Conselho Nacional de Desenvolvimento Científico e Tecnológico / This dissertation has as its object the concept of creativity, as applied on entertainment products, more specifically on video games. Since this is a concept that has been used as an analysis category for researches within the CiberCog Research Lab, we want to problematize and redefine its parameters for future investigations. Thus our goal is to revise the concept of creativity, seeking to uncover how this category shall be used to study cognitive abilities that are required (and/or stimulated) for the fruition of entertainment products, most specially video games. The selected games for this study were divided into two groups (according to their genre): (1) action/adventure games, and (2) platform games. In the first group, we have Assassins Creed III (Ubisoft 2012); in the second, we have Rayman Origins (Ubisoft 2011). For the implementation of the research, there is a Cartographic-inspired method which stimulated the writing of collected data
Identifer | oai:union.ndltd.org:IBICT/urn:repox.ist.utl.pt:UERJ:oai:www.bdtd.uerj.br:5249 |
Date | 21 February 2014 |
Creators | Alessandra Cristina da Silva Maia Cardoso Monteiro |
Contributors | Fátima Cristina Regis Martins de Oliveira, Fernando do Nascimento Gonçalves, Emmanoel Martins Ferreira |
Publisher | Universidade do Estado do Rio de Janeiro, Programa de Pós-Graduação em Comunicação, UERJ, BR |
Source Sets | IBICT Brazilian ETDs |
Language | Portuguese |
Detected Language | English |
Type | info:eu-repo/semantics/publishedVersion, info:eu-repo/semantics/masterThesis |
Format | application/pdf, application/pdf, application/pdf, application/pdf, application/pdf |
Source | reponame:Biblioteca Digital de Teses e Dissertações da UERJ, instname:Universidade do Estado do Rio de Janeiro, instacron:UERJ |
Rights | info:eu-repo/semantics/openAccess |
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