O caminho simbólico para o fluxo: Arquétipos e engajamento nos jogos
Resumo
Introdução: Jogos digitais podem produzir experiências psicológicas intensas associadas a engajamento, concentração e fluxo. Embora a literatura investigue como mecânicas, retorno informativo e progressão influenciam a experiência do jogador, ainda são menos frequentes estudos sobre como a identificação simbólica molda o engajamento profundo. Objetivo: Este artigo propõe um modelo conceitual integrativo que relaciona identificação arquetípica, estruturação da personalidade e experiência de fluxo em jogos digitais. Etapas: O modelo articula três camadas complementares: estruturas arquetípicas da psicologia analítica, arquétipos narrativos usados em design e tipologias de jogadores ligadas à expressão motivacional. Resultados Esperados: Espera-se oferecer um quadro teórico para investigar identificação simbólica e orientar o design de experiências que favoreçam engajamento significativo e fluxo.
Palavras-chave:
Arquétipos, Experiência de Fluxo, Engajamento do Jogador, Experiência de Jogo, Design Narrativo
Referências
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Nacke, L. E. e Drachen, A. (2014). Player experience research: Approaches and methods. Entertainment Computing, 5(1):1–2.
Pearson, C. S. (1991). Awakening the Heroes Within: Twelve Archetypes to Help Us Find Ourselves and Transform Our World. HarperCollins.
Poels, K., de Kort, Y. A. W., e IJsselsteijn, W. A. (2007). D3.3: Game Experience Questionnaire: Development of a Self-Report Measure to Assess the Psychological Impact of Digital Games. Technische Universiteit Eindhoven.
Przybylski, A. K., Rigby, C. S., e Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14(2):154–166.
Ryan, R. M., Rigby, C. S., e Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4):344–360.
Sweetser, P. e Wyeth, P. (2005). Gameflow: A model for evaluating player enjoyment in games. Computers in Entertainment, 3(3):1–24.
Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6):772–775.
Yee, N., Ducheneaut, N., Nelson, L., e Likarish, P. (2019). The gamer motivation profile: What we learned from 250,000 gamers. [link]. Acesso em: 27 abr. 2026.
Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit muds. Journal of MUD Research, 1(1):19.
Boyle, E. A., Connolly, T. M., Hainey, T., e Boyle, J. M. (2012). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 59(2):661–686.
Brown, E. e Cairns, P. (2004). A grounded investigation of game immersion. In CHI ’04 Extended Abstracts on Human Factors in Computing Systems, pages 1297–1300. ACM.
Calleja, G. (2011). In-Game: From Immersion to Incorporation. MIT Press.
Cross, E. (2016). Player and Avatar: The Affective Potential of Videogames. University of Minnesota Press.
Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper and Row.
Isbister, K. (2016). How Games Move Us: Emotion by Design. MIT Press.
John, O. P. e Srivastava, S. (1999). The big five trait taxonomy: History, measurement, and theoretical perspectives. In Pervin, L. A. e John, O. P., editors, Handbook of Personality: Theory and Research, pages 102–138. Guilford Press, New York, 2 edition.
Jung, C. G. (1964). Man and His Symbols. Doubleday.
Moneta, G. B. (2012). On the measurement and conceptualization of flow. In Engeser, S., editor, Advances in Flow Research, pages 23–50. Springer.
Nacke, L. E. e Drachen, A. (2014). Player experience research: Approaches and methods. Entertainment Computing, 5(1):1–2.
Pearson, C. S. (1991). Awakening the Heroes Within: Twelve Archetypes to Help Us Find Ourselves and Transform Our World. HarperCollins.
Poels, K., de Kort, Y. A. W., e IJsselsteijn, W. A. (2007). D3.3: Game Experience Questionnaire: Development of a Self-Report Measure to Assess the Psychological Impact of Digital Games. Technische Universiteit Eindhoven.
Przybylski, A. K., Rigby, C. S., e Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14(2):154–166.
Ryan, R. M., Rigby, C. S., e Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4):344–360.
Sweetser, P. e Wyeth, P. (2005). Gameflow: A model for evaluating player enjoyment in games. Computers in Entertainment, 3(3):1–24.
Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6):772–775.
Yee, N., Ducheneaut, N., Nelson, L., e Likarish, P. (2019). The gamer motivation profile: What we learned from 250,000 gamers. [link]. Acesso em: 27 abr. 2026.
Publicado
29/09/2026
Como Citar
SILVA, Farmy Gonçalves Ferreira da; XEXÉO, Geraldo Bonorino.
O caminho simbólico para o fluxo: Arquétipos e engajamento nos jogos. In: TRILHA DE ARTES & DESIGN – ARTIGOS CURTOS - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 25. , 2026, Goiânia/GO.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 68-74.
DOI: https://doi.org/10.5753/sbgames_estendido.2026.25877.
