Eu Morro, Tu Morres, Eles Morrem

Total Page:16

File Type:pdf, Size:1020Kb

Eu Morro, Tu Morres, Eles Morrem UNIVERSIDADE DE LISBOA FACULDADE DE MOTRICIDADE HUMANA Eu morro, tu morres, eles morrem Heurísticas para uma boa experiência de fracasso nos videojogos Dissertação elaborada com vista à obtenção do grau de Mestre em Ergonomia Orientador: Professor Doutor Paulo Ignacio Noriega Pinto Machado Coorientador: Professor Doutor Francisco dos Santos Rebelo Júri: Presidente: Doutor José Domigos de Jesus Carvalhais Professor Auxiliar da Faculdade de Motricidade Humana, Universidade de Lisboa Vogais: Doutor Francisco dos Santos Rebelo Professor com agregação da Faculdade de Motricidade Humana, Universidade de Lisboa Doutor Ernesto Vilar Filgueiras Professor Auxiliar da Universidade da Beira Interior Inês Alexandrino Borges Pereira 2016 (Página intencionalmente deixada em branco) Agradecimentos Em primeiro lugar gostaria de agradecer ao Doutor Paulo Noriega, pela sua disponibilidade e apoio contínuo, e pela sua abertura mental que nunca deixa de ser munida por uma precisão científica. Ao professor Doutor Francisco Rebelo desejo agradecer pelos contributos práticos e metodológicos, e também pela abertura de espírito a novas abordagens. Aos dois agradeço a liberdade que me deram para explorar, poucos professores têm a autoconfiança necessária para o fazer. Muito obrigado. Gostaria ainda de agradecer ao Nuno Nóbrega da Miniclip, ao Paulo Duarte da Marmalade, ao Nuno Folhadela da Bica Studios, ao Ivan Barroso e ao Doutor Ricardo Flores, pela preciosa partilha de informação sobre a indústria dos jogos portuguesa, pela disponibilidade contínua e pelos exemplos de jogos cruciais para a construção desta dissertação. Ainda, o meu obrigado ao Diogo Vasconcelos, Nélio Codices, David Amador, Bernardo Porto, Fernando D’Andrea, Eduardo Pereira, Marcella Andrade, Carina Missae, Alexandre Kikuchi e Vicente Vieira. Agradeço profundamente ao meu pai por me ter ensinado a importância de ter um pensamento organizado e racional, e pelo apoio incondicional durante todo o decorrer do mestrado em Ergonomia na FMH – Ulisboa. E à minha mãe, por me ter ensinado desde cedo a pensar criativamente e também pelas dicas na estruturação desta dissertação. João, também o meu grandiosíssimo obrigado por me aturares em geral e durante o tempo da criação desta dissertação, em particular. Obrigada também por me mostrares o que é o mundo real dos negócios e a magia do mundo do espetáculo. Eva, isto é para ti. I (Página intencionalmente deixada em branco) II Resumo (PT) A indústria dos videojogos está a passar por uma transição onde considera igualmente importante a satisfação dos desejos dos hardcore gamers e a dos jogadores inexperientes (casual gamer). Com a crescente ampliação de jogadores ativos, mas inexperientes, e menos resistentes ao fracasso que os hardcore gamers, torna-se cada vez mais pertinente o estudo do fracasso nos videojogos. O fracasso nos videojogos apresenta tanto efeitos positivos (e.g. aprendizagem, motivação) como negativos (e.g. estado de desamparo aprendido, saída) na experiência de jogo. Como não existem guidelines que auxiliem os designers a potenciar os efeitos positivos do fracasso, nesta dissertação criou-se e discutiu-se um conjunto de heurísticas para o design dos momentos de fracasso nos videojogos. Para construir as heurísticas, foi efetuado um pequeno estudo exploratório acerca das indústrias portuguesas e brasileiras, e executada uma revisão da literatura diversificada e abrangente a toda a experiência de jogo, por forma a enquadrar a experiência do fracasso de forma holística e sistemática. Desta revisão resultaram vários modelos explicativos adaptados aos videojogos, de onde destacamos o modelo MAF, que ilustra os processos cognitivos e emocionais pelos quais o jogador passa quando perante o fracasso repetido, ou o modelo SAEV, que demonstra como se segmentam eventos nos jogos. As 19 heurísticas finais descendem de 3 elementos chave onde os designers se devem focar quando a desenhar a experiência do fracasso: o sentido de autoeficácia do jogador, os modelos mentais que os jogadores fazem dos eventos do jogo, e a utilização do humor durante e entre fracassos. Palavras-chave: experiência de jogo, fracasso, heurísticas, padrões de design, videojogos, experiência de utilização, humor, segmentação de eventos, autoeficácia, tempo de loading III (Página intencionalmente deixada em branco) IV Abstract The video game industry is undergoing through a transition where it is of the same importance the satisfaction of both hardcore and casual gamers. Due to the increasing number of active but inexperienced and less failure resistant gamers (than hardcore gamers), it is of growing importance to study failure in video games. Failure in videogames can induce effects on player experience that are considered as positive (e.g. player learning, motivation) or negative (e.g. learned helplessness). Regarding that there are no guidelines to help designers enhance the positive effects of failure, in this thesis a set of heuristics, specially oriented to the design of failure moments in video games, was created and discussed. The process of heuristics creation included a small exploratory study about Brazilian and Portuguese gaming industry, and a diversified and broad literature review of theories and studies related to player experience, learning, psychology (and others) to frame the failure experience systematically and holistically. From this literature review many theoretical game adapted models was proposed, like MAF model, that illustrates the cognitive and emotional processes by which the player passes when facing repeated failure, or the SAEV model that demonstrates how to segment events in videogames. The resulting 20 heuristics descend from 3 key elements that designers should focus when designing games failure experience: players sense of self-efficacy, player’s mental models of events taking place in the game world, and the use of humor during and between failures. Keywords: player experience, failure, heuristics, design patterns, video games, user experience, humor, event segmentation, self-efficacy, game loading V (Página intencionalmente deixada em branco) VI Índice Geral Índice de Anexos .................................................................................................................... XI Índice de Anexos em suporte multimédia (DVD) ............................................................ XIII Índice de Tabelas .................................................................................................................. XV Índice de Figuras ............................................................................................................... XVII Glossário de abreviaturas e estrangeirismos/neologismos .......................................... XXIII Introdução geral ....................................................................................................................... 1 Objetivos ............................................................................................................................. 10 Recomendações de leitura ................................................................................................. 12 Estrutura da dissertação ................................................................................................... 13 Parte I Capítulo I. Introdução aos videojogos ................................................................................. 15 1. Impacto económico e social dos videojogos ................................................................. 15 2. O que é um jogo?............................................................................................................ 16 3. Taxonomia dos videojogos ............................................................................................. 19 4. Tipologias de jogadores ................................................................................................. 23 4.1. Traços de personalidade ........................................................................................ 24 4.2. Comportamento predito pela motivação inicial .................................................... 26 4.3. Personas nos videojogos ....................................................................................... 31 4.4. Traços de personalidade vs escalas de motivação vs personas ............................. 35 Capítulo II. Games User Research ....................................................................................... 37 1. Design centrado nos jogadores ..................................................................................... 37 2. O papel do especialista em Usabilidade e User Experience na área dos videojogos 40 VII Parte II Capítulo I. Metodologia ......................................................................................................... 47 1. Heurísticas ...................................................................................................................... 47 1.1. Avaliação heurística da usabilidade ...................................................................... 47 1.2. Avaliação heurística da UX .................................................................................. 50 1.3. Vantagens das heurísticas ...................................................................................... 50 1.4. Desvantagens das heurísticas ................................................................................ 52 1.5. Heurísticas nos videojogos ..................................................................................
Recommended publications
  • Com Recursos Turbinados Por Realidade
    EMBARQUE Que tal incluir a Jamaica nos seus planos de viagem? Quem se esquece da ilha do reggae quando pensa em ir ao Caribe não sabe o que está perdendo + PERSONALIDADE Zangado, o gamer mascarado que mantém sua identidade em segredo e se transformou em um | J U N H O 2018 Nº 18 dos grandes influenciadores da internet brasileira Imagens meramente ilustrativas Imagens meramente DISTRIBUIÇÃO GRATUITA VENDA PROIBIDA DISTRIBUIÇÃO GRATUITA COM RECURSOS TURBINADOS POR REALIDADE AUMENTADA E INTELIGÊNCIA ARTIFICIAL, TOP DA SAMSUNG PROPORCIONA EXPERIÊNCIAS QUE NENHUM OUTRO APARELHO É CAPAZ EDITORIAL RICARDO CAVALCANTE PRESIDENTE DA RCELL TELECOM O ANO PROMETE Há pessimistas por toda parte, preocupados, entre outras coisas, com as oscilações do dólar, o nervosismo do mercado financeiro e a imprevisibilidade do cenário político. Não aqui na Rcell, pelo menos no que se refere a pessimismo. Todos esses fatores são preocupantes, não resta dúvida, inclusive para nós. Mas a empresa, apesar dos pesares, vem experimentando um 2018 dos mais positivos. Exatamente como previ, aliás, neste mesmo espaço, em janeiro passado. Nosso negócio avança, dia após dia. Graças ao empenho da equipe, evidentemente. Mas com uma ajuda providencial dos aquecidos mercados de celulares, computadores e games, que não dão o menor sinal de esmorecimento. Provas disso estão espalhadas por praticamente todas as reportagens desta revista. Na de mercado, por exemplo, descobre-se que o segmento de notebooks voltados para jogadores cresceu, apenas no primeiro trimestre do ano, mais de 400% na comparação com o mesmo período de 2017. E esse não é um caso isolado, ao contrário. O mercado de computadores como um todo está em crescimento.
