Simulations and Games in Teaching International Relations and Strategic Studies
Resumo
International Relations (IR) and Strategic Studies (SS) have long utilized games and simulations as educational tools, especially in digital settings. Recently, these fields have evolved from technical training and executive action to interdisciplinary areas within the Social Sciences. This shift reflects a change in training objectives, moving from technical skills to a broader understanding of complex global dynamics. Modern approaches aim to foster a deep comprehension of these dynamics using diverse analytical lenses. This article examines the legacy of IR and SS in the contemporary use of gamification and simulations in education, highlighting their role in recent structural transformations. The research employs a hypothetical-deductive method, utilizing bibliographic techniques to explore the co-constitution of IR, SS, and educational gaming.
Palavras-chave:
Simulation, Video Games, Teaching-learning, International Relations, Strategic Studies
Referências
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Apperley, Thomas, e Darshana Jayemane. (2017). “A Virada Material dos Game Studies”. Lumina 11 [1]. DOI: 10.34019/1981-4070.2017.v11.21419.
Asal, Victor. (2005). “Playing Games with International Relations”. International Studies Perspectives 6 [3]: 359–73. DOI: 10.1111/j.1528-3577.2005.00213.x.
Asal, Victor, e Jayson Kratoville. (2013). “Constructing International Relations Simulations: Examining the Pedagogy of IR Simulations Through a Constructivist Learning Theory Lens”. Journal of Political Science Education 9 [2]: 132–43. DOI: 10.1080/15512169.2013.770982.
Bekk, Magdalena, René Eppmann, Kristina Klein, e Franziska Völckner. (2022). “All That Glitters Is Not Gold: An Investigation into the Undesired Effects of Gamification and How to Mitigate Them through Gamification Design”. International Journal of Research in Marketing 39 [4]: 1059–81. DOI: 10.1016/j.ijresmar.2022.03.002.
Berents, Helen, e Brendan Keogh. (2018). “Virtuous, Virtual, but Not Visceral: [Dis]Embodied Viewing in Military-Themed Videogames”. Critical Studies on Security 6 [3]: 366–69. DOI: 10.1080/21624887.2018.1432531.
Berwaldt, Julio Werle, e Igor Castellano. (2021). “Estado, inovação e indústria de defesa: a simulação digital de combate nos EUA”. Revista Brasileira de Estudos de Defesa. [link].
Borges, Simone De S., Helena M. Reis, Vinicius H. S. Durelli, Ig I. Bittencourt, Patricia A. Jaques, e Seiji Isotani. (2013). “Gamificação Aplicada à Educação: Um Mapeamento Sistemático”. DOI: 10.5753/CBIE.SBIE.2013.234.
Caponetto, Ilaria, Jeffrey Earp, e Michela Ott. (2014). “Gamification and Education: A Literature Review”. Em Gamification and Education: A Literature Review. Genova, Italy.
Chess, Shira, e Mia Consalvo. (2022). “‘The Future of Media Studies Is Game Studies’”. Critical Studies in Media Communication 39 [3]: 159–64. DOI: 10.1080/15295036.2022.2075025.
Chin, Sylvia. (2014). “Mobile technology and Gamification: The future is now!” Em 2014 Fourth International Conference on Digital Information and Communication Technology and its Applications [DICTAP], 138–43. Bangkok, Thailand: IEEE. DOI: 10.1109/DICTAP.2014.6821671.
Consalvo, Mia. (2006). “Console Video Games and Global Corporations: Creating a Hybrid Culture”. New Media & Society 8 [1]: 117–37. DOI: 10.1177/1461444806059921.
Coutinho, Luciano. (2016). “A terceira revolução industrial e tecnológica. As grandes tendências das mudanças”. Economia e Sociedade 1 [1]: 69–87.
Davidson, Drew, org. (2008). Beyond Fun: Serious Games and Media. Pittsburgh, Penn.: ETC Press.
Der Derian, James. (1990). “The [S]pace of International Relations: Simulation, Surveillance, and Speed”. International Studies Quarterly 34 [3]: 295. DOI: 10.2307/2600571.
———. (2003). “War as Game”. The Brown Journal of World Affairs 10 [1]: 37–48.
