Catálogo de Requisitos Não Funcionais Para Apoiar o Design de Estéticas para Jogos Digitais
Resumo
Introdução: A estética em jogos digitais envolve elementos sensoriais, narrativos e emocionais que influenciam a imersão, o engajamento e a percepção do jogador. Contudo, no processo de game design, as propostas existentes tendem a sistematizar mecânicas e software, deixando a estética em segundo plano. Objetivo: Assim, a dissertação propôs um catálogo de requisitos não funcionais de estética para apoiar desenvolvedores na análise e melhoria da qualidade estética de jogos digitais. Metodologia ou Etapas: O trabalho fundamentou-se no framework MDA, na Tétrade Elemental, na teoria GUESS e em uma revisão sistemática da literatura. A partir desses referenciais, foram elicitadas qualidades estéticas e foi estruturado um catálogo segundo o método Goal-Question-Operationalization (GQO), com validações envolvendo especialistas e estudantes. Resultados: O catálogo reúne 196 questões objetivas, distribuídas em dimensões estéticas, auxiliando na verificação de elementos relevantes durante o desenvolvimento. Os resultados indicam potencial de aplicação prática, sistemática e reproduzível em diferentes contextos.
Palavras-chave:
Jogos Digitais, Requisitos Não Funcionais, Catálogo, Estética
Referências
Atkinson, P. e Parsayi, F. (2021). Video games and aesthetic contemplation. Games and Culture.
Carrion, R., Classe, T. M., e Sousa, H. (2025). Análise de jogos digitais usando um catálogo de qualidade de estética - uma prova de conceito de aplicação. In Anais do XXIV Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 380–391, Porto Alegre, RS, Brasil. SBC.
Carrion, R. F. C. e Classe, T. M. (2024). Como estética é utilizada e aplicada no design de jogos educativos? um estudo sistemático da literatura. In Anais do XXIII Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 25–37, Porto Alegre, RS, Brasil. SBC.
Carrion, R. F. C., de Sá Sousa, H. P., e Classe, T. M. (2026). A non-functional requirements catalog of aesthetics for digital games. In Darin, T., Rios, K., Cruz, G., Tórtoro, L., e Ricca, D., editors, Interaction and Player Research in Game Development, pages 135–147, Cham. Springer Nature Switzerland.
Casanova, F., Oliveira, J., Williams, M., e Garganta, J. (2009). Expertise and perceptual-cognitive performance in soccer: a review. Revista portuguesa de Ciencias do Desporto, 9(1):115–122.
Chung, L. e do Prado Leite, J. C. S. (2009). On non-functional requirements in software engineering. Conceptual modeling: Foundations and applications: Essays in honor of john mylopoulos, pages 363–379.
Chung, L. e Prado Leite, J. C. S. (2009). On non-functional requirements in software engineering. In Conceptual modeling: Foundations and applications, pages 363–379.
Goethe, O. e Goethe, O. (2019). Immersion in games and gamification. Gamification Mindset, pages 107–117.
Huizinga, J. (1955). 1938: Homo ludens: A study of the play-element in culture.
Hunicke, R., LeBlanc, M., Zubek, R., et al. (2004). Mda: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI, volume 4, page 1722. San Jose, CA.
Jarzębowicz, A. e Weichbroth, P. (2021). A systematic literature review on implementing non-functional requirements in agile software development: Issues and facilitating practices. Lean and Agile Software Development: 5th International Conference,, pages 91–110.
Kaur, A. e Behki, P. (2024). The evolution and impact of game development in the digital era. In 2024 International Conference on Emerging Technologies in Computer Science for Interdisciplinary Applications (ICETCS), pages 1–6. IEEE.
Kehm, O. (2022). Mystery through visual detail: How video game art impacts emotion. Master’s thesis, Toronto Metropolitan University.
Mudryk, S. (2024). Variability of games in the process of human development. Naukovij časopis Nacìonal’nogo pedagogìčnogo unìversitetu ìmenì M.P. Dragomanova.
Niedenthal, S. (2009). What we talk about when we talk about game aesthetics. In Proceedings of DiGRA 2009 Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory.
Peffers, K., Tuunanen, T., Rothenberger, M. A., e Chatterjee, S. (2007). A design science research methodology for information systems research. Journal of management information systems, 24(3):45–77.
Phan, M. H., Keebler, J. R., e Chaparro, B. S. (2016). The development and validation of the game user experience satisfaction scale (guess). Human factors, 58(8):1217–1247.
Ramirez Gomez, A. e Lankes, M. (2021). Eyesthetics: Making sense of the aesthetics of playing with gaze. Proceedings of the ACM on Human-Computer Interaction, 5(CHI PLAY):1–24.
Saadatmand, M. e Tahvili, S. (2015). A fuzzy decision support approach for model-based tradeoff analysis of non-functional requirements. In 2015 12th International Conference on Information Technology-New Generations, pages 112–121. IEEE.
Santaella, L. (2017). Game arte no contexto da arte digital. DAT Journal, 2(1):3–14.
