Jogadores de Jogos Digitais Sob a Perspectiva da InfoVis: Um Mapeamento Sistemático da Literatura
Resumo
Este artigo apresenta um mapeamento sistemático da literatura sobre visualização de informações (InfoVis) em jogos digitais para estudos sobre a cognição dos jogadores. Foram obtidos resultados relevantes dos seguintes mecanismos de busca acadêmica: ACM Digital Library, IEEE, Springer e Scielo. Dos 2050 artigos previamente encontrados foram selecionados apenas os que atenderam a todos os critérios estabelecidos, resultando num total de 27. Foram pesquisados aspectos como tipos de dados analisados, métodos, técnicas e recursos de visualizações empregadas. Os resultados apontam lacuna na área de InfoVis sobre a condução de um modelo de referência para representar dados de jogadores em jogos digitais.Referências
Ahmad, F.; Ahmed, Z.; Shaheen, M.; Muneeb, S.; Riasat, R. (2023). “A pilot study on the evaluation of cognitive abilities’ cluster through game-based intelligent technique”. Multimedia Tools and Applications, 82(26), 41323-41341.
Ahmad, S.; El-Nasr, M. S.; Elhamifar, E. (2021). “Hierarchical dual attention-based recurrent neural networks for individual and group activity recognition in games”. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. vol. 17, nr. 1, p. 116-123, out. 2021.
Akintunde, R. O.; Shabrina, P.; Catete, V.; Barnes, T.; Lynch, C.; Rutherford, T. (2020). “Data-informed curriculum sequences for a curriculum-integrated game”. Proceedings of the tenth international conference on learning analytics & knowledge. p. 635-644, mar. 2020.
Aster, A.; Lotz, A.; Raupach, T. (2025). “Theoretical background of the game design element "chatbot" in serious games for medical education”. Advances in Simulation, 10(1), 1-9.
Bell, A. R.; Rakotonarivo, O. S.; Bhargava, A.; Duthie, A. B.; Zhang, W.; Sargent, R.; Kipchumba, A. (2023). “Financial incentives often fail to reconcile agricultural productivity and pro-conservation behavior”. Communications Earth & Environment, 4(1), 27.
Bil, E.; Kandur, H; Ergan, S. (2021) “New consumers of the digital age: game players”. Prizren Social Science Journal, v. 5.
Bisberg, A. J.; Jiang, J.; Zeng, Y.; Chen, E.; Ferrara, E. (2022). “The gift that keeps on giving: Generosity is contagious in multiplayer online games”. Proceedings of the ACM on human-computer interaction, 6(CSCW2), 1-22.
Buchinger, D; Cavalcanti, G. A. de S; Hounsell, M. da S. (2014) “Mecanismos de busca acadêmica: uma análise quantitativa”. Revista Brasileira de Computação Aplicada, v. 6, n. 1, p. 108-120, abr. 2014.
Carbonaro, M; Cutumisu, M; Duff, H; Gillis, S. (2006) “Adapting a commercial roleplaying game for educational computer game production”. 2nd International NorthAmerican Conference on Intelligent Games and Simulation, Game-On.
Card, S. K; Mackinlay, J. D; Shneiderman, B. (1999) “Information visualization”. In: Readings in information visualization: using vision to think. San Francisco: Morgan Kaufmann Publishers Inc., p. 1-34.
Cardoso, F., Otsuka, J., Tosta, M. S., & Beder, D. (2019). “Estudo sobre dados relevantes para o acompanhamento de participações em jogos educacionais”. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE) (Vol. 30, No. 1, p. 922).
Chan, G. L.; Santally, M. I.; Whitehead, J. (2022). “Gamification as technology enabler in SEN and DHH education”. Education and Information Technologies, 27(7), 90319064.
Corrêa, A. C. C; Kemczinski, A; Gasparini, I; Hounsell, M. da S. (2023) “O impacto da visualização de informações na avaliação de competências: um mapeamento sistemático da literatura”. Revista Brasileira de Design da Informação, v. 19, n. 2, p. 1-15, jan. 2023.
