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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.
221

Esse jogo daria um ótimo livro: uma análise da literatura gamer e da constituição de práticas de leitura em narrativas transmidiáticas / This game would make a great book: an analysis of the gamer literature and the constitution of reading practices in transmedia storytelling

Nagata, Aline Akemi 02 May 2016 (has links)
A tese Esse jogo daria um ótimo livro defende que as novas formas de narrar, em especial as que buscam ser ou são transmidiáticas, estão constituindo novas práticas sociais de leitura que visam enredar o leitor em um processo contínuo e controlado de consumo tornando-o fiel a uma marca ou produto. Contudo, nesse processo, os próprios leitores encontram brechas para se movimentarem de forma crítica, assumindo um lugar ativo e engajado (JENKINS; FORD; GREEN, 2014), acessando conteúdo em diferentes mídias, discutindo com seus pares para a compreensão do todo e produzindo novos conteúdos a partir disso. Para exemplificar tal hipótese, tomamos por dado os games e suas ramificações aqui chamadas de literatura gamer um estilo de publicação recente no Brasil que tem por público-alvo os jovens buscando compreender o funcionamento da narrativa transmidiática nestes materiais, assim como o papel ocupado por eles em nossa sociedade e as exigências que ele demanda de seu público-leitor. Após um levantamento inicial de todas as publicações do mercado e a criação de três categorias de análise, quais sejam, Relação com a mídia inicial, Interatividade e Expansão, selecionamos o corpus composto pelos games Assassins creed, Resident Evil e Starcraft, bem como por sua literatura e produções de fãs. A partir disso, com base no conceito de transmídia de Jenkins (2009) e de Ryan (2013), de cenografia e ethos de Maingueneau (2004; 2014) e, de inteligência coletiva de Lévy (2003; 2010) analisamos o corpus e levantamos os seguintes perfis de leitores: o leitor que vê os objetos transmidiáticos sempre em relação ao game, estabelecendo comparações que visam à busca das inconsistências; o leitor que vê os objetos transmidiáticos como um acréscimo aos games, e que busca os pares para compreender o todo; e, o leitor que vê os objetos transmidiáticos como integrantes de um mesmo universo e que se satisfaz na busca dos pontos de interconexão e na expansão do universo operada por ele mesmo, um autor-leitor-jogador. Os três perfis expõem como gradativamente a narrativa transmidiática vem estabelecendo novas práticas sociais de leitura que, para além da leitura dos objetos, um processo participativo sem dúvida, exige do autor-leitor-jogador que busque mais, que acesse outras mídias e que saiba lê-las, que discuta com outros seus interesses e descobertas, para formar um todo narrativo completo e que por fim, ressignifique essa experiência narrativa em produções próprias. / The thesis This game would make a great book argues that the new ways of narrating, especially those who seek to be or are transmedia, are building new social reading practices intended to ensnare the reader in a continuous and controlled process in which he becomes faithful to a brand or a product. However, in the process the readers find loopholes to move critically, assuming an active and engaged place (JENKINS; FORD; GREEN, 2014), accessing content in different media, discussing with their peers to understand the whole narrative and producing new content from that. To illustrate this hypothesis, we analize games and its ramifications here called gamer literature a recent style of publication in Brazil whose target audience is the young reader seeking to understand the transmedia storytelling in these materials, as well as the role played by them in our society and the requirements that it demands of its readership. After an initial survey of all the publications available in the brazilian market, we have created three analysis categories, which are, Relation to the inicial media, Interactivity and Expansion, and we selected the corpus: the games Assassins creed, Resident Evil and Starcraft, as well as its literature and productions of fans. From this, based on Jenkins (2009) and Ryans (2013) concept of transmedia, Maingueneaus (2004; 2014) concepts of ethos and scenography, and Lévys (2003; 2010) concept of colective intelligence we analyzed the corpus and raised the following reader profiles: the reader who sees the transmedia objects attached to the game, making comparisons to find the inconsistencies of the narrative; the reader who sees the transmedia objects as an addition to the games, and seek their peers to understand the whole narrative; and the reader who sees the transmedia objects as parts of the same universe and that finds satisfaction in searching the interconection points between the objects and in contributing to expand the narrative universe, ultimately an author-reader-player. The three profiles expose how gradually the transmedia storytelling is setting new social reading practices which, in addition to the reading process, an undoubtedly participatory process, requires the author-reader-player to seek for more, to access different medias and know how to read them, to discuss with his peers his interests and discoveries, all of that to form a complete narrative and finally reframe this narrative experience in his own productions.
222

