Análise de métodos de design de jogos sérios sob a ótica da Design Science Research
Resumo
Este trabalho apresenta a análise de métodos de design de jogos sérios sob a ótica da Design Science Research. Uma revisão rápida da literatura identificou dez métodos de design de jogos sérios. Comparou-se as etapas descritas nestes métodos com as etapas da DSR, identificando a ausência total de duas etapas da DSR e a cobertura parcial de oito etapas pelos métodos analisados. Estas lacunas podem ser consideradas como motivadoras do impedimento ao crescimento e disseminação do estado da arte de jogos sérios. Desta forma, este trabalho contribui principalmente com o fomento da discussão sobre avaliação e qualidade de propostas de métodos para o design de jogos sérios.
Palavras-chave:
Design de jogos, Jogos Sérios, Design Science Research, Análise de Métodos, Jogos educacionais
Referências
M. P. Bax, “Design science: filosofia da pesquisa em ciência da informação e tecnologia,” Encontros Nacionais de Pesquisa e Pos-Graduação em Ciência da Informação, 2017.
G. Xexeo, A. Carmo, A. Acioli, B. Taucei, C. DIpolitto, E. Mangeli, J. Kritz, L. Costa, and R. Monclar, “O que são jogos,” LUDES. Rio de Janeiro, vol. 1, pp. 1–30, 2013.
D. R. Michael and S. L. Chen, Serious games: Games that educate, train, and inform. Muska & Lipman/Premier-Trade, 2005.
D. Djaouti, “Serious game design: considerations théoriques et techniques sur la création de jeux vidéo à vocation utilitaire,” Ph.D. dissertation, Université de Toulouse, Université Toulouse III-Paul Sabatier, 2011.
L. Bennis and S. Benhlima, “Comparative study of the process model of serious game design through the generic model dice,” in 2015 Intelligent Systems and Computer Vision (ISCV). IEEE, 2015, pp. 1–5.
R. V. Rocha, P. H. Valle, J. C. Maldonado, I. I. Bittencourt, and S. Isotani, “Aimed: agile, integrative and open method for open educational resources development,” in 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT). IEEE, 2017, pp. 163–167
T. M. Leitão, L. L. L. Navarro, R. F. Cameira, and E. R. Silva, “Serious games in business process management: a systematic literature review,” Business Process Management Journal, 2021
G. Xexéo, E. Mangeli, F. Silva, L. Ouriques, L. F. C. Costa, and R. S. Monclar, “Games as information systems,” in XVII Brazilian Symposium on Information Systems, 2021, pp. 1–8.
A. Dresch, D. P. Lacerda, and J. A. V. A. Júnior, Design science research: método de pesquisa para avanço da ciência e tecnologia. Bookman Editora, 2015.
J. Vom Brocke, A. Havner, and A. Maedche, Design Science Research: Cases. Springer, 2020.
J. E. Van Aken, “Management research as a design science: Articulating the research products of mode 2 knowledge production in management,” British journal of management, vol. 16, no. 1, pp. 19–36, 2005.
D. W. Wilson, J. Jenkins, N. Twyman, M. Jensen, J. Valacich, N. Dunbar, S. Wilson, C. Miller, B. Adame, Y.-H. Lee et al., “Serious games: an evaluation framework and case study,” in 2016 49th Hawaii International Conference on System Sciences (HICSS). IEEE, 2016, pp. 638–647.
K. Peffers, T. Tuunanen, M. A. Rothenberger, and S. Chatterjee, “A design science research methodology for information systems research,” Journal of management information systems, vol. 24, no. 3, pp. 45–77, 2007.
B. Hjørland, “Theory and metatheory of information science: a new interpretation,” Journal of documentation, 1998.
A. Hevner, S. T. March, J. Park, S. Ram et al., “Design science research in information systems,” MIS quarterly, vol. 28, no. 1, pp. 75–105, 2004.