Hounsell, M. da S. (2024) “Abordagens da ludificação digital no ensino”. In: Jogos digitais e analógicos como tecnologia assistiva na educação especial: modelos didático-metodológicos. Goiânia: Sobama, p. 62-82.
Joshi, A.; Mousas, C.; Harrell, D. F.; Kao, D. (2022). “Exploring the influence of demographic factors on progression and playtime in educational games”. Proceedings of the 17th International Conference on the Foundations of Digital Games. p. 1-15, set. 2022.
Kitchenham, B; Charters, S. (2007) “Guidelines for performing Systematic Literature Reviews in Software Engineering”. Keele University and Durham University Joint Report.
Kitchenham, B., Mendes, E., & Travassos, G. H. (2006). “A systematic review of crossvs. within-company cost estimation studies”. In 10th International Conference on Evaluation and Assessment in Software Engineering (EASE). BCS Learning & Development.
Kleinman, E.; Preetham, N.; Teng, Z.; Bryant, A.; Seif El-Nasr, M. (2021). “"What Happened Here!?" A Taxonomy for User Interaction with Spatio-Temporal Game Data Visualization”. Proceedings of the ACM on Human-Computer Interaction, 5(CHI PLAY), 1-27.
Köppen, V; Hawlitschek, A. (2014) “Analyzing player behavior in digital game‐based learning: advantages and challenges”. European Conference on Games Based Learning, p. 199-206.
Krause, K. K. G; Hounsell, M. da S; Gasparini, I. (2019) “O level design de jogos digitais para funções executivas: uma revisão da literatura”. Proceedings of SBGames, v.18, p. 235-243, out. 2019.
Lor, M; Koleck, T. A; Bakken, S. (2019) “Information visualizations of symptom information for patients and providers: a systematic review”. Journal of the American Medical Informatics Association, v. 26, n. 2, p. 162-171, out. 2019.
Mane, S. V.; Elmqvist, N. (2024). “"Wichita 1-1, Fox Three" - The Role of 3D Telemetry Analysis in Combat Flight Simulation”. Proceedings of the ACM on HumanComputer Interaction, 8(CHI PLAY), 1-27.
Maram, S. S.; Kleinman, E.; Villareale, J.; Zhu, J.; Seif El-Nasr, M. (2024). “"Ah! I see"Facilitating Process Reflection in Gameplay through a Novel Spatio-Temporal Visualization System”. Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems, p. 1-19, mai. 2024.
Micallef, N.; Avram, M.; Menczer, F.; Patil, S. (2021). “Fakey: A game intervention to improve news literacy on social media”. Proceedings of the ACM on HumanComputer Interaction, 5(CSCW1), 1-27.
Moral, C; Antonio, A; Ferre, X; Ramirez, J. (2021) “A proposed UML-based common model for information visualization systems”. Multimedia Tools and Applications, v. 80, p. 12541-12579, jan. 2021.
Ogawa, A. N., Klock, A. C. T., & Gasparini, I. (2017). Integrando Técnicas de Learning Analytics no processo de Gamificação em um Ambiente Virtual de Aprendizagem. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE) (Vol. 28, No. 1, p. 615).
Paranthaman, P. K.; Sarkar, A.; Cooper, S. (2021). “Applying Rapid Crowdsourced Playtesting to a Human Computation Game”. Proceedings of the 16th International Conference on the Foundations of Digital Games, p. 1-7, ago. 2021.
Pengmatchaya, M.; Natwichai, J. (2024). “Identifying player skill of dota 2 using machine learning pipeline”. Discover Artificial Intelligence, 4(1), 41.
Pfau, J.; Seif El-Nasr, M. (2023). “Player-driven game analytics: The case of guild wars 2”. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems. p. 1-14, abr. 2023.
Ricatte, T.; Gilleron, R.; Tommasi, M. (2020). “Skill rating for multiplayer games. introducing hypernode graphs and their spectral theory”. Journal of Machine Learning Research, 21(48), 1-18.
Rijnders, F.; Wallner, G.; Bernhaupt, R. (2022). “Live feedback for training through realtime data visualizations: A study with league of legends”. Proceedings of the ACM on Human-Computer Interaction, 6(CHI PLAY), 1-23.