Foam Fighting: Technology and Culture

Unknown Date (has links)
Foam fighting is a form of Live Action Role Playing (LARP) that focuses on mock combat and recreational battle, with role-playing aspects taking a less prominent role. It is sometimes referred to as a “poor man’s martial art”.While there does not appear to be any clear documentation concerning the origins, research on foam fighting suggests the sport began in Maryland in the 1970’s and slowly spread throughout the United States. This research will illustrate how the sport of foam fighting demands a level of critical thinking that takes both the participant and audience beyond the sight of a swinging stick. I plan to show how this sport provides an outlet for high levels of creativity, social interaction and strategic planning skills. It is a hobby that has had a great impact on the daily lives of many of its participants and continues to grow and evolve. / Includes bibliography. / Thesis (M.F.A.)--Florida Atlantic University, 2016. / FAU Electronic Theses and Dissertations Collection
223

FMMG: um framework para jogos multiplayer móveis. / FMMG: a framework for mobile multiplayer games.

Kubo, Mario Massakuni 04 September 2006 (has links)
A área de jogos para dispositivos móveis vem despertando o interesse cada vez maior de diversas pessoas, seja na área acadêmica ou de empresas comerciais, principalmente quando o desafio é desenvolver jogos multiusuário. No entanto, apesar do crescimento no número de frameworks e engines, e da ampliação das pesquisas nessa área, não existe ainda uma arquitetura padrão para o desenvolvimento de jogos para dispositivos móveis, devido principalmente à complexidade do problema, à grande diversidade de tipos de dispositivos móveis disponíveis no mercado e aos requisitos que diferem para cada tipo de jogo. O trabalho de pesquisa e desenvolvimento consistiu em, a partir de um estudo sobre o estado da arte e as necessidades de usuários e desenvolvedores, se desenvolver um framework para Jogos Multiplayer Móveis, denominado FMMG (Framework Mobile Multiplayer Games). Como resultado a Tese apresenta uma descrição detalhada da arquitetura do framework FMMG e dos módulos propostos, mostrando a integração entre eles, bem como as principais inovações que foram produzidas. A arquitetura do FMMG se baseia no padrão MVC (Model View Controller) e em uma estrutura de estado do jogo de acordo com os módulos preestabelecidos de gerenciamento, básico e rede. O framework resultante desta Tese visa dessa forma disponibilizar um conjunto de componentes que auxiliem na implementação de Jogos Multiplayer Móveis. Por fim, é apresentado um estudo de caso para a validação do framework desenvolvido, o qual demonstra o funcionamento dos principais recursos oferecidos. / The branch of mobile device games has drawn increasing interest of both universities and industries, specially when it comes to the development of multiplayer games. However, despite the growing number of frameworks and engines, as well of researches in this field, no standard architecture for the development of mobile device games has been established. Such situation can be explained by the complexity of the problem, the vast diversity of mobile devices currently in the market, and the different requirements of each type of game. The research and the elaboration of this project consisted of the development of a framework for Mobile Multiplayer Games called FMMG, based on both a study of the state of art and the needs of users and developers. As a result, the thesis presents a detailed description of both the FMMG framework architecture and of the modules proposed, showing the integration between them, as well as the main innovations produced during the development of this project. The FMMG architecture is based on the MVC (Model View Controller) standard and on a state-of-game structure in accordance with the pre-established management modules: basic and network. The goal of the resulting framework presented hereby is thus to offer a set of components that assists the implementation of Mobile Multiplayer Games. Finally a case is presented to validate the framework under consideration, demonstrating the functioning of the main features available.
224

Marketing home video games.

