Navegando por Assunto "Videogames"
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Dissertação Acesso aberto (Open Access) História em jogo: do joystick à sala de aula(Universidade Federal do Pará, 2021-07-15) SOUZA, Allyson Fabrício Freitas; MESQUITA, Thiago Broni de; http://lattes.cnpq.br/9103271903652224; https://orcid.org/0009-0000-4099-8061In the study of history, everything can serve as an object of study, from ancient constructions and objects to current discourses and behaviors, which contribute to an understanding not only of past societies, but how our own society understands and represents those that preceded it. Electronic games can also be included in the category of historical artifacts such as a Greek vase from the 5th century BC and for the same reasons: it is the result of a society that had a given technology at the time of the production of this artifact and that was inserted within a context social, political and economic. Based on this proposition, our research presents a part of the history of video games, from their emergence to the point where they consolidated in the entertainment market, then discusses and analyzes specific historical narratives found in some commercial games that can be used in teaching History, and finally, it brings a general reflection about the potential of these games. With regard to the specific objectives, we intend to make the student (i) realize how a distant past is presented and represented by people from a much later time and that the selection of facts and characters cannot change the past, but it can re-signify it from other perspectives; (ii) relate concepts developed in the classroom with situations found in the game; (iii) place fun as a captivating element in the teaching-learning process of subjects present in the syllabus.Dissertação Acesso aberto (Open Access) Missão principal: mulheres desenvolvedoras de jogos eletrônicos e o combate à violência de gênero(Universidade Federal do Pará, 2024-02-29) MELO, Renata Christine da Silva; ALVARENGA, Eric Campos; http://lattes.cnpq.br/5734378044087055; https://orcid.org/0000-0002-1803-2356This work aimed to explore Brazilian women game developers, the hostile experiences at work and the coping strategies used by them to deal with gender violence in this environment. The methodology is based on the qualitative research approach, exploratory type, with survey through individual online interview with 10 participants and the analysis was based on the proposals of the discursive practices and production of meanings of Spink (2010). The results showed that women gamedevs of this study follow a profile according to the industry panorama, they are mostly white, inhabit mainly the southeastern region of Brazil and most of them are from the production or arts sectors. All of them experienced gender violence in some way - discrimination, harassment, micro aggressions - during their career, coming from bosses or co-workers. To face and adjust to this adverse scenario, they use survival strategies linked to the effort to normalize violence or protection (mute, refuse and avoid, adapt the work, support network...) and other strategies are more related to resistance and change (speak and impose, wear turban to be seen, therapy, support network among women, conscious management...). They also emphasized the need for individual (people, men) and collective (educational institutions, companies, media/social networks) modifying actions that should be taken by the industry with a focus on incentive, reception and permanence of girls and women in technologies and development, as well as in increasing their participation in decision-making (CEO) positions and in the education of men and dev community towards awareness of privileges and prejudices. Finally, it is expected that this work will contribute to expand our knowledge about gender, work, game development and coping strategies, but mainly to encourage future research, projects and actions that focus on solutions so that this scenario becomes more inclusive and suitable for underrepresented groups.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.
