A Tycoon-Based Serious Game Proposal for Learning Computer Architecture
Resumo
Introduction: Computer Architecture and Organization is essential in computing education, yet students often struggle to relate digital components, processor organization, pipelining, and parallel execution. Objective: This paper presents an ongoing serious game that uses tycoon and idle mechanics to support learning in computer architecture and digital circuits. Methodology or Steps: The Unity prototype combines historical progression, from vacuum tubes to modern architectures, with a mining/combat loop where processor mechanisms affect performance. Expected Results: The project aims to improve engagement by turning abstract architecture concepts into visible gameplay rules. Future evaluation will use questionnaires and gameplay logs.
Palavras-chave:
serious games, computer architecture education, educational games, tycoon games, gamification
Referências
All, A., Castellar, E. P. N., and Van Looy, J. (2016). Assessing the effectiveness of digital game-based learning: Best practices. Computers & Education, 92:90–103.
Bogost, I. (2007). Persuasive Games: The Expressive Power of Videogames. The MIT Press, Cambridge, Massachusetts.
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., and Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2):661–686.
de Camargo, V. H. S., Junior, M. M. C., da Silva, F. F., and Aylon, L. B. R. (2025). Learning operating systems with educational games: A systematic mapping of the literature. Journal on Interactive Systems, 16(1):718–732.
Dörner, R., Göbel, S., Effelsberg, W., and Wiemeyer, J., editors (2016). Serious Games: Foundations, Concepts and Practice. Springer, Cham.
Frasca, G. (2003). Simulation versus narrative: Introduction to ludology. In Wolf, M. J. P. and Perron, B., editors, The Video Game Theory Reader, pages 221–235. Routledge, New York.
Hevner, A. R. (2007). A three cycle view of design science research. Scandinavian Journal of Information Systems, 19(2):87–92.
Hevner, A. R., March, S. T., Park, J., and Ram, S. (2004). Design science in information systems research. MIS Quarterly, 28(1):75–105.
Hwang, D. and Melcer, E. F. (2024). Exploring engagement in idle game design. In 2024 IEEE Conference on Games (CoG), pages 1–8. IEEE.
Larraza-Mendiluze, E., Arbelaitz Gallego, O., Arregi Uriarte, O., Martín Aramburu, J. I., and Lukas Mugika, J. F. (2024). Basic concepts of computer architecture through games and game development. IEEE Revista Iberoamericana de Tecnologias del Aprendizaje, 19:195–204.
Luccas, M. d. S., Pereira, L. T., and Branco, K. R. L. J. C. (2025). Um estudo comparativo de uso de serious games para auxiliar o aprendizado de sistemas operacionais. In Anais do V Simpósio Brasileiro de Educação em Computação, pages 165–177. SBC.
Ma, M. and Oikonomou, A., editors (2017). Serious Games and Edutainment Applications. Springer, Cham, 2 edition.
Nova, B., Ferreira, J. C., and Araújo, A. (2013). Tool to support computer architecture teaching and learning. In Proceedings of the 1st International Conference of the Portuguese Society for Engineering Education.
Null, L. (2023). Essentials of Computer Organization and Architecture. Jones & Bartlett Learning.
Petersen, M. B. (2021). Ripes: A visual computer architecture simulator. In 2021 ACM/IEEE Workshop on Computer Architecture Education (WCAE).
Petri, G., Von Wangenheim, C. G., and Borgatto, A. F. (2019). MEEGA+: Um modelo para a avaliação de jogos educacionais para o ensino de computação. Revista Brasileira de Informática na Educação, 27(3):52–81.
Vollmar, K. and Sanderson, P. (2006). MARS: An education-oriented MIPS assembly language simulator. In Proceedings of the 37th SIGCSE Technical Symposium on Computer Science Education, pages 239–243. ACM.
von Wangenheim, C. G., Petri, G., and Borgatto, A. F. (2025). Using meega/meega+ for the evaluation of educational games: A retrospective. Revista Brasileira de Informática na Educação, 33:943–971.