January 1994 (has links)
by Chan Wai-lun, Albert. / Includes questionnaire in Chinese. / Thesis (M.B.A.)--Chinese University of Hong Kong, 1994. / Includes bibliographical references (leaves 71-73). / abstract --- p.iii / TABLE OF CONTENTS --- p.iv / LIST OF TABLES --- p.vi / ACKNOWLEDGEMENT --- p.vii / Chapter / Chapter I. --- INTRODUCTION --- p.1 / Chapter II. --- MARKET ANALYSIS --- p.2 / Product Definition --- p.2 / Analytical Framework --- p.2 / Microenvironment --- p.3 / Company --- p.3 / Marketing Intermediaries --- p.7 / Major Competitor -- Sega --- p.15 / Concerns from Parents & the public --- p.18 / Macroenvironments --- p.19 / Demographic Environment --- p.19 / Economic Environment --- p.20 / Technological Environment --- p.21 / Legal Environment --- p.25 / Chapter III. --- CUSTOMER RESEARCH --- p.28 / Research Method --- p.29 / Qualitative Research --- p.29 / Focus Group --- p.30 / Interview with the Shopowner of a Retail Outlet --- p.32 / Survey Research --- p.34 / Chapter IV. --- MARKETING STRATEGY & CONCLUSION --- p.53 / Marketing Strategy --- p.53 / Product --- p.53 / Positioning --- p.57 / Distribution --- p.58 / Pricing --- p.60 / Conclusion --- p.61 / APPENDIX --- p.63 / BIBLIOGRAPHY --- p.71
225

A study of the game console market in Hong Kong.

January 1991 (has links)
by Tsang Yat-fai. / Thesis (M.B.A.)--Chinese University of Hong Kong, 1991. / Includes bibliographical references. / ABSTRACT --- p.ii / TABLE OF CONTENT --- p.iii / LIST OF ILLUSTRATIONS --- p.v / ACKNOWLEDGMENTS --- p.vi / Chapter / Chapter I. --- INTRODUCTION --- p.1 / Origin of research --- p.1 / The problem statement and the target population --- p.3 / Information sought --- p.6 / Chapter II. --- BACKGROUND ANALYSIS --- p.9 / The background --- p.9 / Game consoles: the products --- p.9 / The current promotion and distribution of game consoles in Hong Kong --- p.17 / Market size --- p.19 / Chapter III. --- PILOT SURVEY - PRELIMINARY INTERVIEWS --- p.21 / Target population's demographics and other characteristics --- p.21 / Target population's knowledge about game consoles in Hong Kong --- p.21 / Target population1s attitude towards different attributes of a game console --- p.23 / Graphic output quality --- p.23 / Sound output quality --- p.24 / Game variety --- p.25 / Game quality --- p.27 / Game system expandability --- p.29 / Game console price --- p.30 / Game card price --- p.31 / Relative importance of factors affecting their buy/no-buy decision making --- p.32 / Target population's preferences towards different brands of game consoles --- p.33 / Chapter IV. --- SAMPLE SURVEY DESIGN --- p.35 / Sampling plan --- p.35 / Questionnaire design --- p.37 / Chapter V. --- SAMPLE SURVEY RESULT AND INTERPRETATIONS --- p.39 / Characteristics of sample taken --- p.39 / Brand awareness --- p.41 / Sources of information: the information distribution channel --- p.43 / Attitude towards different attributes of the four game consoles --- p.46 / Relative importance of factors affecting the buy/no-buy decision --- p.49 / Preference towards different brands --- p.51 / Preference towards different product distribution channels --- p.52 / Intention to buy --- p.53 / Is there a room for the Super Famicom? --- p.54 / Chapter VI. --- LIMITATION AND CONCLUSION --- p.57 / APPENDIX --- p.Q1 / The display of the questionnaire --- p.Ql / Summary of questionnaire survey findings --- p.S1 / Frequency --- p.Fl / Crosstabs --- p.C1 / REFERENCES --- p.R1
226