———. (2008). “The Desert of the Real and the Simulacrum of War”. International Affairs 84 [5]: 931–48. DOI: 10.1111/j.1468-2346.2008.00747.x.
———. (2013). “The Simulation Syndrome From War Games to Game Wars”. Em Interpreting the Political: New Methodologies, por Terrell Carver e Matti Hyvarinen. Hoboken: Taylor and Francis.
Egenfeldt-Nielsen, Simon. (2008). “Practical Barriers in Using Educational Computer Games”. Em Beyond Fun: Serious Games and Media, editado por Drew Davidson. Pittsburgh, Penn.: ETC Press.
Fardo, Marcelo Luis. (2013). “A gamificação aplicada em ambientes de aprendizagem”. RENOTE 11 [1]. DOI: 10.22456/1679-1916.41629.
Frasca, Gonzala. (2003). “Simulation versus Narrative”. Em The Video Game Theory Reader, editado por Mark J. P. Wolf e Bernard Perron, 221–35. New York: Routledge.
Fullerton, T. (2006). “Play-Centric Games Education”. Computer 39 [6]: 36–42. DOI: 10.1109/MC.2006.205.
Hamari, Juho, Jonna Koivisto, e Harri Sarsa. (2014). “Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification”. Em 2014 47th Hawaii International Conference on System Sciences, 3025–34. Waikoloa, HI: IEEE. DOI: 10.1109/HICSS.2014.377.
Hassan, Lobna. (2017). “Governments Should Play Games: Towards a Framework for the Gamification of Civic Engagement Platforms”. Simulation & Gaming 48 [2]: 249–67. DOI: 10.1177/1046878116683581.
Hassemer, Simon Maria. (2014). “Does History Play the Role of Storyline? Historiographical Periodization as Theme in Video Game Series”. Em Early Modernity and Video Games, por Tobias Winnerling e Florian Kerschbaumer. Newcastle upon Tyne, UK: Cambridge Scholars Publishing.
Hergenrader, Trent. (2016). “The place of videogames in the digital humanities”. On the Horizon 24 [1]: 29–33. DOI: 10.1108/OTH-08-2015-0050.
Hirst Aggie. (2019). “Play in[g] International Theory”. Review of International Studies 45 [5]: 891–914. DOI: 10.1017/S0260210519000160.
Huizinga, Johan, Joao P. Monteiro, e Johan Huizinga. (2000). Homo ludens: o jogo como elemento da cultura. 4. ed. Coleçao Estudos 4. Sao Paulo: Perspectiva.
Izidro Gonçalves, Fernanda Cristina Nanci, e Leticia Cordeiro Simões De Moraes Lima. (2020). “Aprendizado ativo nas relações internacionais: um estudo empírico sobre o papel do lúdico no processo de aprendizagem”. OASIS, no 32 [junho]: 29–47. DOI: 10.18601/16577558.n32.04.
Kitchin, Rob, e Martin Dodge. (2011). Code/Space: Software and Everyday Life. Software Studies. Cambridge, Massachusetts London, England: The MIT Press.
Kriz, Willy C., J. Tuomas Harviainen, e Timothy C. Clapper. (2018). “Game Science: Foundations and Perspectives”. Simulation & Gaming 49 [3]: 199–206. DOI: 10.1177/1046878118781631.
Landers, Richard N., Elena M. Auer, Andrew B. Collmus, e Michael B. Armstrong. (2018). “Gamification Science, Its History and Future: Definitions and a Research Agenda”. Simulation & Gaming 49 [3]: 315–37. DOI: 10.1177/1046878118774385.
Lee, Michael, e Zachary C. Shirkey. (2017). “Going Beyond the Existing Consensus: The Use of Games in International Relations Education”. PS: Political Science & Politics 50 [2]: 571–75. DOI: 10.1017/S1049096516003218.
Liu, Alan. (2013). “The Meaning of the Digital Humanities”. PMLA 128 [2]: 409–23. DOI: 10.1632/pmla.2013.128.2.409.
