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Advisor(s)
Abstract(s)
Os videojogos, para além de serem uma forma de entretenimento, são também
uma ferramenta de aprendizagem [36]. Apesar de toda a polémica de violência
associada, quando reduzidos à sua forma mais básica, os videojogos são
capazes de ensinar a explorar, a entender relações espaciais, a melhorar a precisão,
etc.
Com o avanço da tecnologia, novos dispositivos foram surgindo e a possibilidade
de jogar em qualquer lugar tornou-se algo normal no dia-a-dia. Primeiro com as
consolas portáteis e mais recentemente com os smartphones e tablets, a emergência
dos videojogos móveis, permitiu a criação de novas formas jogar, como
a realidade virtual e a realidade aumentada, mas poucos são os jogos que tiram
partido do contexto do utilizador para determinar o decurso de um jogo.
Nessa perspectiva, Believe é um videojogo móvel que tira partido de componentes
contextuais do utilizador ao longo do tempo, baseado em eventos (puzzles,
chamadas simuladas, pesquisa de informações, etc.) que necessitam de interacção
do utilizador, desencadeados por ações tomadas por este (ou não).
Os eventos são temporalmente curtos e preferencialmente lançados em situações
menos oportunas, de forma a causar suspense e ansiedade no utilizador.
Videogames, besides being an entertainment form, are also a learning tool [36]. Even though they are sometimes associated with violence, when reduced to their most basic form, videogames are able to teach on how to explore, on understanding spacial relations, to improve precision, etc. With the improvements in technology, new devices have appeared and the possibility to play anywhere (or any place) has become something we take for granted in our daily lives. First with portable gaming consoles and more recently with smartphones and tablets, the emergence of mobile videogames, allowed the creation of new ways to play, like virtual or augmented reality, but very few games take advantage of the user context to determine a game’s course. Believe is a mobile videogame that takes advantage of contextual information from the user throughout time, based on events (puzzles, fake calls, quizzes, etc.) that need the user interaction and triggered by actions taken by it (or not). These events will be short and preferably triggered in inopportune situations, in order to cause suspense and anxienty on the user.
Videogames, besides being an entertainment form, are also a learning tool [36]. Even though they are sometimes associated with violence, when reduced to their most basic form, videogames are able to teach on how to explore, on understanding spacial relations, to improve precision, etc. With the improvements in technology, new devices have appeared and the possibility to play anywhere (or any place) has become something we take for granted in our daily lives. First with portable gaming consoles and more recently with smartphones and tablets, the emergence of mobile videogames, allowed the creation of new ways to play, like virtual or augmented reality, but very few games take advantage of the user context to determine a game’s course. Believe is a mobile videogame that takes advantage of contextual information from the user throughout time, based on events (puzzles, fake calls, quizzes, etc.) that need the user interaction and triggered by actions taken by it (or not). These events will be short and preferably triggered in inopportune situations, in order to cause suspense and anxienty on the user.
Description
Trabalho de projecto para obtenção do grau de mestre em Engenharia Informática e de Computadores
Keywords
Videojogo móvel Mobile videogame Contexto Context Localização Location Evento Event Inteligência artificial Artificial intelligence Android
Citation
MENDES, Filipe José Alves - Believe. Lisboa: Instituto Superior de Engenharia de Lisboa, 2017. Dissertação de mestrado.
Publisher
Instituto Superior de Engenharia de Lisboa