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Navegando por Assunto "Jogos de fantasia"

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    Pintura, desenho e fantasia como recurso estético, imersivo e emotivo em games: o caso de Okami e Seasons After Fall
    (2019-07-13) Wanderlei, Camila Carvalho; Torres, Niedja Ferreira dos Santos; http://lattes.cnpq.br/3501803097646190; http://lattes.cnpq.br/1284173644092278
    Cultural activities based on classical arts and traditional painting methods have been resignified and appropriated by digital media, not being restricted to the usual spaces, such as museums, gyms and workshops. Among the various media segments where this appropriation is observed, digital games, whose imaginary appeal is central actor in the composition of the work, have titles where it is possible to find preponderance of traditional artistic elements, playing the most diverse aesthetic-narrative roles, which It leads us to analyze how these elements can be reframed in specific cases and how they influence the work that uses them through this case study. Okami and Seasons after Fall, two games available for the playstation console platform, represents two very special cases, as they not only use traditional painting elements, sumi-ê and watercolor painting respectively, but also give prominence to such elements in their structure and composition. Okami presents a whole world built in the sumi-ê style, bringing in its mechanics the use of a brush that allows the player to create and modify such a world, not only respecting the minimalist style of sumi-ê, but also the weight that each stroke should contain to express the essence of what the artist proposes to paint, incorporating in its narrative structure elements and fundamental precepts of the style of painting that marked and defined the game, being much more than just a mere aesthetic resource. Seasons after Fall is all built based on the style of watercolor painting where elements such as playfulness and bucolicism reside in their simple narrative. In its remarkable characters we can find animals whose atmosphere permeates the mystery, mysticism, gloom and melancholy given the sound and visual composition of the game. All these composing elements come together to create the key moment of contemplation and appreciation of the work allowing the player to immerse and identify with the story and characters. When interacting with both games, moments of deep identification and immersion arise, even though they are completely different in their proposals, mainly thanks to their original and inventive imagery that exposes the player to the techniques of painting literally or symbolically.
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    A superação do flogístico: uma aventura de RPG
    (2013-04-30) Silva, Alexsandro Alberto da; Almeida, Maria Ângela Vasconcelos de; Amaral, Ricardo Ribeiro do; http://lattes.cnpq.br/7704136680001681; http://lattes.cnpq.br/7841487134333019; http://lattes.cnpq.br/2011377431714562
    This study aims to analyze the use of a didactic game, the Role Playing Game (RPG), the teaching of the history of chemistry, Kuhn and philosophical perspective of science in the eighteenth century, in an attempt to improve the teaching-learning students, and parallel interaction promotes student-student and teacher-student classrooms Chemistry. Educational games are used as motivators and facilitators of the teaching and learning of scientific concepts. We emphasize that the purpose of this feature is not restricted to the memorization of the subject by the student, but search lead him to thinking, reflection and hence (re) construction of knowledge. The RPG adventure is experienced in live action form, titled "Overcoming the Phlogiston Theory: the caloric disguised" and is based on two philosophies that guide the construction of eighteenth-century science, empiricism and rationalism, and that epistemological century, with a priori reasoning (deduction) or rational and posteriori (induction) or experimental, and the twentieth century, in a Kuhnian view of science, conceiving that moment as a milestone in the history of chemistry of the eighteenth century and, therefore, there was a chemical revolution with its large representative Antonie Laivoisier, discoverer of oxygen, according to this epistemological perspective, the fact that still today is debated who was its discoverer, if Scheele, Priestley and Lavoisier, due to the crisis caused the current paradigm, the phlogiston theory. For the application of the game was chosen a class of sixth period of Degree in Chemistry, Federal Rural University of Pernambuco, which were divided into two groups, a defender of the phlogiston and other caloric, used the game and answered questionnaires probing. The results showed that the game contributed to a better understanding by the students of the historical significant that permeated the discovery of oxygen for chemical science, exploring students' conceptions in this context, and some students have achieved the learning objectives expected.
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