Aparício, Tiago Alexandre Cordeiro, 1990- a Importância Das Narrativas E Da Jogabilidade Na Produção De Videojogos

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Aparício, Tiago Alexandre Cordeiro, 1990- a Importância Das Narrativas E Da Jogabilidade Na Produção De Videojogos Universidades Lusíada Aparício, Tiago Alexandre Cordeiro, 1990- A importância das narrativas e da jogabilidade na produção de videojogos http://hdl.handle.net/11067/1475 Metadados Data de Publicação 2015-03-17 Resumo Os videojogos são um fenómeno com uma extensão que cruza diversas áreas científicas, entre as quais a da comunicação multimédia e naturalmente a da computação. Para além do sector do entretenimento, os conceitos subjacentes ao desenvolvimento de jogos podem ser encontrados nos mais diversos produtos, fornecendo assim uma vantagem competitiva para esta indústria. Esta investigação centra- se na hierarquização das narrativas e da jogabilidade na produção de videojogos, nomeadamente, através dos seu... Palavras Chave Comunicações multimédia, Videojogos, Narrativa, Videojogos - Autoria, Grand Theft Auto V (Jogo) Tipo masterThesis Revisão de Pares Não Coleções [ULL-FCHS] Dissertações Esta página foi gerada automaticamente em 2021-10-05T09:52:15Z com informação proveniente do Repositório http://repositorio.ulusiada.pt UNIVERSIDADE LUSÍADA DE LISBOA Faculdade de Ciências Humanas e Sociais Mestrado em Comunicação Multimédia A importância das narrativas e da jogabilidade na produção de videojogos Realizado por: Tiago Alexandre Cordeiro Aparício Orientado por: Prof. Doutor Luís Filipe Landerset de Melo Cardoso Constituição do Júri: Presidente: Prof. Doutor Carlos César Lima da Silva Motta Orientador: Prof. Doutor Luís Filipe Landerset de Melo Cardoso Arguente: Prof.ª Doutora Carla Isabel Simões Santos Cruz Vogal: Prof. Doutor Pedro Duarte Leal Gomes Pestana Dissertação aprovada em: 12 de Março de 2015 Lisboa 2014 U NIVERSIDADE L U S Í A D A D E L ISBOA Faculdade de Ciências Humanas e Sociais Mestrado em Comunicação Multimédia A importância das narrativas e da jogabilidade na produção de videojogos Tiago Alexandre Cordeiro Aparício Lisboa Dezembro 2014 U NIVERSIDADE L U S Í A D A D E L ISBOA Faculdade de Ciências Humanas e Sociais Mestrado em Comunicação Multimédia A importância das narrativas e da jogabilidade na produção de videojogos Tiago Alexandre Cordeiro Aparício Lisboa Dezembro 2014 Tiago Alexandre Cordeiro Aparício A importância das narrativas e da jogabilidade na produção de videojogos Dissertação apresentada à Faculdade de Ciências Humanas e Sociais da Universidade Lusíada de Lisboa para a obtenção do grau de Mestre em Comunicação Multimédia. Orientador: Prof. Doutor Luís Filipe Landerset de Melo Cardoso Lisboa Dezembro 2014 Ficha Técnica Autor Tiago Alexandre Cordeiro Aparício Orientador Prof. Doutor Luís Filipe Landerset de Melo Cardoso Título A importância das narrativas e da jogabilidade na produção de videojogos Local Lisboa Ano 2014 Mediateca da Universidade Lusíada de Lisboa - Catalogação na Publicação APARÍCIO, Tiago Alexandre Cordeiro, 1990- A importância das narrativas e da jogabilidade na produção de videojogos / Tiago Alexandre Cordeiro Aparício ; orientado por Luís Filipe Landerset de Melo Cardoso. - Lisboa : [s.n.], 2014. - Dissertação de Mestrado em Comunicação Multimédia, Faculdade de Ciências Humanas e Sociais da Universidade Lusíada de Lisboa. I - CARDOSO, Luís Filipe Landerset de Melo, 1949- LCSH 1. Comunicações multimédia 2. Videojogos 3. Narrativa 4. Videojogos - Autoria 5. Grand Theft Auto V (Jogo) 6. Universidade Lusíada de Lisboa. Faculdade de Ciências Humanas e Sociais - Teses 7. Teses - Portugal - Lisboa 1. Multimedia communications 2. Video games 3. Narration (Rhetoric) 4. Video games - Autorship 5. Grand Theft Auto V (Game) 6. Universidade Lusíada de Lisboa. Faculdade de Ciências Humanas e Sociais - Dissertations 7. Dissertations, Academic - Portugal - Lisbon LCC 1. GV1469.34.A97 A63 2014 AGRADECIMENTOS Queria agradecer em primeiro lugar aos meus Pais e irmão pela possibilidade que me deram de frequentar e concluir o curso, mas também pela sua presença na minha vida, que me permite enfrentar o mundo com um sorriso. Agradeço a minha namorada, Joana, por todo o apoio e força que me proporcionou, mas também pela sua ajuda nas releituras. Queria agradecer ainda por toda a motivação e amor dados ao longo desta jornada. Sem eles seria impossível concluir esta etapa importante da minha vida. Agradeço ao meu orientador, Professor Doutor Luís Filipe Landerset de Melo Cardoso, pelo constante incentivo, boa disposição e disponibilidade que demonstrou, mas acima de tudo pela paciência, motivação e profissionalismo que foram essenciais para a realização desta dissertação. Mas também por toda a sua partilha de conhecimentos que serão certamente essenciais para o meu desenvolvimento como pessoa. Agradeço ainda por ter acreditado nas minhas capacidades para concluir esta tarefa, mesmo nos momentos em que eu mais