01.1 - Graduação (Sede)
URI permanente desta comunidadehttps://arandu.ufrpe.br/handle/123456789/2
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Resultados da Pesquisa
Item A esportivização dos jogos eletrônicos: quando o jogo se torna esporte?(2022-06-02) Monteiro Júnior, José Edson; Costa, Marcos André Nunes; http://lattes.cnpq.br/2739394540779281; http://lattes.cnpq.br/5411562997791318Esta monografia tem intuito de abordar, a esportivização dos jogos eletrônicos, quando o jogo se torna esporte? Analisando os jogos eletrônicos enquanto fenômeno esportivo, evidenciando como ocorre seu processo de esportivização, sendo este o seu objetivo geral, e em seus objetivos específicos, realizar uma análise comparativa conceitual entre jogo e esporte, categorizar os jogos eletrônicos e por fim analisar a possibilidade de inserção dos esportes eletrônicos nas aulas de educação física escolar. Haja vista que a proximidade do objeto de estudo com o cotidiano dos estudantes, considerando também a responsabilidade da educação física em fornecer o que há de mais atual na produção cultural humana, a fim de aproximar as discussões em sala de aula com as discussões fora das paredes da escola, é importante e interessante a introdução dos esportes eletrônicos nas aulas de educação física escolar, uma vez que pode ajudar no desenvolvimento social dos jovens. Sabe-se que desde os primórdios da humanidade o mundo passou por grandes transformações, até chegar nos dias de hoje, dentre elas a globalização e o avanço das tecnologias. Sendo assim, pode-se observar uma ascensão dos jogos eletrônicos, tanto para computadores, smartphones, videogames, e etc., tornando o acesso mais facilitado aos games, visto que no final da década de 90 e início dos anos 2000 o acesso do público brasileiro menos abastado dava-se por meio das famosas lan houses e play times espalhados pelos bairros, fazendo parte do cotidiano de crianças mesmo que por poucas horas. Desta feita, o presente trabalho irá abordar desde o surgimento da problemática desta pesquisa, mostrando sua relevância para a sociedade e como pode afetar a vida dos alunos e o universo educacional, uma vez que jogos eletrônicos podem ser considerados um método de aprendizagem mais interativo aos estudantes despertando seu interesse em aprender conteúdos novos, lhe concedendo vários benefícios, uma vez que o jogo desempenha um importante papel acerca do desenvolvimento humano no geral, principalmente na construção de regras e valores na infância e adolescência, já que é neste período que acontecerá um desenvolvimento de tais valores morais, tendo em conta que os jogos são orientados por regras e são capazes de ensinar valores morais as crianças e jovens. Através do estudo bibliográfico foi feito um levantamento acerca da história e dos conceitos dos jogos e eSports e como foi o seu surgimento, exemplificando a evolução da sociedade e seus marcos históricos como a globalização e o avanço tecnológico, bem como a forma de funcionamento dos eSports e possíveis intervenções escolares. Outros métodos de pesquisa que serão abordados serão o método dedutivo e dialético, para que se possa entender a lógica por trás dos eSports. Uma vez que tal tema ainda é cinzento dentro da educação física escolar e acadêmicaItem Manutenção e preservação de jogos eletrônicos no Brasil: estudo de casos e exemplos(2024-10-04) Tomazini, Renan; Cardoso Junior, Marcos Jose de Menezes; http://lattes.cnpq.br/1172610632435625; http://lattes.cnpq.br/1738058069065754This research aims to explore the history and preservation of electronic games in Brazil, focusing on their sociocultural relevance and the technological challenges of maintaining this medium. Using a case study methodology, the work applies digital preservation principles, based on archival frameworks, to assess the current state of game artifact preservation in Brazil. The study identifies the key initiatives and challenges facing digital game preservation in the country, emphasizing the need for a more robust archival infrastructure. Conclusions highlight the importance of preserving not only the physical and intellectual aspects of digital games but also ensuring their playability, following Huizinga's concept that "a game only exists when played." The research underscores the role of institutions like Bojogá in preserving the interactive experiences that define video games as a cultural and historical medium.Item Comparação entre os motores de jogo Unity, Godot e GameMaker: um estudo de caso(2024-03-07) Fittipaldi, Mateus Meneses; Nascimento, Leandro Marques do; http://lattes.cnpq.br/9163931285515006; http://lattes.cnpq.br/8247465357821435Electronic games are part of the daily lives of millions of people and represent a market that generates billions of dollars annually. In addition to providing entertainment to players, game development also brings various benefits. To facilitate the creation of these products, game engines emerge as a result of decades of development in the gaming industry. Through them, creating games has never been as easy and accessible as it is today. However, given the wide variety of options available, choosing the most