    [Show full text]
  • DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
    UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? .
    [Show full text]
  • UPC Platform Publisher Title Price Available 730865001347
    UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435
    [Show full text]
  • Rules of the Game
    Hello! We’ve been doing this talk for a number of years, check out some of our earlier years editions – on the GDC Vault, many on YouTube. 2 What do we mean when we talk about game design rules? A lot of times when people talk about rules they talk about what I call “fortune cookie” wisdom. These are because they fit on a single piece of paper. 3 Here’s a few examples of that fortune cookie school of design rule. I’ve been saying “Start designing the middle” for a while - this is the idea that you should start making your game with the core of the gameplay. This is particularly true in a linear action adventure game. Make the middle levels first. Then when you have that working, go back and build the beginning, the introduction– now you know the core you can make the perfect tutorial. And make it great, because it’s what players play first. Then make the end part of your game last because you will run out of time and it won’t be perfect. But if any part of your level doesn’t need to be perfect, it’s the end, because fewer players will finish it than begin it. 4 Or how about this one When I heard this I heard it attributed to Sid Meier (more on that in a minute) – and it’s one I’ve embraced. 5 It makes sense right? You have four, the 2nd one up from the bottom is default, most players will pick that, players who want something easier can go down one, players who want something more challenging but not stupid can go up one, and the true masochists or kids with too much time on their hands can go for the hardest (aka “Impossible”).
    [Show full text]
  • The Video Game Industry an Industry Analysis, from a VC Perspective
    The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored.
    [Show full text]
  • TOP HRA Witcher 3: Wild Hunt Čo Nás Čaká Na E3? PREDSTAVUJEME MEIZU M1 Note VIDELI SME Mad Max: Zbesilá Cesta
    Digitálno-Lifestyle magazín pre každého Číslo 42 /jún 2015 | www.gamesite.sk Čo nás čaká na E3? TOP HRA Witcher 3: Wild Hunt VIDELI SME Mad Max: Zbesilá cesta PREDSTAVUJEME MEIZU M1 Note Súťaž o hodnotné ceny HRY MESIACA: HARDVÉR MESIACA: FILMY, KTORÉ ZAUJALI: TOP TÉMY: Mortal Kombat X Samsung Galaxy S6 Avengers 2: Vek Ultrona Kniha - Papierové mestá Shelter 2 Honor 3C Lite Ex Machina Kniha - Myšlienky mafiána Worlds of Magic Lenovo Z50-70 To dievča musíš milovať trendy - rozhovor s Martinom Uherkom Wolfenstein: The Old Blood Lenovo P90 Sedem zhavranelých bratov trendy - Smart Ochrancovia domácnosti Jún je tu. Jún znamená E3. E3 znamená veľa nových ohlásení. Ohlásenia značia veľa nových hier, ktoré budeme môcť hrávať ešte tento rok alebo Mission Games s.r.o., niekedy v prvých mesiacoch nasledujúceho roka. Nové hry, to sa rovná, že Železiarenská 39, 040 15 Košice 15, Slovenská republika (takmer) všetci hráči sú veľmi šťastní. A to či už to budú fanúšikovia E: [email protected] W: www.mission.sk Call of Duty, Need for Speedov, Assassin’s Creedov, či ďalších zabehnutých REDAKCIA sérií, alebo rovno nových IP. Šéfredaktor / Zdeněk 'HIRO' Moudrý Zástupca šéfredaktora / Patrik Barto Je pritom paradox, že v čase, keď už konferencie takéhoto formátu začínajú byť Webadmin / Richard Lonščák, Juraj Lux brané menej vážne kvôli chýbajúcej úprimnosti či kvôli menšiemu časovému Jazykové redaktorky / Zdenka Schwarzová, Karolina Růžová, Klára Šindelářová, Kristína Gabrišová rozstupu, práve tento rok bude konferencia E3 najbohatšia. Ku klasickej pätici Microsoft, Sony, EA, Ubisoft a Nintendo sa tento rok so svojimi výstupmi Odborná redakcia / Branislav Brna, Dominik Farkaš, Adam Schwarz, Roman Kadlec, Mário Lorenc, Maroš Hodor, totiž pridajú aj štúdiá ako Square Enix, Bethesda a PC Gaming Conference.