ISO/IEC, “ISO/IEC 25010:2011 - Systems and software engineering – Systems and software Quality Requirements and Evaluation (SQuaRE) – System and software quality models,” 2011.
K. Brunnstrom, S. A. Beker, K. De Moor, A. Dooms, S. Egger et al., “Qualinet White Paper on Definitions of Quality of Experience,” 2013.
J. A. Vargas, L. Garc´?a-Mundo, M. Genero, and M. Piattini, “A systematic mapping study on serious game quality,” in Proceedings of the 18th International Conference on Evaluation and Assessment in Software Engineering - EASE '14. New York: ACM Press, 2014, pp. 1–10.
A. S. for Quality, “Quality Glossary - Q - ASQ,” 2015.
S. Khangura, K. Konnyu, R. Cushman, J. Grimshaw, and D. Moher, “Evidence summaries: the evolution of a rapid review approach,” Systematic reviews, vol. 1, no. 1, pp. 1–9, 2012.
R. J. Nadolski, H. G. Hummel, H. J. Van Den Brink, R. E. Hoefakker, A. Slootmaker, H. J. Kurvers, and J. Storm, “Emergo: A methodology and toolkit for developing serious games in higher education,” Simulation & Gaming, vol. 39, no. 3, pp. 338–352, 2008.
M. McMahon, “Using the doddel model to teach serious game design to novice designers,” in Ascilite, 2009, pp. 646–653.
B. C. Ibánez, V. Boudier, and J.-M. Labat, “Knowledge management approach to support a serious game development,” in 2009 Ninth IEEE International Conference on Advanced Learning Technologies. IEEE, 2009, pp. 420–422.
I. Marfisi-Schottman, “Environnement informatique pour la conception, la production et le suivi de serious games,” in Troisième rencontre Jeune chercheurs, Environnement informatique pour l’apprentissage Humain RJC-EIAH 2010, 2010, pp. 53–58.
M. J. Eagle and T. Barnes, “A learning objective focused methodology for the design and evaluation of game-based tutors,” in Proceedings of the 43rd ACM technical symposium on Computer Science Education, 2012, pp. 99–104.
J. Jeuring, R. Van Rooij, and N. Pronost, “The 5/10 method: a method for designing educational games,” in International Conference on Games and Learning Alliance. Springer, 2013, pp. 364–369.
D. Link, K. Meesters, B. Hellingrath, and B. A. Van de Walle, “Reference task-based design of crisis management games.” in ISCRAM, 2014.
S. Mader, G. Levieux, and S. Natkin, “A game design method for therapeutic games,” in 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES). IEEE, 2016, pp. 1–8.
R. Hunicke, M. LeBlanc, and R. Zubek, “Mda: A formal approach to game design and game research,” in Proceedings of the AAAI Workshop on Challenges in Game AI, vol. 4, no. 1. San Jose, CA, 2004, p. 1722.
J. Schell, The Art of Game Design: A book of lenses. CRC press, 2008.
G. Petri, C. G. von Wangenheim, and A. F. Borgatto, “Meega+: Um modelo para a avaliação de jogos educacionais para o ensino de computação”, Revista Brasileira de Informatica na Educação, vol. 27, no. 03, pp. 52–81, 2019.
J. Breuer and G. Bente, “Why so serious? on the relation of serious games and learning,” Journal for Computer Game Culture, vol. 4, pp. 7–24, 2010.
K. Becker, “What’s the difference between gamification, serious games, educational games, and game-based learning,” Acad. Lett, vol. 209, 2021.
A. P. d. C. M. Ferraz and R. V. Belhot, “Taxonomia de bloom: revisão teórica e apresentação das adequações do instrumento para definição de objetivos instrucionais,” Gestão & Produção, vol. 17, pp. 421–431, 2010.