Understanding social behaviour : macaque behaviour in coordination and cooperation games and the encoding of inequity in striatum

van Coeverden, Charlotte Ramona January 2017 (has links)
Social behaviours have been widely studied in behavioural economics and psychology. However, the origins of these behaviours in the brain are poorly understood. In this dissertation I will discuss two main avenues of study which constituted separate projects during my PhD candidacy. The first section contains experiments in which I collaborated with Dr Raymundo Báez-Mendoza on the topic of inequity. The second part includes a study on coordination and cooperation behaviour in macaques. Inequity is a concept ubiquitous in daily life. It is the difference between one’s own reward and that of another. There have been several studies that have suggested inequity affects brain activity. However, few studies have touched upon how this parameter is incorporated in neuronal activity. In the experiments that will be described here, monkeys (Macaca mulatta) performed actions to obtain rewards for both themselves and another. The level of inequity in these rewards was manipulated by varying the magnitude of own and other’s rewards. We then proceeded to study neuronal activity by means of single neuron recordings in the striatum of two macaques. We found that inequity modulated task related activity in about 32% of recorded striatal neurons. In addition to this study on inequity we also recorded some sessions in which one of the animals made choices with varying rewards for self and other. From these results, I attempted to characterise behaviour with regards to own reward and inequity in choice situations. Inequity has been considered a contributing factor in explaining cooperation behaviour. Coordination and cooperation are important and frequently observed behaviours. To study coordination and cooperation, I designed an experiment in which the combination of two monkeys’ choices determined the rewards for both animals. In this dissertation I attempt to address how the animals perform combined choices (playing together vs. alone) as well as the nature of their behaviour (e.g. pro-social vs. self-interested). The aim of this work was to characterise what type of information the animals use to solve these tasks. This is vital if one is to study these concepts in the brain using macaques as a model. In summary, this work contributes to a better understanding of social behaviour and provides an example of how this social behaviour is computed in the brain.
227

Arte, estética e design nos games: a arte de conceito como forma de expressão poética no processo de design dos jogos digitais

Blanco, Felipe 28 September 2017 (has links)
Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2017-10-23T12:21:45Z No. of bitstreams: 1 Felipe Blanco.pdf: 183609165 bytes, checksum: 09ec42b1db97ac1c7d0a3409c9d4adb5 (MD5) / Made available in DSpace on 2017-10-23T12:21:45Z (GMT). No. of bitstreams: 1 Felipe Blanco.pdf: 183609165 bytes, checksum: 09ec42b1db97ac1c7d0a3409c9d4adb5 (MD5) Previous issue date: 2017-09-28 / meanings, and relevance to digital games. Investigating the theme and perspectives ranging from the classical Renaissance proposal to an approach to hermeneutic phenomenology, it meets the approach of current concept artists for games. In this sense, it carries out the positions of concept artists for games that present a variety and a rich panorama of the issue in the field of the artistic production oriented to digital games. From there the research goes towards the problem of concept art in two significant digital productions. The first of them, consecrated in the PlayStation platform amongst the entertainment, shows that it is possible that digital games can be oriented to an artistic perception within the field of the entertainment media positioning itself next to blockbuster productions. The second case, in reverse of the first one, shows the importance of the concept art within the academic research developed in research groups inside Brazilian universities. The research closes its perspective analyzing the position of the artists, the concept art inside the international industry field and its academic perspectives showing its relevance and concluding by its own defense to promote the culture and the thought of the poetic perspective in games / A presente investigação de mestrado trata da arte de conceito, seu sentido e relevância para os jogos digitais. Investigando o tema e perspectivas que vão desde a proposta clássica do Renascimento passando por uma abordagem da fenomenologia hermenêutica, ela encontra o pensamento dos atuais artistas de conceito para games. Nesse sentido realiza um levantamento de posições de artistas de conceito para jogos que apresentam um panorama variado e rico da questão no campo da produção artística orientada para os jogos digitais. A partir daí a pesquisa se direciona para o exame da questão da arte de conceito em duas produções digitais significativas. A primeira delas consagrada na plataforma PlayStation e que adentra a esfera do entretenimento, mostrando que é possível o trabalho de jogos digitais orientado a uma percepção artística dentro do campo das mídias do entretenimento se colocando paripasso ao lado de produções blockbusters. O segundo caso analisado, ao avesso do primeiro, mostra a importância da arte de conceito dentro da própria pesquisa acadêmica desenvolvida em núcleos de pesquisa na universidade brasileira. A pesquisa encerra a sua perspectiva analisando a posição dos artistas, a arte de conceito no campo da indústria internacional e a sua perspectiva acadêmica mostrando a sua relevância e concluindo por uma defesa da mesma dentro deu uma promoção da cultura e do pensamento da perspectiva poética no interior dos jogos digitais
228