Rohlfshagen, P; Liu, J; Perez-Liebana, D; Lucas, S. M. (2018) “Pac-Man conquers academia: two decades of research using a classic arcade game”. IEEE Transactions on Games, v. 10, n. 3, p. 233–256.
Saadat, S.; Sukthankar, G. (2020). Contrast motif discovery in minecraft. In Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. vol. 16, nr. 1, p. 266-272, out. 2020.
Shabrina, P.; Akintunde, R. O.; Maniktala, M.; Barnes, T.; Lynch, C.; Rutherford, T. (2020). “Peeking through the classroom window: a detailed data-driven analysis on the usage of a curriculum integrated math game in authentic classrooms”. Proceedings of the tenth international conference on learning analytics & knowledge. p. 625-634, mar. 2020.
Shneiderman, B. (1996) “The eyes have it: a task by data type taxonomy for information visualizations”. IEEE Symposium on Visual Languages, p. 336–343.
Teng, Z.; Pfau, J.; Maram, S. S.; Seif El-Nasr, M. (2024). “Interactive player journeys: co-designing a process visualization system to video game analytics”. Proceedings of the 19th International Conference on the Foundations of Digital Games. p. 1-11, 2024.
Viggiato, M.; Bezemer, C. P. (2020). “Trouncing in dota 2: An investigation of blowout matches”. Proceedings of the AAAI conference on artificial intelligence and interactive digital entertainment. vol. 16, nr. 1, p. 294-300, out. 2020.
Wallner, G.; Kriglstein, S. (2020). “Multivariate visualization of game metrics: an evaluation of hexbin maps”. Proceedings of the Annual Symposium on ComputerHuman Interaction in Play. p. 572-584, nov. 2020.
Wallner, G.; Drachen, A. (2024). “Visualization of Player Movement Patterns with Line Integral Convolution and Alpha Shapes”. Proceedings of the 19th International Conference on the Foundations of Digital Games. p. 1-10, mai. 2024.
Wallner, G.; Van Wijland, M.; Bernhaupt, R.; Kriglstein, S. (2021). “What players want: information needs of players on post-game visualizations”. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. p. 1-13, mai. 2021.
Wallner, G.; Wang, L.; Dormann, C. (2023). “Visualizing the spatio-temporal evolution of gameplay using storyline visualization: A study with league of legends”. Proceedings of the ACM on Human-Computer Interaction, 7(CHI PLAY), 1002-1024.
Xenopoulos, P.; Rulff, J.; Silva, C. (2022). “GgViz: Accelerating large-scale esports game analysis”. Proceedings of the ACM on Human-Computer Interaction, 6(CHI PLAY), 1-22.
Zendle, D.; Flick, C.; Halgarth, D.; Ballou, N.; Demediuk, S.; Drachen, A. (2023). “Cross-cultural patterns in mobile playtime: an analysis of 118 billion hours of human data”. Scientific reports, 13(1), 386.
Ahmad, S.; El-Nasr, M. S.; Elhamifar, E. (2021). “Hierarchical dual attention-based recurrent neural networks for individual and group activity recognition in games”. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. vol. 17, nr. 1, p. 116-123, out. 2021.
Akintunde, R. O.; Shabrina, P.; Catete, V.; Barnes, T.; Lynch, C.; Rutherford, T. (2020). “Data-informed curriculum sequences for a curriculum-integrated game”. Proceedings of the tenth international conference on learning analytics & knowledge. p. 635-644, mar. 2020.
Aster, A.; Lotz, A.; Raupach, T. (2025). “Theoretical background of the game design element "chatbot" in serious games for medical education”. Advances in Simulation, 10(1), 1-9.
Bell, A. R.; Rakotonarivo, O. S.; Bhargava, A.; Duthie, A. B.; Zhang, W.; Sargent, R.; Kipchumba, A. (2023). “Financial incentives often fail to reconcile agricultural productivity and pro-conservation behavior”. Communications Earth & Environment, 4(1), 27.