suitable engine for a project requires understanding its functionalities, capabilities, and suitability for the desired type of game. In this context, three of the most popular free game engines - Unity, Godot, and GameMaker - were selected for a detailed analysis of their capabilities and features. The evaluation took place through the development of the game ”Fox vs Plants” in each of the selected engines, and participation in three game jams, where it was possible to develop two more games, thereby increasing the validity of the study. The comparison results reveal that each engine has its strengths and weaknesses: Unity has more resources, Godot is easier to use, and GameMaker is learned more easily.Item Validação de jogos digitais para o ensino de química: análise dos protudos da iniciativa MEC RED(2022-06-09) Bruce, Ênio Dikran Vasconcelos; Simões Neto, José Euzébio; http://lattes.cnpq.br/3560726840212196; http://lattes.cnpq.br/2478144275654238Faced with the difficulty and lack of interest on the part of students regarding the Chemistry discipline in High School, the use of digital games as a motivational factor for the teaching and learning processes of scientific concepts has been gaining space within the classrooms due to the issue of creation of a link between playfulness and formal contents. In this context, the objective of this work was to analyze and validate the use of six digital games for teaching Chemistry developed by the V-lab UFPE, aiming at a better learning of contents associated with the Physical Chemistry subject, an integral part of school Chemistry, by the High School students. Investigating the benefits made possible by the experience with the games from the analysis using criteria available in the literature, as well as the discussion based on suggestions for improvements for the products. It is worth noting that the process of creating and choosing digital games that can be used in the classroom is challenging for teachers. Positive results associated with the use of this tool are due to the way in which the teacher idealizes and monitors such activity.Item “Dos átomos aos bits”: movimento de significados e consumo no metaverso do Roblox(2022-10-06) Santos, Cássio Santana Correia dos; Melo, Jaqueline Ferreira Holanda de; http://lattes.cnpq.br/0639256942534141; http://lattes.cnpq.br/5623932636464010The virtual environments of games, as a result of technological advances, have provided a new spectrum of consumption that can affect consumer behavior in digital contexts. These innovations have created an ecosystem of interconnected networks and, at various stages, technologies have taken on important roles in introducing new meanings into the lives of modern consumers. Resulting in a widespread digitization of many consumer goods which makes them more dematerialized. Therefore, in order to define how meaning moves in themrelationship between consumer and digital good, in the context of the metaverse, this work aimed to investigate meanings and meanings that permeate the consumption of virtual products on the Roblox gaming platform, from the analysis of public material, available on the Youtube platform, mainly from content producers of generation Z. To this end, a method was followed that combines exploratory searches - both for texts and videos, with netnographic observation. From the texts returned in the search, the theoretical framework was structured, while a descriptive analysis was carried out from the search for videos. From the selected and observed videos, a thematic analysis was carried out with contributions from semiotic analysis (HOHLFELDT et al., 2008; SANTAELLA, 2017; BARROS, 2001; FIORIN, 1990). From the study carried out, it can be seen that consumers/players start from the associations of virtual goods having as a reference characteristics and aspects of the concrete world and commonly the items that consumers have are assimilated to their own peculiarities. In this way, it was possible to consider that digital artifacts gain meaning as users attribute meanings to goods from the social interactions of the metaverse and beyond. That is, the construction of meanings and their movements become effective, as the relationship between players, developers and brands is established on a dynamic, whichItem Representações do mito de El Dorado no jogo "Uncharted: Drake's fortune" e possibilidades de uso no ensino de História(2021-12-16) Barros, Ana Clara Guilherme Timoteo de; Bezerra, Rozélia; Cadena, Sílvio Ricardo Gouveia; http://lattes.cnpq.br/0520301466483390; http://lattes.cnpq.br/0968758655400113; http://lattes.cnpq.br/4363024256165638This article aims to present the study of representation in the electronic game Uncharted: Drake's Fortune, as a teaching object for history teachers. In presenting it, the imagery and historical context used by the game developers to display an archaeological plot will be analyzed through the adventure enriched by elements that refer to the cultures of pre-Columbian peoples, the representation of the myth and history of El Dorado, in a narrative with a historiographical basis but with a fictional systematic. Thus, this article