Diversão e prazer declarados por crianças que jogam WII® : entre o real e o virtual /

Schiavon, Mauro Klebis. January 2012 (has links)
Orientador: Afonso Antonio Machado / Banca: Roberto Tadeu Iaochite / Banca: Eloísa Hilsdorf Rocha Gimenez / Resumo: Nas últimas duas décadas do século XX e nesse início de século XXI temos visto um crescimento acentuado de crianças que se utilizam da nova tecnologia dos videogames para se divertirem, quer seja com amigos, familiares ou mesmo sozinhas. Quando surgiram, os videogames eram jogados pelos jovens e adultos, mas esta tendência modificou-se e agora os videogames começaram a ser jogados pelas crianças. Os estados emocionais são pouco estudados na relação entre criança e videogame. As emoções são imprescindíveis nas tomadas de decisões, das mais simples as mais complexas. Elas são fundamentais também para a sociabilidade, além de organizar a forma como os dados e os acontecimentos são armazenados na memória. O objetivo deste estudo foi compreender as influências do videogame Wii® na vida da criança, de modo a identificar, descrever e analisar os motivos e as emoções declaradas por crianças usuárias de jogos virtuais do tipo Wii®, tentando ainda compreender a relação estabelecida entre o real e o virtual, pela criança, diante dos tais jogos virtuais. Para tanto, a metodologia utilizada foi embasada na pesquisa qualitativa onde coletamos os dados através da observação sistemática de crianças jogando Wii®, fornecendo o registro naquilo que chamamos de caderno de campo e o segundo instrumento de coleta de dados presente em nosso trabalho foi a entrevista. Esta técnica diz respeito à prestação de informações ou opiniões sobre determinada temática, feita de forma oral, pelo entrevistado. Foi possível constatar que, os sujeitos desta pesquisa não reconhecem aspectos relacionados com a vida real nos jogos de Wii®. Concluímos que as razões mais evidentes para as crianças jogarem Wii® são: a diversão e o prazer; a sensação de serem capazes de alcançar objetivos e, deste modo, sentirem... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: In the last two decades of the 20th century and early 21st century have seen a dramatic growth of children who use the new technology of video games to enjoy themselves, whether with family, friends or even alone. When surfaced, the video games were played by young people and adults, but this trend has changed and now video games began to be played by children. Emotional States are little studied in the relationship between child and videogame. Emotions are indispensable in decision-making, from the most simple to the most complex. They are also fundamental to sociability, in addition to organizing the way data and events are stored in memory. The objective of this study was to understand the influences of videogame Wii® in the child's life, to identify, describing, and analyzing the reasons and declared emotions by child users of virtual Games Wii® type, still trying to understand the relationship established between the real and the virtual, by the child, in the face of such virtual games. For this purpose, the methodology used was based on qualitative research where we collect data through systematic observation of children playing Wii®, providing the record what we call field notebook and the second data collection instrument present in our work was the interview. This technique relates to the provision of information or opinions on a particular subject, made orally, for the respondent. It was possible to see that the subject of this survey do not recognize aspects related to real life Games Wii®. We conclude that the most obvious reasons for children playing Wii® are fun and pleasure, the feeling of being able to reach goals and thus feel that are good things; the possibility of interaction with the other factor that allows... (Complete abstract click electronic access below) / Mestre
229