Westera, W., Nadolski, R., and Hummel, H. (2014). Serious gaming analytics: What students log files tell us about gaming and learning. International Journal of Serious Games, 1(2).
Bogost, I. (2007). Persuasive Games: The Expressive Power of Videogames. The MIT Press, Cambridge, Massachusetts.
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., and Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2):661–686.
de Camargo, V. H. S., Junior, M. M. C., da Silva, F. F., and Aylon, L. B. R. (2025). Learning operating systems with educational games: A systematic mapping of the literature. Journal on Interactive Systems, 16(1):718–732.
Dörner, R., Göbel, S., Effelsberg, W., and Wiemeyer, J., editors (2016). Serious Games: Foundations, Concepts and Practice. Springer, Cham.
Frasca, G. (2003). Simulation versus narrative: Introduction to ludology. In Wolf, M. J. P. and Perron, B., editors, The Video Game Theory Reader, pages 221–235. Routledge, New York.
Hevner, A. R. (2007). A three cycle view of design science research. Scandinavian Journal of Information Systems, 19(2):87–92.
Hevner, A. R., March, S. T., Park, J., and Ram, S. (2004). Design science in information systems research. MIS Quarterly, 28(1):75–105.
Hwang, D. and Melcer, E. F. (2024). Exploring engagement in idle game design. In 2024 IEEE Conference on Games (CoG), pages 1–8. IEEE.
Larraza-Mendiluze, E., Arbelaitz Gallego, O., Arregi Uriarte, O., Martín Aramburu, J. I., and Lukas Mugika, J. F. (2024). Basic concepts of computer architecture through games and game development. IEEE Revista Iberoamericana de Tecnologias del Aprendizaje, 19:195–204.
Luccas, M. d. S., Pereira, L. T., and Branco, K. R. L. J. C. (2025). Um estudo comparativo de uso de serious games para auxiliar o aprendizado de sistemas operacionais. In Anais do V Simpósio Brasileiro de Educação em Computação, pages 165–177. SBC.
Ma, M. and Oikonomou, A., editors (2017). Serious Games and Edutainment Applications. Springer, Cham, 2 edition.
Nova, B., Ferreira, J. C., and Araújo, A. (2013). Tool to support computer architecture teaching and learning. In Proceedings of the 1st International Conference of the Portuguese Society for Engineering Education.
Null, L. (2023). Essentials of Computer Organization and Architecture. Jones & Bartlett Learning.
Petersen, M. B. (2021). Ripes: A visual computer architecture simulator. In 2021 ACM/IEEE Workshop on Computer Architecture Education (WCAE).
Petri, G., Von Wangenheim, C. G., and Borgatto, A. F. (2019). MEEGA+: Um modelo para a avaliação de jogos educacionais para o ensino de computação. Revista Brasileira de Informática na Educação, 27(3):52–81.
Vollmar, K. and Sanderson, P. (2006). MARS: An education-oriented MIPS assembly language simulator. In Proceedings of the 37th SIGCSE Technical Symposium on Computer Science Education, pages 239–243. ACM.
von Wangenheim, C. G., Petri, G., and Borgatto, A. F. (2025). Using meega/meega+ for the evaluation of educational games: A retrospective. Revista Brasileira de Informática na Educação, 33:943–971.
Westera, W., Nadolski, R., and Hummel, H. (2014). Serious gaming analytics: What students log files tell us about gaming and learning. International Journal of Serious Games, 1(2).
Publicado
29/09/2026
Como Citar
GONÇALVES, Arthur; CAPPABIANCO, Fabio Augusto Menocci.
A Tycoon-Based Serious Game Proposal for Learning Computer Architecture. In: TRILHA DE EDUCAÇÃO – ARTIGOS CURTOS - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 25. , 2026, Goiânia/GO.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 412-417.
DOI: https://doi.org/10.5753/sbgames_estendido.2026.26046.