    [Show full text]
  • Intel ESS Digital Extremes Case Study
    case STUDY Intel® Solid-State Drives Performance: Data-Intensive Computing Delivering extreme entertainment with Intel® Solid-State Drives Intel® Solid-State Drives help Digital Extremes increase the efficiency of game development and maximize innovation Co-creators of the immensely popular Unreal* series of video games and current producers of several AAA game titles, Digital Extremes is among the most successful game development studios in the world. Sustaining that success requires not only a constant stream of creativity but also an extreme focus on internal efficiency. To speed up key production tasks, the company recently replaced traditional hard disk drives with Intel® Solid-State Drives in several workstations. By accelerating source-code build times up to 46 percent and increasing the speed of other production processes more than 100 percent, the new drives enable development teams to experiment with more creative possibilities while still meeting tight deadlines. CHALLENGE • Increase process efficiency. Maintain a competitive edge by increasing the efficiency of numerous production tasks, from completing new source-code builds to encoding content for multiple game platforms. SOLUTION • Intel® Solid-State Drives. Digital Extremes replaced traditional serial ATA (SATA) hard disk drives with Intel® X25-M Mainstream SATA Solid-State Drives (SSDs) in worksta- tions used by programmers and artists. IMPacT • Faster builds, increased innovation. The Intel SSD solution helped accelerate source-code build times by up to 46 percent, enabling development teams to rapidly incorporate testing feedback and giving them time to explore additional creative ideas without increasing costs. • Rapid ROI. By saving time with key processes, Digital Extremes could recoup the cost of each drive within a month.
    [Show full text]
  • Du Mutisme Au Dialogue
    École Nationale Supérieure Louis Lumière Promotion Son 2015 Du mutisme au dialogue Les interactions vocales dans le jeu vidéo Partie pratique : v0x Mémoire de fin d'étude Rédacteur : Charles MEYER Directeur interne: Thierry CODUYS Directrice externe : Isabelle BALLET Rapporteur : Claude GAZEAU Année universitaire 2014-2015 Mémoire soutenu le 15 juin 2015 Remerciements : Je tiens à remercier chaleureusement mes deux directeurs de mémoire pour leur implication, leur confiance et leur exigence. Je remercie tout particulièrement Nicolas GIDON, sans qui la réalisation de la partie pratique de ce mémoire aurait été plus chronophage et complexe.. Je remercie et salue Nicolas FOURNIER et Baptiste PALACIN, dont les travaux et la gentillesse ont été une source d'inspiration et de détermination. Je remercie également ma mère, ma tante, Jordy, Julien et Julien (n'en déplaise à Julien), Timothée et mes amis pour leur soutien indéfectible. Merci à madame VALOUR, monsieur COLLET, monsieur FARBRÈGES ainsi qu'à leurs élèves. Enfin, merci à From Software et à NetherRealm Studios pour leur jeux, qui auront été un défouloir bienvenu. Page 2 Résumé Ce mémoire de master a pour objet d'étude les interactions vocales dans le jeu vidéo. Cependant, il ne se limite pas à une étude historique de l'évolution de la vocalité au sein des jeux vidéo mais en propose une formalisation théorique autour de trois concepts essentiels : Mécanique, Narration et Immersion. De ces trois concepts découlent trois types de voix : les voix système, les voix narratives (linéaires et non- linéaires) et les voix d'ambiance. Dans le prolongement de cette étude et en s'appuyant sur les travaux menés dans le cadre des parties expérimentale et pratique de ce mémoire, ayant abouti à la réalisation d'un jeu vidéo basé sur l'analyse spectrale de la voix du joueur, v0x, nous proposons une extension de cette théorie de la vocalité vidéo-ludique afin d'intégrer l'inclusion de la voix du joueur au sein de ce cadre d'étude.
