O Design da Ausência: Silêncio, Sinergia e a Coautoria do Luto em Jogos Digitais
Resumo
Introdução: A capacidade dos jogos digitais de transmitir emoções complexas, como luto e depressão, tem se destacado na mídia interativa. Nesse contexto, o “silêncio” narrativo e a sinergia entre os elementos de game design criam lacunas intencionais que convidam o jogador à reflexão. Objetivo: Esse artigo tem como objetivo investigar, sob a ótica do game design, como a ausência de diálogos explícitos e a integração sistêmica de mecânicas, sound design e direção de arte atuam para que o jogador se torne coautor da experiência emocional. Metodologia: A pesquisa adota uma abordagem qualitativa e analítica, explorando estratégias de design em jogos que abordam o luto, como Gris, Brothers: A Tale of Two Sons, Journey e Spiritfarer. Resultados: Observa-se que o silêncio projetado intencionalmente funciona como um “espaço negativo” que o jogador preenche com suas próprias vivências, transformando a interação em uma narrativa coautoral altamente subjetiva e catártica.
Palavras-chave:
Game Design, Luto, Coautoria, Espaço Negativo, Narrativa Ambiental
Referências
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CONSALVO, M.; DUTTON, N. Game analysis: Developing a methodological toolkit for the qualitative study of games. Game Studies, 6(1), 1-17, 2006.
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FULLERTON, T. Game Design Workshop: A Playcentric Approach to Creating Innovative Games. 3. ed. Boca Raton: CRC Press, 2014.
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ISBISTER, K. How Games Move Us: Emotion by Design. Cambridge: MIT Press, 2016.
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JENKINS, H. Confronting the Challenges of Participatory Culture: Media Education for the 21st Century. Cambridge: MIT Press, 2009.
KOSTER, R. A Theory of Fun for Game Design. Scottsdale: Paraglyph Press, 2004.
KOZINETS, R. V. Netnography: The Marketer’s Secret Weapon: How Social Media Understanding Drives Innovation. 2010.
KÜBLER-ROSS, E. On death and dying. Routledge, 1969.
MURRAY, J. H. Hamlet no Holodeck: o futuro da narrativa no ciberespaço. São Paulo: Itaú Cultural/Unesp, 2003.
NEWMAN, J. Videogames. London: Routledge, 2004.
NITSCHE, M. Video Game Spaces: Image, Play, and Structure in 3D Worlds. Cambridge: MIT Press, 2008.
NORMAN, D. A. The Design of Everyday Things. Revised and expanded edition. New York: Basic Books, 2013.
SCHELL, J. The Art of Game Design: A Book of Lenses. Burlington: Morgan Kaufmann, 2008.
SWINK, S. Game Feel: A Game Designer's Guide to Virtual Sensation. Boca Raton: CRC Press, 2009.
TOTTEN, C. W. An Architectural Approach to Level Design. Boca Raton: CRC Press, 2014.
WRIGHT, K. B.; BELL, S. B. Health-related support groups on the Internet: Linking empirical findings to social support and computer-mediated communication theory. Journal of health psychology, 8(1), 39-54, 2003.
Ludografia NOMADA STUDIO. Gris. Devolver Digital, 2018.
STARBREEZE STUDIOS. Brothers: A Tale of Two Sons. 505 Games, 2013.
THATGAMECOMPANY. Journey. Sony Computer Entertainment, 2012.
THUNDER LOTUS GAMES. Spiritfarer. Thunder Lotus Games, 2020.
AMERICAN PSYCHIATRIC ASSOCIATION. Diagnostic and statistical manual of mental disorders (DSM-5). 5. ed. Washington, DC: American Psychiatric Publishing, 2013.
ARNHEIM, R. Art and Visual Perception: A Psychology of the Creative Eye. Berkeley: University of California Press, 1974.
BOGOST, I. Persuasive Games: The Expressive Power of Videogames. Cambridge: MIT Press, 2007.
COLLINS, K. Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design. Cambridge: MIT Press, 2008.
CONSALVO, M.; DUTTON, N. Game analysis: Developing a methodological toolkit for the qualitative study of games. Game Studies, 6(1), 1-17, 2006.
CSIKSZENTMIHALYI, M. Flow: The Psychology of Optimal Experience. New York: Harper & Row, 1990.
FREUD, S. Mourning and melancholia. In: FREUD, S. The Standard Edition of the Complete Psychological Works of Sigmund Freud. London: Hogarth Press, 1917. p. 237–258.
FULLERTON, T. Game Design Workshop: A Playcentric Approach to Creating Innovative Games. 3. ed. Boca Raton: CRC Press, 2014.
GEE, J. P. Semiotic social spaces and affinity spaces. Beyond communities of practice: Language, power and social context, 214-232, 2005.
HOCKING, C. Ludonarrative dissonance in Bioshock: the problem of what the game is about. Click Nothing, 7 out. 2007. Disponível em: [link]. Acesso em: 12 maio 2026.
INNES, A. Accessibility and intentional friction. Game Developer, 2019.
ISBISTER, K. How Games Move Us: Emotion by Design. Cambridge: MIT Press, 2016.
JENKINS, H. Game design as narrative architecture. In: WARDRIP-FRUIN, N.; HARRIGAN, P. (org.). First Person: New Media as Story, Performance, and Game. Cambridge: MIT Press, 2004. p. 118–130.
JENKINS, H. Confronting the Challenges of Participatory Culture: Media Education for the 21st Century. Cambridge: MIT Press, 2009.
KOSTER, R. A Theory of Fun for Game Design. Scottsdale: Paraglyph Press, 2004.
KOZINETS, R. V. Netnography: The Marketer’s Secret Weapon: How Social Media Understanding Drives Innovation. 2010.
KÜBLER-ROSS, E. On death and dying. Routledge, 1969.
MURRAY, J. H. Hamlet no Holodeck: o futuro da narrativa no ciberespaço. São Paulo: Itaú Cultural/Unesp, 2003.
NEWMAN, J. Videogames. London: Routledge, 2004.
NITSCHE, M. Video Game Spaces: Image, Play, and Structure in 3D Worlds. Cambridge: MIT Press, 2008.
NORMAN, D. A. The Design of Everyday Things. Revised and expanded edition. New York: Basic Books, 2013.
SCHELL, J. The Art of Game Design: A Book of Lenses. Burlington: Morgan Kaufmann, 2008.
SWINK, S. Game Feel: A Game Designer's Guide to Virtual Sensation. Boca Raton: CRC Press, 2009.
TOTTEN, C. W. An Architectural Approach to Level Design. Boca Raton: CRC Press, 2014.
WRIGHT, K. B.; BELL, S. B. Health-related support groups on the Internet: Linking empirical findings to social support and computer-mediated communication theory. Journal of health psychology, 8(1), 39-54, 2003.
Ludografia NOMADA STUDIO. Gris. Devolver Digital, 2018.
STARBREEZE STUDIOS. Brothers: A Tale of Two Sons. 505 Games, 2013.
THATGAMECOMPANY. Journey. Sony Computer Entertainment, 2012.
THUNDER LOTUS GAMES. Spiritfarer. Thunder Lotus Games, 2020.
Publicado
29/09/2026
Como Citar
BRITO, Alicia M. P.; SANTOS, Danyllo L.; ARAGÃO, Giulia L. M.; RIBEIRO, Rennan G. S..
O Design da Ausência: Silêncio, Sinergia e a Coautoria do Luto em Jogos Digitais. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 25. , 2026, Goiânia/GO.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 258-269.
DOI: https://doi.org/10.5753/sbgames.2026.25614.
