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Pontifícia Universidade Católica De São Paulo PUC-SP Francisco De Pontifícia Universidade Católica de São Paulo PUC-SP Francisco de Souza Escobar Triângulo mágico: referências conceituais do game design Mestrado em Tecnologias da inteligência e Design Digital São Paulo 2019 Pontifícia Universidade Católica de São Paulo PUC-SP Francisco de Souza Escobar Triângulo mágico: referências conceituais do game design Mestrado em Tecnologias da inteligência e Design Digital Dissertação apresentada à Banca Examinadora da Pontifícia Universidade Católica de São Paulo, como exigência para a obtenção do título de MESTRE em Tecnologias da Inteligência e Design Digital – área de concentração em Processos Cognitivos e Ambientes Digitais, linha de pesquisa Design Digital e Inteligência Coletiva, sob a orientação do Prof. Dr. Sérgio Roclaw Basbaum. São Paulo 2019 Banca Examinadora ______________________________ ______________________________ ______________________________ Aprovado em:___________________ O presente trabalho foi realizado com apoio da Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - Brasil (CAPES) - Código de Financiamento 001 DEDICATÓRIA Para a minha amada esposa Denise, por me ajudar a escolher os melhores caminhos que a vida possa oferecer. Aos meus filhos Arthur e Cássia por irradiarem toda a alegria que eu possa esperar em uma vida. Eles definitivamente são meus heróis. A minha amada Mãe, por toda sua dedicação diária com seus filhos e netos. A minha irmã Andréa, por estar sempre ao meu lado. AGRADECIMENTOS Agradeço a Deus e a Sete Linhas de Força, por me darem discernimento e coragem para que a concepção desta pesquisa fosse possível. A minha Família, por proporcionar a alegria nos momentos em que a tristeza se fazia presente, e por ser a força motriz nos momentos em que a vida se apresentou de maneira complicada. A minha irmã Andréa que sempre está comigo nos bons e maus momentos, sempre com muito amor e carinho. Ao Estimado Prof. Dr. Sérgio Roclaw Basbaum, pela ótima orientação, pelos conselhos e por todo o auxílio que me foi dado, passando sempre muita tranquilidade, perseverança e força. A Edna Conti, por me ajudar tantas vezes, com questões burocráticas que tornam, por momentos, a vida complicada. Além das ótimas conversas antes do início das aulas. A todos os amigos do TiDD que de alguma maneira colaboraram com o prosseguimento desta pesquisa, soma-se a isso o carinho e a troca de experiências além das ótimas conversas que ocupam um espaço em minha memória. Em especial a Marina Sala, Raissa Caselas e Giovanna Saggiono. Ao grupo CS Games por me acolherem tão bem. Em especial ao Guilherme Cestari, Aline Antunes, Fabiana Oliveira e Mário Madureira. Aos grandes amigos Mário Miskolczi que me ajudou muito na revisão dos textos redigidos e ao Gabriel Dualiby por trazer bons conselhos e indicar ótimos livros para a leitura. Aos meus amigos Fábio Bastos, Robson Ribeiro, Juliana Pereira, Marisa Tasca, Hamilton Oliveira, Selma Santos, Flávio Guglielmino e Luciana Amabille pelas ótimas conversas. Ao Senac Vila Prudente por me auxiliar com a Bolsa Estímulo Educacional no primeiro semestre desta jornada, sem está ajuda seria inviável iniciar o mestrado. E a CAPES, meu agradecimento, por tornar possível o desenvolvimento e conclusão deste trabalho, por meio da concessão da bolsa de estudos. In memorian: Marcelo Troiani RESUMO A presente pesquisa visa à formulação de um novo método, chamado de ”Triângulo Mágico”. Pensado para ajudar e auxiliar o game designer na análise e criação de jogos digitais. O “Triângulo Mágico” traz em sua estrutura três pilares conceituais: affordances, imaginário e flow. Utilizando este método o desenvolvedor trabalhará em uma nova camada. O método traz novas formas de pensar um jogo com todas suas complexidades técnicas, mas com um forte referencial teórico que dará suporte aos desenvolvedores. Este trabalho inicia-se com uma breve história dos videogames, trazendo algumas particularidades e apontando quebras de paradigmas de uma geração para outra, além de listar os principais consoles de cada geração. Ainda, apresenta os conceitos que compõe o “Triângulo Mágico”, uma tríade que pretende estabelecer relação entre os conceitos de affordance e a concepção de agente e ambiente; imaginário e formulação de imagens, como aporte para que imaginação seja capaz de manter os jogos vivos em nossa mente; e o conceito de flow e experiência ótima, tornando o jogo imersivo e essencial. A pesquisa é principalmente fundamentada nas obras dos psicólogos James J. Gibson, partindo dos estudos da teoria das affordances e Mihaly Csikszentmihalyi com seus estudos sobre flow e experiência ótima. E também baseada nos filósofos Jean-Paul Sartre e Vilém Flusser com suas obras sobre a imaginação e o imaginário, conceito de imagens, bem como