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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

Explorando a indução de reflexões no design de Witcher 2: Assassin of Kings

Alvim, Vinicius de Lima 20 May 2014 (has links)
Submitted by Renata Lopes (renatasil82@gmail.com) on 2017-04-12T17:35:33Z No. of bitstreams: 1 viniciusdelimaalvim.pdf: 927927 bytes, checksum: 31972cd6d80a0897e5592467b0e4d65a (MD5) / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2017-04-18T13:12:56Z (GMT) No. of bitstreams: 1 viniciusdelimaalvim.pdf: 927927 bytes, checksum: 31972cd6d80a0897e5592467b0e4d65a (MD5) / Made available in DSpace on 2017-04-18T13:12:56Z (GMT). No. of bitstreams: 1 viniciusdelimaalvim.pdf: 927927 bytes, checksum: 31972cd6d80a0897e5592467b0e4d65a (MD5) Previous issue date: 2014-05-20 / A dissertação explora o design do segundo jogo da série Witcher de jogos eletrônicos, visando focar e evidenciar aspectos do design que levam a determinadas correntes de pensamento e reflexão entre seus jogadores. Para tanto, buscamos compreender perspectivas fundamentais do design de jogos - explorar como seus designers criam e pensam os jogos eletrônicos, assim como evidenciar os termos e nomenclaturas utilizados dentro da área para determinadas práticas e correntes de pensamento. Utilizamo-nos então das publicações teóricas de game designers e outros pensadores que voltaram suas reflexões sobre esta mídia - entre eles Katie Salen, Eric Zimmerman e Jesse Schell. Após apresentar estes conceitos ao leitor, analisamos Witcher 2: Assassin of Kings sob a ótica destas perspectivas, evidenciando elementos fundamentais de seu design e observando especialmente aquelas características que acreditamos serem importante para a indução de determinados tipos de reflexão. Por fim, exploramos os fóruns oficiais da CD Projekt em busca de indícios que poderiam nos mostrar como certas escolhas feitas pelos designers na criação desta série de jogos impactaram a experiência de seus jogadores. / This dissertation explores the design of the second title in the Witcher series of videogames, aiming to focus and reveal aspects of the game's design that lead to certain trends of thoughts and reflections among its players. With that goal in mind, we strive to understand fundamental perspectives of game design - explore how the designers of videogames create and think about them. Also, we introduce our reader to the terms and jargons used in this field of knowledge to describe certain practices and trends of thought. To do this, we use the theoretical works of game designers and other researchers who dedicated their minds to this media - among them Katie Salen, Eric Zimmerman e Jesse Schell. After describing these concepts to our reader, we analyze The Witcher 2: Assassin of Kings under the gaze of such perspectives, pointing out fundamental elements on its design and emphasizing those traits that we believe are important for the induction of specific thought patterns. In the end, we explore the official foruns of CD Projekt, looking for evidence that could show us how certain choices made by the designers of this videogame series influenced the experience of its players.

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