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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

A jornada do jogador: um estudo das potencialidades imersivas da narrativa no videogame.

Ribeiro, Rennan Gaião Spínola 20 August 2013 (has links)
Made available in DSpace on 2015-05-07T14:46:42Z (GMT). No. of bitstreams: 1 ArquivoTotalRennan.pdf: 2795033 bytes, checksum: ddb9fb071db42c1b08e243f903ccbba7 (MD5) Previous issue date: 2013-08-20 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The present study aims to investigate how is the narrative in videogames. Our research led us to identify four models in which the narrative occurs. They are the models Pearl Necklace, Branching, Amusement Park and Building Blocks (MAJEWSKI, 2003). In addition, we proposed a fifth model that presents itself as a point of intersection between the four initial models. Our hypothesis is that these offer different immersive experiences for the player. Through theoretical contributions on the nature, operation and measurement of immersion, we proposed a survey of the level of immersion provided by the narrative in each of these models, through an experiment with twentyfive participants. It is expected, therefore, that we are able to point the most effective ways to construct narratives in videogames that are more immersive and satisfying for the players. / O presente estudo visa investigar como se processa a narrativa no videogame. Nossa pesquisa nos levou à identificação de quatro modelos nos quais a narrativa ocorre. São eles os modelos Colar de Pérolas, Ramificação, Parque de Diversões e Blocos de Montar (MAJEWSKI, 2003). Além destes, propusemos um quinto modelo que se apresenta como um ponto de intersecção entre os quatro modelos iniciais. Nossa hipótese é a de que estes oferecem diferentes experiências imersivas para o jogador. Por meio de aportes teóricos sobre a natureza, o funcionamento e a mensuração da imersão, propusemos uma pesquisa do grau de imersão proporcionado pela narrativa em cada um desses modelos, através de um experimento com vinte e cinco participantes. Espera-se, com isso, poder apontar maneiras mais eficazes de se construir narrativas nos videogames que sejam mais imersivas e satisfatórias para os jogadores.

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