Esse jogo daria um ótimo livro: uma análise da literatura gamer e da constituição de práticas de leitura em narrativas transmidiáticas / This game would make a great book: an analysis of the gamer literature and the constitution of reading practices in transmedia storytelling

Aline Akemi Nagata 02 May 2016 (has links)
A tese Esse jogo daria um ótimo livro defende que as novas formas de narrar, em especial as que buscam ser ou são transmidiáticas, estão constituindo novas práticas sociais de leitura que visam enredar o leitor em um processo contínuo e controlado de consumo tornando-o fiel a uma marca ou produto. Contudo, nesse processo, os próprios leitores encontram brechas para se movimentarem de forma crítica, assumindo um lugar ativo e engajado (JENKINS; FORD; GREEN, 2014), acessando conteúdo em diferentes mídias, discutindo com seus pares para a compreensão do todo e produzindo novos conteúdos a partir disso. Para exemplificar tal hipótese, tomamos por dado os games e suas ramificações aqui chamadas de literatura gamer um estilo de publicação recente no Brasil que tem por público-alvo os jovens buscando compreender o funcionamento da narrativa transmidiática nestes materiais, assim como o papel ocupado por eles em nossa sociedade e as exigências que ele demanda de seu público-leitor. Após um levantamento inicial de todas as publicações do mercado e a criação de três categorias de análise, quais sejam, Relação com a mídia inicial, Interatividade e Expansão, selecionamos o corpus composto pelos games Assassins creed, Resident Evil e Starcraft, bem como por sua literatura e produções de fãs. A partir disso, com base no conceito de transmídia de Jenkins (2009) e de Ryan (2013), de cenografia e ethos de Maingueneau (2004; 2014) e, de inteligência coletiva de Lévy (2003; 2010) analisamos o corpus e levantamos os seguintes perfis de leitores: o leitor que vê os objetos transmidiáticos sempre em relação ao game, estabelecendo comparações que visam à busca das inconsistências; o leitor que vê os objetos transmidiáticos como um acréscimo aos games, e que busca os pares para compreender o todo; e, o leitor que vê os objetos transmidiáticos como integrantes de um mesmo universo e que se satisfaz na busca dos pontos de interconexão e na expansão do universo operada por ele mesmo, um autor-leitor-jogador. Os três perfis expõem como gradativamente a narrativa transmidiática vem estabelecendo novas práticas sociais de leitura que, para além da leitura dos objetos, um processo participativo sem dúvida, exige do autor-leitor-jogador que busque mais, que acesse outras mídias e que saiba lê-las, que discuta com outros seus interesses e descobertas, para formar um todo narrativo completo e que por fim, ressignifique essa experiência narrativa em produções próprias. / The thesis This game would make a great book argues that the new ways of narrating, especially those who seek to be or are transmedia, are building new social reading practices intended to ensnare the reader in a continuous and controlled process in which he becomes faithful to a brand or a product. However, in the process the readers find loopholes to move critically, assuming an active and engaged place (JENKINS; FORD; GREEN, 2014), accessing content in different media, discussing with their peers to understand the whole narrative and producing new content from that. To illustrate this hypothesis, we analize games and its ramifications here called gamer literature a recent style of publication in Brazil whose target audience is the young reader seeking to understand the transmedia storytelling in these materials, as well as the role played by them in our society and the requirements that it demands of its readership. After an initial survey of all the publications available in the brazilian market, we have created three analysis categories, which are, Relation to the inicial media, Interactivity and Expansion, and we selected the corpus: the games Assassins creed, Resident Evil and Starcraft, as well as its literature and productions of fans. From this, based on Jenkins (2009) and Ryans (2013) concept of transmedia, Maingueneaus (2004; 2014) concepts of ethos and scenography, and Lévys (2003; 2010) concept of colective intelligence we analyzed the corpus and raised the following reader profiles: the reader who sees the transmedia objects attached to the game, making comparisons to find the inconsistencies of the narrative; the reader who sees the transmedia objects as an addition to the games, and seek their peers to understand the whole narrative; and the reader who sees the transmedia objects as parts of the same universe and that finds satisfaction in searching the interconection points between the objects and in contributing to expand the narrative universe, ultimately an author-reader-player. The three profiles expose how gradually the transmedia storytelling is setting new social reading practices which, in addition to the reading process, an undoubtedly participatory process, requires the author-reader-player to seek for more, to access different medias and know how to read them, to discuss with his peers his interests and discoveries, all of that to form a complete narrative and finally reframe this narrative experience in his own productions.
230

