As crônicas de Odisseu - jogo eletrônico mobile como ferramenta de incentivo à leitura
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Data
2019-11
Autores
Orientador
Teixeira, Bruno Da Silva
Banca
Teixeira, Bruno Da Silva
Dapper, Silvia Trein Heimfarth
Brod, Rodrigo De Azambuja
Título do periódico
ISSN
Título do Volume
Editor
Resumo
O presente projeto tem como objetivo o desenvolvimento de um jogo eletrônico mobile que incentive o hábito da leitura, com intuito de proporcionar uma experiência mais atrativa, interativa e abrangente entre usuário e leitura. Para isso, observou-se o panorama da relação entre leitor e leitura no Brasil, assim como os benefícios da mesma para o desenvolvimento intelectual. Regeu-se também, um estudo referencial acerca da visão contemporânea das competências do design no cotidiano, assim como um olhar mais aprofundado nas atribuições da figura do designer, principalmente no que tange ao profissional inserido na esfera dos jogos eletrônicos, o qual teve papel fundamental na construção de uma indústria extremamente popular e lucrativa. O referencial ainda apresenta o entendimento do videogame como um suporte potencial de ensino e conscientização, além da convergência entre conceitos de jogos eletrônicos e design instrucional. Apresenta-se também, com base em um levantamento de dados, um quadro atual da popularidade dos smartphones e o seu uso como console de jogos. Para a construção do projeto, buscou-se um maior entendimento do processo convencional de desenvolvimento de um game, no entanto, a construção se delineará pelos conceitos metodológicos de Garrett (2011), os quais compreendem a experiência do usuário como tema central de desenvolvimento, para assim proporcionar a melhor experiência de interação possível. Por fim, é apresentado um protótipo de jogo eletrônico mobile como motor de incentivo ao desenvolvimento do ato contínuo da leitura.
This project aims to develop an electronic mobile game that encourages the reading habit, in order to provide a more attractive, interactive and comprehensive user-reading experience. For this, the panorama of the relation between reader and reading in Brazil was observed, as well as the benefits of the same for the intellectual development. A bibliographical study was also carried out on the contemporary vision of the competences of the design in the daily life, as well as a more in-depth look at the attributions of the figure of the designer, especially with regard to the professional inserted in the sphere of electronic games, which played a fundamental role in building an extremely popular and lucrative industry. The referential still presents the understanding of videogame as a potential support of teaching and awareness, as well as the convergence between concepts of electronic games and instructional design. Based on a data survey, a current picture of the popularity of smartphones and their potential use as a gaming console is also presented. For the construction of the project, a greater understanding of the conventional process of game development was sought, however, the construction will be delineated by the methodological concepts of Garrett (2011), which understand the user experience as a central theme of development, to provide the best possible interaction experience. Finally, a mobile electronic game prototype is presented as an incentive engine for the development of the continuous act of reading.
This project aims to develop an electronic mobile game that encourages the reading habit, in order to provide a more attractive, interactive and comprehensive user-reading experience. For this, the panorama of the relation between reader and reading in Brazil was observed, as well as the benefits of the same for the intellectual development. A bibliographical study was also carried out on the contemporary vision of the competences of the design in the daily life, as well as a more in-depth look at the attributions of the figure of the designer, especially with regard to the professional inserted in the sphere of electronic games, which played a fundamental role in building an extremely popular and lucrative industry. The referential still presents the understanding of videogame as a potential support of teaching and awareness, as well as the convergence between concepts of electronic games and instructional design. Based on a data survey, a current picture of the popularity of smartphones and their potential use as a gaming console is also presented. For the construction of the project, a greater understanding of the conventional process of game development was sought, however, the construction will be delineated by the methodological concepts of Garrett (2011), which understand the user experience as a central theme of development, to provide the best possible interaction experience. Finally, a mobile electronic game prototype is presented as an incentive engine for the development of the continuous act of reading.
Descrição
Palavras-chave
Jogos eletrônicos; Design; Jogos mobile; Leitura; Electronic games; Mobile games; Reading
Citação
SPOHR, Luís Guilherme. As crônicas de Odisseu - jogo eletrônico mobile como ferramenta de incentivo à leitura. 2019. Monografia (Graduação em Design) – Universidade do Vale do Taquari - Univates, Lajeado, 02 dez. 2019. Disponível em: http://hdl.handle.net/10737/2701.