• O corvo que rima também sabe jogar: tradução intersemiótica e design de jogo 

      Krasnoschecoff, Andrêi (Universidade Federal de São Carlos, UFSCar, Programa de Pós-Graduação em Linguística - PPGL, Câmpus São Carlos, 25/05/2023)
      Electronic games emerged in the 1950s. Over time, the novelty became a kind of cultural phenomenon, resulting, on the one hand, in the creation of an industry that moves a lot of money, and on the other, in a cultural ...
    • Mapeamento comportamental nos JRPGS – uma análise de sentimentos dos personagens de final fantasy VII remake 

      Rodrigues, Lucas Gonçalves (Universidade Federal de São Carlos, UFSCar, Programa de Pós-Graduação em Imagem e Som - PPGIS, Câmpus São Carlos, 29/10/2021)
      Final Fantasy VII Remake is an electronic game released in April 2020 for the PlayStation 4 that uses the mechanic and narratological structure of Final Fantasy VII, released in 1997 for the PlayStation, in order to create ...
    • Liberdade e restrição : jogos de computador e linguagem 

      Krasnoschecoff, Andrêi (Universidade Federal de São Carlos, UFSCar, Programa de Pós-Graduação em Linguística - PPGL, Câmpus São Carlos, 04/08/2015)
      Electronic games currently move a lot of money in the entertainment industry, but are also used in other activities, such as educational and advertising, becoming a cultural item important to note. When researching more ...
    • Videogames e a narrativa seriada : quest como ferramenta para a construção de mundos 

      Oliveira, Jônatas Kerr de (Universidade Federal de São Carlos, UFSCar, Programa de Pós-Graduação em Imagem e Som - PPGIS, , 03/09/2010)
      Historically, quests where frequently used by players, which empirically analyzed and systematized them with the intention of revealing the inner structure of games. After that, there was a need to address them as the ...
    • We will hold the line : o fandom como forma de participação dos fãs no desenvolvimento do universo transmidiático do jogo mass effect 

      Palomino, Paula Toledo (Universidade Federal de São Carlos, UFSCar, Programa de Pós-Graduação em Imagem e Som - PPGIS, Câmpus São Carlos, 15/06/2015)
      The advent and popularization of the Internet has enabled the cultural convergence movement, creating numerous online communities as well as the consolidation of collective intelligence. Without being blocked by geographical ...
    • Um estudo sobre o desenvolvimento de jogos orientado a modelos com codificação manual 

      Prado, Ely Fernando do (Universidade Federal de São Carlos, UFSCar, Programa de Pós-Graduação em Ciência da Computação - PPGCC, , 17/09/2014)
      The electronic gaming industry has recently witnessed an exponential growth in terms of titles and overall complexity of the games. This growth is responsible for many advances in computational technologies. But it also ...
    • A aventura narrativa da Telltale Games: um estudo de caso de Game of Thrones – A Telltale Games Series 

      Bisson, Camila Brandão (Universidade Federal de São Carlos, UFSCar, Programa de Pós-Graduação em Imagem e Som - PPGIS, Câmpus São Carlos, 05/03/2020)
      Adventure games, as a genre defined in the context of electronic games, have had throughout their history evolutions and transformations that allowed more, and more, complex stories to be told through video games. The ...
    • Jogos eletrônicos e e-sports: desenvolvimento e mercado 

      Minamihara, Allan Mitsuhito (Universidade Federal de São Carlos, UFSCar, , Câmpus São Carlos, 30/06/2020)
      The e-sports or electronic sports are a way of competing using videogames that have gained popularity in recent years. Its relevancy has attracted the making of new studies, and in this monograph the objective is to analyze ...
    • Jogos eletrônicos nas aulas de Educação Física no ensino fundamental: visão docente 

      Jerônymo, Wellington Hencklein (Universidade Federal de São Carlos, UFSCar, , Câmpus São Carlos, 30/09/2022)
      Inside schools, it is possible to observe an increasing number of cell phones and technological devices in the hands of students, which a few years ago was seen as something negative. However, currently, it is understood ...
    • Os jogos eletrônicos em aulas de educação física no ensino fundamental: um olhar geral 

      Silva, Yan Periotto Gonçalves da (Universidade Federal de São Carlos, UFSCar, , Câmpus São Carlos, 24/01/2024)
      Since 2017, electronic games have been included in the school Physical Education curriculum through the National Common Curricular Base (BNCC). This addition seems appropriate since we, as future teachers, are always in ...
    • A realidade virtual nas aulas de educação física escolar: das situações limites ao inédito viável 

      Silva, Danilo Teodoro Cintra (Universidade Federal de São Carlos, UFSCar, Programa de Mestrado Profissional em Educação Física em Rede Nacional - PROEF, Câmpus São Carlos, 20/03/2024)
      Educational technologies have seen significant advancements in recent years, with their incorporation being regulated in 2018 in the National Common Curricular Base in Brazil. However, various reasons underlie the challenges ...