    [Show full text]
  • AARON DODD Vancouver B.C
    AARON DODD Vancouver B.C. [email protected] 778.908.6870 SENIOR ENVIRONMENT ARTIST www.artstation.com/aarondodd Highlights___________________________________________________________________________ • 11+ years of experience in AAA development • Proactive in learning new skills, software and workflows • Versatile skill set including the execution and integration of art outsourcing • Background in lighting with experience in lighting for cinematics • Active in interviewing, training and mentoring team members • Strong cross-discipline collaborator Professional Experience______________________________________________________________ Senior Environment Artist Feb 2012-Sept 2018 Capcom Vancouver • Dead Rising 4 o Created material sets and texture standards for PBR workflow o Worked with Tech Art to optimize and create best practices o Layout and art production for multiple areas • Dead Rising 3 o World building, set dressing and prop creation o Performance optimizations with Tech Art • Unannounced Project o Responsible for look development, texturing and modelling of key gameplay feature Mentor Apr 2011- Feb 2012 Think Tank Training Center • Coached and trained multiple artists working on their demo reels in their final semester at the Think Tank Training Center Environment Artist Apr 2011- Feb 2012 EA Black Box • Need for Speed: The Run o Responsible for level construction and balancing performance for multiple tracks o Road textures for numerous levels based on specific art direction and style guides Environment Artist/Lighting Artist Apr
    [Show full text]
  • Exergames Experience in Physical Education: a Review
    PHYSICAL CULTURE AND SPORT. STUDIES AND RESEARCH DOI: 10.2478/pcssr-2018-0010 Exergames Experience in Physical Education: A Review Authors’ contribution: Cesar Augusto Otero Vaghetti1A-E, Renato Sobral A) conception and design 2A-E 1A-E of the study Monteiro-Junior , Mateus David Finco , Eliseo B) acquisition of data Reategui3A-E, Silvia Silva da Costa Botelho 4A-E C) analysis and interpretation of data D) manuscript preparation 1Federal University of Pelotas, Brazil E) obtaining funding 2State University of Montes Carlos, Brazil 3Federal University of Rio Grande do Sul, Brazil 4Federal University of Rio Grande, USA ABSTRACT Exergames are consoles that require a higher physical effort to play when compared to traditional video games. Active video games, active gaming, interactive games, movement-controlled video games, exertion games, and exergaming are terms used to define the kinds of video games in which the exertion interface enables a new experience. Exergames have added a component of physical activity to the otherwise motionless video game environment and have the potential to contribute to physical education classes by supplementing the current activity options and increasing student enjoyment. The use of exergames in schools has already shown positive results in the past through their potential to fight obesity. As for the pedagogical aspects of exergames, they have attracted educators’ attention due to the large number of games and activities that can be incorporated into the curriculum. In this way, the school must consider the development of a new physical education curriculum in which the key to promoting healthy physical activity in children and youth is enjoyment, using video games as a tool.
    [Show full text]
  • 211328715.Pdf
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by ScholarSpace at University of Hawai'i at Manoa THE DEVELOPMENT OF INTERCULTURAL COMPETENCE THROUGH SOCIAL INTERACTIONS IN WARFRAME A THESIS SUBMITTED TO THE GRADUATE DIVISION OF THE UNIVERSITY OF HAWAI‘I AT MĀNOA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF ARTS IN COMMUNICATION MAY 2018 By Rebecca Carino Thesis Committee: Jenifer Winter, Chairperson Hanae Kurihara Kramer Kelly Bergstrom Rachel Neo Keywords: Warframe, intercultural competence, video games, social interactions WARFRAME 2 Table of Contents List of Tables .................................................................................................................................. 3 List of Figures ................................................................................................................................. 4 CHAPTER 1: INTRODUCTION ................................................................................................... 5 CHAPTER 2: LITERATURE REVIEW ........................................................................................ 7 The Social Dynamic of Gaming ................................................................................................. 7 Intercultural Communication .................................................................................................... 11 Intercultural Competence .........................................................................................................
    [Show full text]
  • VIDEO GAME SUBCULTURES Playing at the Periphery of Mainstream Culture Edited by Marco Benoît Carbone & Paolo Ruffino
    ISSN 2280-7705 www.gamejournal.it Published by LUDICA Issue 03, 2014 – volume 1: JOURNAL (PEER-REVIEWED) VIDEO GAME SUBCULTURES Playing at the periphery of mainstream culture Edited by Marco Benoît Carbone & Paolo Ruffino GAME JOURNAL – Peer Reviewed Section Issue 03 – 2014 GAME Journal A PROJECT BY SUPERVISING EDITORS Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Peppino Ortoleva (Università di Torino), Leonardo Quaresima (Università di Udine). EDITORS WITH THE PATRONAGE OF Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Indiana University), Adam Gallimore (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), Dipartimento di Storia, Beni Culturali e Territorio Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano), Marco Teti (Università di Ferrara). PARTNERS ADVISORY BOARD Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Bologna), Enrico Menduni (Università di
    [Show full text]