Lugmayr, Artur, e Cinzia Dal Zotto, orgs. (2016). Media Convergence Handbook. Vol. 1: Journalism, Broadcasting, and Social Media Aspects of Convergence / Artur Lugmayr, Cinzia Dal Zotto [Editors]. Vol. 1. Media Business and Innovation. Berlin Heidelberg New York Dordrecht London: Springer.
M. Valença, Marcelo, e Ana Paula Balthazar Tostes. (2019). “O Storytelling como ferramenta de aprendizado ativo”. Carta Internacional 14 [2]. DOI: 10.21530/ci.v14n2.2019.917.
Maciel Toda, Armando, Alan Pedro Da Silva, e Seiji Isotani. (2018). “Desafios para o Planejamento e Implantação da Gamificação no Contexto Educacional”. RENOTE 15 [2]. DOI: 10.22456/1679-1916.79263.
Mello, Flavia de Campos. (1997). “Teoria dos jogos e relações internacionais: um balanço dos debates”. BIB - Revista Brasileira de Informação Bibliográfica em Ciências Sociais, no 44 [julho]: 105–19.
Nohr, Rolf. (2014). “The Game Is a Medium: The Game Is a Message”. Em Early Modernity and Video Games, por Tobias Winnerling e Florian Kerschbaumer. Newcastle upon Tyne, UK: Cambridge Scholars Publishing.
Pearce, Celia. (2004). “Towards a Game Theory of Game”. Em First Person: New Media as Story, Performance, and Game, editado por Noah Wardrip-Fruin e Pat Harrigan, 4:143–53. Cambridge, Mass: The MIT Press.
Pepinsky, Thomas B. (2005). “From Agents to Outcomes: Simulation in International Relations”. European Journal of International Relations 11 [3]: 367–94. DOI: 10.1177/1354066105055484.
Robinson, Nick. (2012). “Videogames, Persuasion and the War on Terror: Escaping or Embedding the Military—Entertainment Complex?” Political Studies 60 [3]: 504–22. DOI: 10.1111/j.1467-9248.2011.00923.x.
———. (2015a). “Videogames and IR: Playing at Method”. E-International Relations [blog]. 2015. [link].
———. (2015b). “Have You Won the War on Terror? Military Videogames and the State of American Exceptionalism”. Millennium 43 [2]: 450–70. DOI: 10.1177/0305829814557557.
———. (2016). “Militarism and opposition in the living room: the case of military videogames”. Critical Studies on Security 4 [3]: 255–75. DOI: 10.1080/21624887.2015.1130491.
———. (2021). “Beyond the Shadow of 9/11 Videogames 20 Years after 9/11”. Critical Studies on Terrorism 14 [4]: 455–58. DOI: 10.1080/17539153.2021.1982462.
Salen, Katie, e Eric Zimmerman. (2022). As regras do jogo: fundamentos para o design de games: nível 3. Edição Brasileira. Vol. 3. Editora Edgard Blucher.
Schell, Jesse. (2008). The art of game design: a book of lenses. Amsterdam ; Boston: Elsevier/Morgan Kaufmann.
Schwarz, Angela. (2014). “Narration and Narrative: [Hi-]Story Telling in Video Games”. Em Early Modernity and Video Games, por Tobias Winnerling e Florian Kerschbaumer. Newcastle upon Tyne, UK: Cambridge Scholars Publishing.
Shaw, Adrienne. (2012). “Do You Identify as a Gamer? Gender, Race, Sexuality, and Gamer Identity”. New Media & Society 14 [1]: 28–44. DOI: 10.1177/1461444811410394.
Spiros, Nikita, Kargas, Aikaterini, e Sarela. (2021). “Engaging International Relations with Videogames”. Em . Paris.
Weight, Jenny. (2008). “Self, Video Games and Pedagogy”. Em Beyond Fun: Serious Games and Media, editado por Drew Davidson. Pittsburgh, Penn.: ETC Press.
Wiggins, Bradley E. (2016). “An Overview and Study on the Use of Games, Simulations, and Gamification in Higher Education”: International Journal of Game-Based Learning 6 [1]: 18–29. DOI: 10.4018/IJGBL.2016010102.
Winnerling, Tobias, e Florian Kerschbaumer. (2014). Early Modernity and Video Games. Newcastle upon Tyne, UK: Cambridge Scholars Publishing.