M. Prensky, “Digital game-based learning,” Computers in Entertainment (CIE), vol. 1, no. 1, pp. 21–21, 2003.
R. A. Ratan and U. Ritterfeld, “Classifying serious games,” in Serious games. Routledge, 2009, pp. 32–46
F. Laamarti, M. Eid, and A. El Saddik, “An overview of serious games,” International Journal of Computer Games Technology, vol. 2014, 2014.
G. Xexeo, A. Carmo, A. Acioli, B. Taucei, C. DIpolitto, E. Mangeli, J. Kritz, L. Costa, and R. Monclar, “O que são jogos,” LUDES. Rio de Janeiro, vol. 1, pp. 1–30, 2013.
D. R. Michael and S. L. Chen, Serious games: Games that educate, train, and inform. Muska & Lipman/Premier-Trade, 2005.
D. Djaouti, “Serious game design: considerations théoriques et techniques sur la création de jeux vidéo à vocation utilitaire,” Ph.D. dissertation, Université de Toulouse, Université Toulouse III-Paul Sabatier, 2011.
L. Bennis and S. Benhlima, “Comparative study of the process model of serious game design through the generic model dice,” in 2015 Intelligent Systems and Computer Vision (ISCV). IEEE, 2015, pp. 1–5.
R. V. Rocha, P. H. Valle, J. C. Maldonado, I. I. Bittencourt, and S. Isotani, “Aimed: agile, integrative and open method for open educational resources development,” in 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT). IEEE, 2017, pp. 163–167
T. M. Leitão, L. L. L. Navarro, R. F. Cameira, and E. R. Silva, “Serious games in business process management: a systematic literature review,” Business Process Management Journal, 2021
G. Xexéo, E. Mangeli, F. Silva, L. Ouriques, L. F. C. Costa, and R. S. Monclar, “Games as information systems,” in XVII Brazilian Symposium on Information Systems, 2021, pp. 1–8.
A. Dresch, D. P. Lacerda, and J. A. V. A. Júnior, Design science research: método de pesquisa para avanço da ciência e tecnologia. Bookman Editora, 2015.
J. Vom Brocke, A. Havner, and A. Maedche, Design Science Research: Cases. Springer, 2020.
J. E. Van Aken, “Management research as a design science: Articulating the research products of mode 2 knowledge production in management,” British journal of management, vol. 16, no. 1, pp. 19–36, 2005.
D. W. Wilson, J. Jenkins, N. Twyman, M. Jensen, J. Valacich, N. Dunbar, S. Wilson, C. Miller, B. Adame, Y.-H. Lee et al., “Serious games: an evaluation framework and case study,” in 2016 49th Hawaii International Conference on System Sciences (HICSS). IEEE, 2016, pp. 638–647.
K. Peffers, T. Tuunanen, M. A. Rothenberger, and S. Chatterjee, “A design science research methodology for information systems research,” Journal of management information systems, vol. 24, no. 3, pp. 45–77, 2007.
B. Hjørland, “Theory and metatheory of information science: a new interpretation,” Journal of documentation, 1998.
A. Hevner, S. T. March, J. Park, S. Ram et al., “Design science research in information systems,” MIS quarterly, vol. 28, no. 1, pp. 75–105, 2004.
ISO/IEC, “ISO/IEC 25010:2011 - Systems and software engineering – Systems and software Quality Requirements and Evaluation (SQuaRE) – System and software quality models,” 2011.
K. Brunnstrom, S. A. Beker, K. De Moor, A. Dooms, S. Egger et al., “Qualinet White Paper on Definitions of Quality of Experience,” 2013.
J. A. Vargas, L. Garc´?a-Mundo, M. Genero, and M. Piattini, “A systematic mapping study on serious game quality,” in Proceedings of the 18th International Conference on Evaluation and Assessment in Software Engineering - EASE '14. New York: ACM Press, 2014, pp. 1–10.