tends to analyze this representation with the purpose of expressing the historical content that games present and the result of them to be used by history teachers in the classroom, on the possibilities of using the game as a complementary material for teaching, in the content of the history of pre-Columbian America.Item O consumo de jogos digitais no Brasil em 2021 e o uso de cloud gaming como uma resposta à pirataria(2021-12-16) França, Eric Ferreira de; Araújo, Chiara Natércia França; http://lattes.cnpq.br/7273384016233113The main goal of this academic work was to analyze the possibility of using cloud gaming as an answer to piracy and as cheaper way to get into the digital games market. It is noteworthy that this analysis is limited to a group of Brazilian players who were divided between hardcore and casual gamers and to the year 2021. For that, it was necessary to analyze secondary data collected from Pesquisa Game Brasil 2021; information in academic works by authors such as Victor Barros and Ana Paula Martins; and, journalistic articles published by the specialized media, in order to know the gamers’ profile. Primary data were collected through a quantitative survey, conducting a brief online questionnaire in a group of 121 Brazilians using the tools available on Google Forms. Such analyzes served as a basis to obtain a hypothetical profile of consumer behavior. Regarding cloud gaming, 98,9% of players from both groups agreed that this is a more affordable way to consume electronic games, and also considered the possibility that consumers will spend less money on games thanks to this technology, however, 54,9% of players do not consider it as the ultimate solution against piracy, but it may have an impact on the consumption of illegal copies in the future.Item Uma sequência didática para o ensino de frações geratrizes utilizando jogos virtuais(2021-08-03) Venceslau, Anna Karolyne Barcelos; Silva, Thiago Dias Oliveira; http://lattes.cnpq.br/7439995985621562In this paper we will discuss about Generating Fractions. More specifically, we will discuss a virtual teaching sequence using technological resources, such as the Kahoot learning platform and the Wordwall learning resource platform. This sequence was created for both content presentation and problem solving using the digital tools, and serves as a support for other teachers.Item Otimização de equipes em League of Legends utilizando algoritmos genéticos multiobjetivo(2022-06-03) Vieira, Lucas Marsol; Garrozi, Cícero; http://lattes.cnpq.br/0488054917286587League of Legends, a game of the Multiplayer Online Battle Arena or MOBA category (as it is popularly known), continues to be one of the highest paying electronic games in the world. This category is based on two teams that face each other on a symmetrical map with the objective of destroying the opposing base. One of the main points in this style of play and more specifically in League of Legends is the character selection stage (also known as champions), as it will guide the strategy of each team. In this step, players select which characters they will use within the game, where each character has characteristics and abilities that are different from the others. As it involves several factors in the selection process, it is considered a complex problem that can be solved with search techniques and artificial intelligence to find the best solutions. In this project, a new approach through Multi-Objective Evolutionary Algorithms (MOEA) is presented to generate teams in the game. In order to estimate the quality of the generated teams, a survey was conducted with a group of players. Significant results were achieved with this approach, obtaining an average rating of 4.5 for a total of 5 points.Item Um algoritmo para geração de Navigation Meshes em mapas bidimensionais homogêneos: uma aplicação no jogo Dragon Age: Origins(2019) Costa, Ingrid Danielle Vilela; Bocanegra, Silvana; http://lattes.cnpq.br/4596111202208863; http://lattes.cnpq.br/6113606913639280In the field of electronic gaming and more recently in robotics, autonomous agent soften need to repeatedly solve the problem of searching for the smallest path. This need can eventually consume a lot of resources and demands optimizations to make these searches more efficient. Such optimizations may include improvements in search algorithms, map representation, data structures used. This work presents an optimization for search algorithms based on the reduction of the search space by means of an automatic Navigation Meshes generation algorithm which are networks of walka blemap areas implying in a reduction of the search space and consequently improving the search processing time. The generation of Navigation Meshes is a problem with no consolidated solution. To prove the heuristic, path finding problems were solved on 156 benchmark maps. The path findings were performmed by the A* algorithm and the solutions were compared between the original maps and the optimized ones. An average search space reduction of 97.42% was achieved, with a standard deviation of 0.026and the search had an average marginal reduction in execution time of 46.76%.