Aparicio, Andrés Francisco, Francisco Luis Gutiérrez Vela, José Luis González Sánchez, e José Luis Isla Montes. (2012). “Analysis and Application of Gamification”. Em Proceedings of the 13th International Conference on Interacción Persona-Ordenador - INTERACCION ’12, 1–2. Elche, Spain: ACM Press. DOI: 10.1145/2379636.2379653.
Apperley, Thomas, e Darshana Jayemane. (2017). “A Virada Material dos Game Studies”. Lumina 11 [1]. DOI: 10.34019/1981-4070.2017.v11.21419.
Asal, Victor. (2005). “Playing Games with International Relations”. International Studies Perspectives 6 [3]: 359–73. DOI: 10.1111/j.1528-3577.2005.00213.x.
Asal, Victor, e Jayson Kratoville. (2013). “Constructing International Relations Simulations: Examining the Pedagogy of IR Simulations Through a Constructivist Learning Theory Lens”. Journal of Political Science Education 9 [2]: 132–43. DOI: 10.1080/15512169.2013.770982.
Bekk, Magdalena, René Eppmann, Kristina Klein, e Franziska Völckner. (2022). “All That Glitters Is Not Gold: An Investigation into the Undesired Effects of Gamification and How to Mitigate Them through Gamification Design”. International Journal of Research in Marketing 39 [4]: 1059–81. DOI: 10.1016/j.ijresmar.2022.03.002.
Berents, Helen, e Brendan Keogh. (2018). “Virtuous, Virtual, but Not Visceral: [Dis]Embodied Viewing in Military-Themed Videogames”. Critical Studies on Security 6 [3]: 366–69. DOI: 10.1080/21624887.2018.1432531.
Berwaldt, Julio Werle, e Igor Castellano. (2021). “Estado, inovação e indústria de defesa: a simulação digital de combate nos EUA”. Revista Brasileira de Estudos de Defesa. [link].
Borges, Simone De S., Helena M. Reis, Vinicius H. S. Durelli, Ig I. Bittencourt, Patricia A. Jaques, e Seiji Isotani. (2013). “Gamificação Aplicada à Educação: Um Mapeamento Sistemático”. DOI: 10.5753/CBIE.SBIE.2013.234.
Caponetto, Ilaria, Jeffrey Earp, e Michela Ott. (2014). “Gamification and Education: A Literature Review”. Em Gamification and Education: A Literature Review. Genova, Italy.
Chess, Shira, e Mia Consalvo. (2022). “‘The Future of Media Studies Is Game Studies’”. Critical Studies in Media Communication 39 [3]: 159–64. DOI: 10.1080/15295036.2022.2075025.
Chin, Sylvia. (2014). “Mobile technology and Gamification: The future is now!” Em 2014 Fourth International Conference on Digital Information and Communication Technology and its Applications [DICTAP], 138–43. Bangkok, Thailand: IEEE. DOI: 10.1109/DICTAP.2014.6821671.
Consalvo, Mia. (2006). “Console Video Games and Global Corporations: Creating a Hybrid Culture”. New Media & Society 8 [1]: 117–37. DOI: 10.1177/1461444806059921.
Coutinho, Luciano. (2016). “A terceira revolução industrial e tecnológica. As grandes tendências das mudanças”. Economia e Sociedade 1 [1]: 69–87.
Davidson, Drew, org. (2008). Beyond Fun: Serious Games and Media. Pittsburgh, Penn.: ETC Press.
Der Derian, James. (1990). “The [S]pace of International Relations: Simulation, Surveillance, and Speed”. International Studies Quarterly 34 [3]: 295. DOI: 10.2307/2600571.
———. (2003). “War as Game”. The Brown Journal of World Affairs 10 [1]: 37–48.
———. (2008). “The Desert of the Real and the Simulacrum of War”. International Affairs 84 [5]: 931–48. DOI: 10.1111/j.1468-2346.2008.00747.x.
———. (2013). “The Simulation Syndrome From War Games to Game Wars”. Em Interpreting the Political: New Methodologies, por Terrell Carver e Matti Hyvarinen. Hoboken: Taylor and Francis.