Saroja, S. e Haseena, S. (2023). Functional and non-functional requirements in agile software development. Agile Software Development: Trends, Challenges and Applications, pages 71–86.
Schell, J. (2020). Tenth anniversary: The Art of game design. CRC Press, Boca Raton.
Schlüter, A., Waldkirch, M., Burmeister-Lamp, K., e Auernhammer, J. (2021). No second chance for a first impression: the role of aesthetics in early access video games. International Journal of Innovation Management, 25(10):2140002.
Carrion, R., Classe, T. M., e Sousa, H. (2025). Análise de jogos digitais usando um catálogo de qualidade de estética - uma prova de conceito de aplicação. In Anais do XXIV Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 380–391, Porto Alegre, RS, Brasil. SBC.
Carrion, R. F. C. e Classe, T. M. (2024). Como estética é utilizada e aplicada no design de jogos educativos? um estudo sistemático da literatura. In Anais do XXIII Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 25–37, Porto Alegre, RS, Brasil. SBC.
Carrion, R. F. C., de Sá Sousa, H. P., e Classe, T. M. (2026). A non-functional requirements catalog of aesthetics for digital games. In Darin, T., Rios, K., Cruz, G., Tórtoro, L., e Ricca, D., editors, Interaction and Player Research in Game Development, pages 135–147, Cham. Springer Nature Switzerland.
Casanova, F., Oliveira, J., Williams, M., e Garganta, J. (2009). Expertise and perceptual-cognitive performance in soccer: a review. Revista portuguesa de Ciencias do Desporto, 9(1):115–122.
Chung, L. e do Prado Leite, J. C. S. (2009). On non-functional requirements in software engineering. Conceptual modeling: Foundations and applications: Essays in honor of john mylopoulos, pages 363–379.
Chung, L. e Prado Leite, J. C. S. (2009). On non-functional requirements in software engineering. In Conceptual modeling: Foundations and applications, pages 363–379.
Goethe, O. e Goethe, O. (2019). Immersion in games and gamification. Gamification Mindset, pages 107–117.
Huizinga, J. (1955). 1938: Homo ludens: A study of the play-element in culture.
Hunicke, R., LeBlanc, M., Zubek, R., et al. (2004). Mda: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI, volume 4, page 1722. San Jose, CA.
Jarzębowicz, A. e Weichbroth, P. (2021). A systematic literature review on implementing non-functional requirements in agile software development: Issues and facilitating practices. Lean and Agile Software Development: 5th International Conference,, pages 91–110.
Kaur, A. e Behki, P. (2024). The evolution and impact of game development in the digital era. In 2024 International Conference on Emerging Technologies in Computer Science for Interdisciplinary Applications (ICETCS), pages 1–6. IEEE.
Kehm, O. (2022). Mystery through visual detail: How video game art impacts emotion. Master’s thesis, Toronto Metropolitan University.
Mudryk, S. (2024). Variability of games in the process of human development. Naukovij časopis Nacìonal’nogo pedagogìčnogo unìversitetu ìmenì M.P. Dragomanova.
Niedenthal, S. (2009). What we talk about when we talk about game aesthetics. In Proceedings of DiGRA 2009 Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory.
Peffers, K., Tuunanen, T., Rothenberger, M. A., e Chatterjee, S. (2007). A design science research methodology for information systems research. Journal of management information systems, 24(3):45–77.
Phan, M. H., Keebler, J. R., e Chaparro, B. S. (2016). The development and validation of the game user experience satisfaction scale (guess). Human factors, 58(8):1217–1247.
Ramirez Gomez, A. e Lankes, M. (2021). Eyesthetics: Making sense of the aesthetics of playing with gaze. Proceedings of the ACM on Human-Computer Interaction, 5(CHI PLAY):1–24.
Saadatmand, M. e Tahvili, S. (2015). A fuzzy decision support approach for model-based tradeoff analysis of non-functional requirements. In 2015 12th International Conference on Information Technology-New Generations, pages 112–121. IEEE.
Santaella, L. (2017). Game arte no contexto da arte digital. DAT Journal, 2(1):3–14.
Saroja, S. e Haseena, S. (2023). Functional and non-functional requirements in agile software development. Agile Software Development: Trends, Challenges and Applications, pages 71–86.
Schell, J. (2020). Tenth anniversary: The Art of game design. CRC Press, Boca Raton.
Schlüter, A., Waldkirch, M., Burmeister-Lamp, K., e Auernhammer, J. (2021). No second chance for a first impression: the role of aesthetics in early access video games. International Journal of Innovation Management, 25(10):2140002.
Publicado
29/09/2026
Como Citar
CARRION, Rafael Felipe Colloca; CLASSE, Tadeu Moreira de; SOUSA, Henrique Prado de Sa.
Catálogo de Requisitos Não Funcionais Para Apoiar o Design de Estéticas para Jogos Digitais. In: CONCURSO DE TESES E DISSERTAÇÕES – MESTRADO - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 25. , 2026, Goiânia/GO.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 539-544.
DOI: https://doi.org/10.5753/sbgames_estendido.2026.26485.