A. S. for Quality, “Quality Glossary - Q - ASQ,” 2015.
S. Khangura, K. Konnyu, R. Cushman, J. Grimshaw, and D. Moher, “Evidence summaries: the evolution of a rapid review approach,” Systematic reviews, vol. 1, no. 1, pp. 1–9, 2012.
R. J. Nadolski, H. G. Hummel, H. J. Van Den Brink, R. E. Hoefakker, A. Slootmaker, H. J. Kurvers, and J. Storm, “Emergo: A methodology and toolkit for developing serious games in higher education,” Simulation & Gaming, vol. 39, no. 3, pp. 338–352, 2008.
M. McMahon, “Using the doddel model to teach serious game design to novice designers,” in Ascilite, 2009, pp. 646–653.
B. C. Ibánez, V. Boudier, and J.-M. Labat, “Knowledge management approach to support a serious game development,” in 2009 Ninth IEEE International Conference on Advanced Learning Technologies. IEEE, 2009, pp. 420–422.
I. Marfisi-Schottman, “Environnement informatique pour la conception, la production et le suivi de serious games,” in Troisième rencontre Jeune chercheurs, Environnement informatique pour l’apprentissage Humain RJC-EIAH 2010, 2010, pp. 53–58.
M. J. Eagle and T. Barnes, “A learning objective focused methodology for the design and evaluation of game-based tutors,” in Proceedings of the 43rd ACM technical symposium on Computer Science Education, 2012, pp. 99–104.
J. Jeuring, R. Van Rooij, and N. Pronost, “The 5/10 method: a method for designing educational games,” in International Conference on Games and Learning Alliance. Springer, 2013, pp. 364–369.
D. Link, K. Meesters, B. Hellingrath, and B. A. Van de Walle, “Reference task-based design of crisis management games.” in ISCRAM, 2014.
S. Mader, G. Levieux, and S. Natkin, “A game design method for therapeutic games,” in 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES). IEEE, 2016, pp. 1–8.
R. Hunicke, M. LeBlanc, and R. Zubek, “Mda: A formal approach to game design and game research,” in Proceedings of the AAAI Workshop on Challenges in Game AI, vol. 4, no. 1. San Jose, CA, 2004, p. 1722.
J. Schell, The Art of Game Design: A book of lenses. CRC press, 2008.
G. Petri, C. G. von Wangenheim, and A. F. Borgatto, “Meega+: Um modelo para a avaliação de jogos educacionais para o ensino de computação”, Revista Brasileira de Informatica na Educação, vol. 27, no. 03, pp. 52–81, 2019.
J. Breuer and G. Bente, “Why so serious? on the relation of serious games and learning,” Journal for Computer Game Culture, vol. 4, pp. 7–24, 2010.
K. Becker, “What’s the difference between gamification, serious games, educational games, and game-based learning,” Acad. Lett, vol. 209, 2021.
A. P. d. C. M. Ferraz and R. V. Belhot, “Taxonomia de bloom: revisão teórica e apresentação das adequações do instrumento para definição de objetivos instrucionais,” Gestão & Produção, vol. 17, pp. 421–431, 2010.
M. Prensky, “Digital game-based learning,” Computers in Entertainment (CIE), vol. 1, no. 1, pp. 21–21, 2003.
R. A. Ratan and U. Ritterfeld, “Classifying serious games,” in Serious games. Routledge, 2009, pp. 32–46
F. Laamarti, M. Eid, and A. El Saddik, “An overview of serious games,” International Journal of Computer Games Technology, vol. 2014, 2014.
Publicado
18/10/2021
Como Citar
LEITÃO, Thiago; SILVA, Farmy; XEXÉO, Geraldo.
Análise de métodos de design de jogos sérios sob a ótica da Design Science Research. In: TRILHA DE ARTES & DESIGN – ARTIGOS COMPLETOS - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 20. , 2021, Online.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2021
.
p. 40-47.
DOI: https://doi.org/10.5753/sbgames_estendido.2021.19623.