Egenfeldt-Nielsen, Simon. (2008). “Practical Barriers in Using Educational Computer Games”. Em Beyond Fun: Serious Games and Media, editado por Drew Davidson. Pittsburgh, Penn.: ETC Press.
Fardo, Marcelo Luis. (2013). “A gamificação aplicada em ambientes de aprendizagem”. RENOTE 11 [1]. DOI: 10.22456/1679-1916.41629.
Frasca, Gonzala. (2003). “Simulation versus Narrative”. Em The Video Game Theory Reader, editado por Mark J. P. Wolf e Bernard Perron, 221–35. New York: Routledge.
Fullerton, T. (2006). “Play-Centric Games Education”. Computer 39 [6]: 36–42. DOI: 10.1109/MC.2006.205.
Hamari, Juho, Jonna Koivisto, e Harri Sarsa. (2014). “Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification”. Em 2014 47th Hawaii International Conference on System Sciences, 3025–34. Waikoloa, HI: IEEE. DOI: 10.1109/HICSS.2014.377.
Hassan, Lobna. (2017). “Governments Should Play Games: Towards a Framework for the Gamification of Civic Engagement Platforms”. Simulation & Gaming 48 [2]: 249–67. DOI: 10.1177/1046878116683581.
Hassemer, Simon Maria. (2014). “Does History Play the Role of Storyline? Historiographical Periodization as Theme in Video Game Series”. Em Early Modernity and Video Games, por Tobias Winnerling e Florian Kerschbaumer. Newcastle upon Tyne, UK: Cambridge Scholars Publishing.
Hergenrader, Trent. (2016). “The place of videogames in the digital humanities”. On the Horizon 24 [1]: 29–33. DOI: 10.1108/OTH-08-2015-0050.
Hirst Aggie. (2019). “Play in[g] International Theory”. Review of International Studies 45 [5]: 891–914. DOI: 10.1017/S0260210519000160.
Huizinga, Johan, Joao P. Monteiro, e Johan Huizinga. (2000). Homo ludens: o jogo como elemento da cultura. 4. ed. Coleçao Estudos 4. Sao Paulo: Perspectiva.
Izidro Gonçalves, Fernanda Cristina Nanci, e Leticia Cordeiro Simões De Moraes Lima. (2020). “Aprendizado ativo nas relações internacionais: um estudo empírico sobre o papel do lúdico no processo de aprendizagem”. OASIS, no 32 [junho]: 29–47. DOI: 10.18601/16577558.n32.04.
Kitchin, Rob, e Martin Dodge. (2011). Code/Space: Software and Everyday Life. Software Studies. Cambridge, Massachusetts London, England: The MIT Press.
Kriz, Willy C., J. Tuomas Harviainen, e Timothy C. Clapper. (2018). “Game Science: Foundations and Perspectives”. Simulation & Gaming 49 [3]: 199–206. DOI: 10.1177/1046878118781631.
Landers, Richard N., Elena M. Auer, Andrew B. Collmus, e Michael B. Armstrong. (2018). “Gamification Science, Its History and Future: Definitions and a Research Agenda”. Simulation & Gaming 49 [3]: 315–37. DOI: 10.1177/1046878118774385.
Lee, Michael, e Zachary C. Shirkey. (2017). “Going Beyond the Existing Consensus: The Use of Games in International Relations Education”. PS: Political Science & Politics 50 [2]: 571–75. DOI: 10.1017/S1049096516003218.
Liu, Alan. (2013). “The Meaning of the Digital Humanities”. PMLA 128 [2]: 409–23. DOI: 10.1632/pmla.2013.128.2.409.
Lugmayr, Artur, e Cinzia Dal Zotto, orgs. (2016). Media Convergence Handbook. Vol. 1: Journalism, Broadcasting, and Social Media Aspects of Convergence / Artur Lugmayr, Cinzia Dal Zotto [Editors]. Vol. 1. Media Business and Innovation. Berlin Heidelberg New York Dordrecht London: Springer.
M. Valença, Marcelo, e Ana Paula Balthazar Tostes. (2019). “O Storytelling como ferramenta de aprendizado ativo”. Carta Internacional 14 [2]. DOI: 10.21530/ci.v14n2.2019.917.
