeli Figueira; http://lattes.cnpq.br/6142863342585522The work of this dissertation has as its object of study the urban spaces of vídeo games, called here by the word cities in games, from the analysis of its manifestation as models to be used by the discipline of urbanism as a field of visual studies and analyzes urban data. Such as urban planning, in its forms of technical research and design of urban forms, is used for game development, we believe there is an exchange of content very important for the future of these two areas of knowledge. So we start from the conceptual and theoretical analysis based on endoestética proposed by Claudia Giannetti and a theoretical shift using the elements of the city's image of Kevin Lynch in relation to the video game Grand Theft Auto, where we can prove the existence of all these relations.Tese Acesso aberto (Open Access) DATUM - Interface eletrônica como meio de expressão da experiência(Universidade Federal do Pará, 2023-10-27) CARVALHO, Márcio Lins de; SAMPAIO, Valzeli Figueira; http://lattes.cnpq.br/6142863342585522This thesis addresses the experience of creating an experimental electronic game (game, for mobile devices, cell phones) called “DATUM” (work in process) developed from and during the doctorate period. These writings and their annexes address three different and complementary perspectives: the first on reflections on method and artistic creation in the academy; the second on the theoretical conceptions derived from the artistic creation of electronic games; the third on the sub-processes and hazards of game development; in addition to these, the thesis is also composed of the game itself. Taking these perspectives, the thesis proposes to experiment with the image, in the abstract sense, using a dynamic of building constellations to incite the projection of images by connecting stars; and the virtual with its interactive possibilities within a three-dimensional space.Dissertação Acesso aberto (Open Access) Journey: o jogo e a experiência como fonte de criação(Universidade Federal do Pará, 2016-07-07) CARVALHO, Márcio Lins; SAMPAIO, Valzeli Figueira; http://lattes.cnpq.br/6142863342585522This dissertation discusses the experience with games (eletronic games), focused on case study that considers the analysis of the image, experience and mediation modes proposed by the game Journey (TGC, 2012). Therefore, there is the interactive, symbolic, interface and game functionality features in question and its aesthetic possibilities of dialogue with other art forms, such as comics and illustration. In this perspective, we make use of theories and authors that we consider relevant to the case study and relatable to important aspects in the approach of the game (Johan Huizinga, Roger Caillois, Eric Zimmerman, Katie Salen), imaginary (Gilbert Durand, Philippe Malrieu), experience in general and aesthetic experience in particular (Robert Solomon, John Dewey) and language and media (Lucia Santaella, Julio Plaza, Monica Tavares). Having the playful interaction as lens, it promotes an analysis of the intricacies of the game, its relations with the player(s), the questions posed during and at the end of his experience to thus understand how mimicry occurs with other means of expression that not only the game itself. The theoretical crossings tend to cooperate with the studies of the game while expanded field of art.Dissertação Acesso aberto (Open Access) Um perfil brasileiro de consumo do jogo League of legends (LOL): skins, publicidade e sociabilidades digitais(Universidade Federal do Pará, 2024-05-25) FERREIRA, Ibnny Afonso Sena; SANTOS, Luíz Cezar Silva dos; http://lattes.cnpq.br/2449524316115443In online videogame environments, the purchase of virtual goods, while highlighting new forms of consumption, reproduces the search for status, prestige and social differentiation between individuals/players. The present work carries out a study on the phenomenon of skin consumption in the games League of Legends and League of Legends: Wild Rift, seeking to understand how the dynamics of digital sociability between players are influenced by the consumption of these virtual goods. To achieve the proposed objectives, a bibliographical research was carried out on the topics in question and quantitative data was collected from an online survey form with Brazilian players from all over the country to identify the main motivations that leads them to acquire virtual goods of this type and how the consumption of skins is used as a mediating agent of the sociability established between the subjects in these two games from the north-american company Riot Games. After analyzing the data found, a possible profile of consumers of the League of Legends game in Brazil was obtained and it was verified: the main motivations for purchasing skins on LOL; the most popular themes among players, including those linked to Latin America and Amazon; and how the consumption and use of skins adds layers to the game experience and in digital sociability between players in the League of Legends environment.