FMMG: um framework para jogos multiplayer móveis. / FMMG: a framework for mobile multiplayer games.

Mario Massakuni Kubo 04 September 2006 (has links)
A área de jogos para dispositivos móveis vem despertando o interesse cada vez maior de diversas pessoas, seja na área acadêmica ou de empresas comerciais, principalmente quando o desafio é desenvolver jogos multiusuário. No entanto, apesar do crescimento no número de frameworks e engines, e da ampliação das pesquisas nessa área, não existe ainda uma arquitetura padrão para o desenvolvimento de jogos para dispositivos móveis, devido principalmente à complexidade do problema, à grande diversidade de tipos de dispositivos móveis disponíveis no mercado e aos requisitos que diferem para cada tipo de jogo. O trabalho de pesquisa e desenvolvimento consistiu em, a partir de um estudo sobre o estado da arte e as necessidades de usuários e desenvolvedores, se desenvolver um framework para Jogos Multiplayer Móveis, denominado FMMG (Framework Mobile Multiplayer Games). Como resultado a Tese apresenta uma descrição detalhada da arquitetura do framework FMMG e dos módulos propostos, mostrando a integração entre eles, bem como as principais inovações que foram produzidas. A arquitetura do FMMG se baseia no padrão MVC (Model View Controller) e em uma estrutura de estado do jogo de acordo com os módulos preestabelecidos de gerenciamento, básico e rede. O framework resultante desta Tese visa dessa forma disponibilizar um conjunto de componentes que auxiliem na implementação de Jogos Multiplayer Móveis. Por fim, é apresentado um estudo de caso para a validação do framework desenvolvido, o qual demonstra o funcionamento dos principais recursos oferecidos. / The branch of mobile device games has drawn increasing interest of both universities and industries, specially when it comes to the development of multiplayer games. However, despite the growing number of frameworks and engines, as well of researches in this field, no standard architecture for the development of mobile device games has been established. Such situation can be explained by the complexity of the problem, the vast diversity of mobile devices currently in the market, and the different requirements of each type of game. The research and the elaboration of this project consisted of the development of a framework for Mobile Multiplayer Games called FMMG, based on both a study of the state of art and the needs of users and developers. As a result, the thesis presents a detailed description of both the FMMG framework architecture and of the modules proposed, showing the integration between them, as well as the main innovations produced during the development of this project. The FMMG architecture is based on the MVC (Model View Controller) standard and on a state-of-game structure in accordance with the pre-established management modules: basic and network. The goal of the resulting framework presented hereby is thus to offer a set of components that assists the implementation of Mobile Multiplayer Games. Finally a case is presented to validate the framework under consideration, demonstrating the functioning of the main features available.

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