Maciel Toda, Armando, Alan Pedro Da Silva, e Seiji Isotani. (2018). “Desafios para o Planejamento e Implantação da Gamificação no Contexto Educacional”. RENOTE 15 [2]. DOI: 10.22456/1679-1916.79263.
Mello, Flavia de Campos. (1997). “Teoria dos jogos e relações internacionais: um balanço dos debates”. BIB - Revista Brasileira de Informação Bibliográfica em Ciências Sociais, no 44 [julho]: 105–19.
Nohr, Rolf. (2014). “The Game Is a Medium: The Game Is a Message”. Em Early Modernity and Video Games, por Tobias Winnerling e Florian Kerschbaumer. Newcastle upon Tyne, UK: Cambridge Scholars Publishing.
Pearce, Celia. (2004). “Towards a Game Theory of Game”. Em First Person: New Media as Story, Performance, and Game, editado por Noah Wardrip-Fruin e Pat Harrigan, 4:143–53. Cambridge, Mass: The MIT Press.
Pepinsky, Thomas B. (2005). “From Agents to Outcomes: Simulation in International Relations”. European Journal of International Relations 11 [3]: 367–94. DOI: 10.1177/1354066105055484.
Robinson, Nick. (2012). “Videogames, Persuasion and the War on Terror: Escaping or Embedding the Military—Entertainment Complex?” Political Studies 60 [3]: 504–22. DOI: 10.1111/j.1467-9248.2011.00923.x.
———. (2015a). “Videogames and IR: Playing at Method”. E-International Relations [blog]. 2015. [link].
———. (2015b). “Have You Won the War on Terror? Military Videogames and the State of American Exceptionalism”. Millennium 43 [2]: 450–70. DOI: 10.1177/0305829814557557.
———. (2016). “Militarism and opposition in the living room: the case of military videogames”. Critical Studies on Security 4 [3]: 255–75. DOI: 10.1080/21624887.2015.1130491.
———. (2021). “Beyond the Shadow of 9/11 Videogames 20 Years after 9/11”. Critical Studies on Terrorism 14 [4]: 455–58. DOI: 10.1080/17539153.2021.1982462.
Salen, Katie, e Eric Zimmerman. (2022). As regras do jogo: fundamentos para o design de games: nível 3. Edição Brasileira. Vol. 3. Editora Edgard Blucher.
Schell, Jesse. (2008). The art of game design: a book of lenses. Amsterdam ; Boston: Elsevier/Morgan Kaufmann.
Schwarz, Angela. (2014). “Narration and Narrative: [Hi-]Story Telling in Video Games”. Em Early Modernity and Video Games, por Tobias Winnerling e Florian Kerschbaumer. Newcastle upon Tyne, UK: Cambridge Scholars Publishing.
Shaw, Adrienne. (2012). “Do You Identify as a Gamer? Gender, Race, Sexuality, and Gamer Identity”. New Media & Society 14 [1]: 28–44. DOI: 10.1177/1461444811410394.
Spiros, Nikita, Kargas, Aikaterini, e Sarela. (2021). “Engaging International Relations with Videogames”. Em . Paris.
Weight, Jenny. (2008). “Self, Video Games and Pedagogy”. Em Beyond Fun: Serious Games and Media, editado por Drew Davidson. Pittsburgh, Penn.: ETC Press.
Wiggins, Bradley E. (2016). “An Overview and Study on the Use of Games, Simulations, and Gamification in Higher Education”: International Journal of Game-Based Learning 6 [1]: 18–29. DOI: 10.4018/IJGBL.2016010102.
Winnerling, Tobias, e Florian Kerschbaumer. (2014). Early Modernity and Video Games. Newcastle upon Tyne, UK: Cambridge Scholars Publishing.
Publicado
30/09/2024
Como Citar
DA SILVA, Igor Castellano; LYRA, Luiza K.; PALUDO, Isabella G..
Simulations and Games in Teaching International Relations and Strategic Studies. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 23. , 2024, Manaus/AM.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 1477-1490.
DOI: https://doi.org/10.5753/sbgames.2024.241334.