imagens técnicas. Palavras-chave: Jogos digitais. “Triângulo Mágico”. Game Design. Affordance. Imaginário. Flow ABSTRACT The present research aims at the formulation of a new method, called “Magic Triangle”. Designed to help and assist the game designer in analyzing and creating digital games. The magic triangle brings in its structure three conceptual pillars: affordances, imaginary and flow. Using this method the developer will work on a new layer. The method brings new ways of thinking a game with all its technical complexities, but with a strong theoretical framework that will support the developers. This work begins with a brief history of videogames, bringing some peculiarities and pointing paradigm breaks from one generation to another, in addition it lists the main consoles of each generation. It also presents the concepts that make up the magic triangle, a triad that seeks to establish a relationship between the concepts of affordance and the conception of agent and environment; imaginary and images formulation, as an input for the imagination to be able to keep the games alive in our minds; and the concept of flow and optimal experience, making the game immersive and essential. The research is mainly based on the works of the psychologists James J. Gibson, starting from the studies of the theory of affordances and Mihaly Csikszentmihalyi with his studies on flow and optimal experience. The work also is based on the philosophers Jean-Paul Sartre and Vilém Flusser with their works on the imagination and the imaginary, concept of images, as well as technical images. Keywords: Digital games. “Magic Triangle”. Game Design. Affordance. Imaginary. Flow LISTA DE FIGURAS Figura 1 - Forma primária na construção do Triângulo Mágico ............................................ 19 Figura 2 - Triângulo Mágico com sua estrutura formada. ..................................................... 20 Figura 3 - Tennis For Two .................................................................................................... 30 Figura 4 - SpaceWar! ........................................................................................................... 30 Figura 5 - Protótipo: The Brow Box ...................................................................................... 32 Figura 6 - Tela do jogo GunFight através do emulador MAME ............................................. 33 Figura 7 - Atari 2600VCS ..................................................................................................... 34 Figura 8 - Famicon Family Computer ................................................................................... 35 Figura 9 - NES ..................................................................................................................... 35 Figura 10 - Sega Mark III ..................................................................................................... 35 Figura 11 - Sega Master System ......................................................................................... 35 Figura 12 - Mega Drive ........................................................................................................ 36 Figura 13 - Super Ninendo ................................................................................................... 36 Figura 14 - Tela do jogo Virtua Fighter ................................................................................. 37 Figura 15 - Tela do jogo Ridge Racer .................................................................................. 37 Figura 16 - Sony Playstation 1 ............................................................................................. 38 Figura 17 - Nintendo 64 ....................................................................................................... 38 Figura 18 - Tela do Jogo Super Mario 64 ............................................................................. 38 Figura 19 - Sexta Geração de Consoles .............................................................................. 40 Figura 20 - Consoles da sétima geração.............................................................................. 41 Figura 21 - Wii Remote e Nunchuck .................................................................................... 42 Figura 22 - Sendo Kinect ..................................................................................................... 42 Figura 23 - PSMove ............................................................................................................. 42 Figura 24 - Oitava geração de consoles............................................................................... 44 Figura 25 - Nintendo Switch ................................................................................................. 45 Figura 26
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