duvidei. Agradeço ao meu amigo e artista, Pedro Santos, por toda a motivação e pressão postas, mas também por todos os momentos de alegria e desespero por que passamos na conclusão da dissertação. Agradeço a todos os meus amigos pela preocupação e força incondicional demonstrada, mas também por combinarem jogos de futebol semanais que me permitiram aliviar a tensão desta tarefa. Queria também por fim agradecer a toda a indústria dos videojogos pelos momentos de diversão que me proporcionaram ao longo da minha vida como jogador. APRESENTAÇÃO A importância das narrativas e da jogabilidade na produção de videojogos Tiago Alexandre Cordeiro Aparício Os videojogos são um fenómeno com uma extensão que cruza diversas áreas científicas, entre as quais a da comunicação multimédia e naturalmente a da computação. Para além do sector do entretenimento, os conceitos subjacentes ao desenvolvimento de jogos podem ser encontrados nos mais diversos produtos, fornecendo assim uma vantagem competitiva para esta indústria. Esta investigação centra-se na hierarquização das narrativas e da jogabilidade na produção de videojogos, nomeadamente, através dos seus conceitos, elementos e impactos na sociedade. São ainda analisadas as alterações que os jogos tradicionais sofreram com a sua introdução num novo meio, mas também os diversos géneros de videojogos as suas características e elementos. Procedeu-se ainda à elaboração e aplicação de um questionário de modo a tentar percecionar a hierarquização dos elementos. O papel da comunicação na criação de experiências de jogo mais imersivas e do multimédia, enquanto nova forma de comunicar nos meios digitais, é central na presente investigação. Palavras-chave: Comunicação, Multimédia, Ludologia, Videojogos, Narrativa, Jogabilidade. PRESENTATION The Importance of narrative and gameplay in the production of videogames Tiago Alexandre Cordeiro Aparício Video games are a phenomenon with an extension that crosses several scientific areas, including the multimedia communication and of course computer science. In addition to the entertainment industry, the concepts underlying the development of games can be found in several products, therefore providing a competitive advantage for this industry. This research focuses on the hierarchy of the narrative and gameplay in the production of video games in particular through its concepts, elements and impact on society. It analyzes the changes that traditional games suffered from its introduction in a new environment, but also the multiple genres of video games, its features and elements. Proceeds further with the development and implementation of a survey in order to understand the hierarchy of elements. The role of communication in creating a more immersive gaming experience and multimedia as new ways to communicate in the digital media, is the core of this research. Keywords: Communication, Multimedia, Ludology, Videogames, Narrative, Gameplay. LISTA DE ILUSTRAÇÕES Ilustração 1 - O modelo de Investigação proposto para o desenvolvimento da dissertação. (Ilustração nossa) ................................................................................... 31 Fonte: Ver apêndice A. ............................................................................................... 33 Ilustração 2 - A criação de Higinbotham, o videojogo “Tennis for Two”. (Barroso, 2012, p. 15) .......................................................................................................................... 48 Ilustração 3 - O videojogo “Spacewar!”, criado por Steve Russell. (Barroso, 2012, p. 16) .............................................................................................................................. 49 Ilustração 4 - Análises realizadas desde 2003 pela PEGI. (Adaptado a partir de: PEGI, 2014) .......................................................................................................................... 61 Ilustração 5 - Elementos que compõem os videojogos. (Ilustração nossa a partir de Crawford, 1983, p. 7) .................................................................................................. 79 Ilustração 7 - Elementos dos videojogos agrupados pela sua visibilidade. (Adaptado a partir de: Schell, 2008, p. 41) ...................................................................................... 80 Ilustração 8 – “PrintScreen” relativo aos dados das respostas aos questionários. (Ilustração nossa) ..................................................................................................... 106 Ilustração 9 - Distribuição dos respondentes por sexo. (Ilustração nossa) ................ 107 Ilustração 10 - Distribuição dos respondentes por idade. (Ilustração nossa) ............. 107 Ilustração 11 - Distribuição dos respondentes por profissão/ocupação. (Ilustração nossa) ......................................................................................................................
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