Bil, E.; Kandur, H; Ergan, S. (2021) “New consumers of the digital age: game players”. Prizren Social Science Journal, v. 5.
Bisberg, A. J.; Jiang, J.; Zeng, Y.; Chen, E.; Ferrara, E. (2022). “The gift that keeps on giving: Generosity is contagious in multiplayer online games”. Proceedings of the ACM on human-computer interaction, 6(CSCW2), 1-22.
Buchinger, D; Cavalcanti, G. A. de S; Hounsell, M. da S. (2014) “Mecanismos de busca acadêmica: uma análise quantitativa”. Revista Brasileira de Computação Aplicada, v. 6, n. 1, p. 108-120, abr. 2014.
Carbonaro, M; Cutumisu, M; Duff, H; Gillis, S. (2006) “Adapting a commercial roleplaying game for educational computer game production”. 2nd International NorthAmerican Conference on Intelligent Games and Simulation, Game-On.
Card, S. K; Mackinlay, J. D; Shneiderman, B. (1999) “Information visualization”. In: Readings in information visualization: using vision to think. San Francisco: Morgan Kaufmann Publishers Inc., p. 1-34.
Cardoso, F., Otsuka, J., Tosta, M. S., & Beder, D. (2019). “Estudo sobre dados relevantes para o acompanhamento de participações em jogos educacionais”. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE) (Vol. 30, No. 1, p. 922).
Chan, G. L.; Santally, M. I.; Whitehead, J. (2022). “Gamification as technology enabler in SEN and DHH education”. Education and Information Technologies, 27(7), 90319064.
Corrêa, A. C. C; Kemczinski, A; Gasparini, I; Hounsell, M. da S. (2023) “O impacto da visualização de informações na avaliação de competências: um mapeamento sistemático da literatura”. Revista Brasileira de Design da Informação, v. 19, n. 2, p. 1-15, jan. 2023.
Hounsell, M. da S. (2024) “Abordagens da ludificação digital no ensino”. In: Jogos digitais e analógicos como tecnologia assistiva na educação especial: modelos didático-metodológicos. Goiânia: Sobama, p. 62-82.
Joshi, A.; Mousas, C.; Harrell, D. F.; Kao, D. (2022). “Exploring the influence of demographic factors on progression and playtime in educational games”. Proceedings of the 17th International Conference on the Foundations of Digital Games. p. 1-15, set. 2022.
Kitchenham, B; Charters, S. (2007) “Guidelines for performing Systematic Literature Reviews in Software Engineering”. Keele University and Durham University Joint Report.
Kitchenham, B., Mendes, E., & Travassos, G. H. (2006). “A systematic review of crossvs. within-company cost estimation studies”. In 10th International Conference on Evaluation and Assessment in Software Engineering (EASE). BCS Learning & Development.
Kleinman, E.; Preetham, N.; Teng, Z.; Bryant, A.; Seif El-Nasr, M. (2021). “"What Happened Here!?" A Taxonomy for User Interaction with Spatio-Temporal Game Data Visualization”. Proceedings of the ACM on Human-Computer Interaction, 5(CHI PLAY), 1-27.
Köppen, V; Hawlitschek, A. (2014) “Analyzing player behavior in digital game‐based learning: advantages and challenges”. European Conference on Games Based Learning, p. 199-206.
Krause, K. K. G; Hounsell, M. da S; Gasparini, I. (2019) “O level design de jogos digitais para funções executivas: uma revisão da literatura”. Proceedings of SBGames, v.18, p. 235-243, out. 2019.
Lor, M; Koleck, T. A; Bakken, S. (2019) “Information visualizations of symptom information for patients and providers: a systematic review”. Journal of the American Medical Informatics Association, v. 26, n. 2, p. 162-171, out. 2019.
Mane, S. V.; Elmqvist, N. (2024). “"Wichita 1-1, Fox Three" - The Role of 3D Telemetry Analysis in Combat Flight Simulation”. Proceedings of the ACM on HumanComputer Interaction, 8(CHI PLAY), 1-27.
Maram, S. S.; Kleinman, E.; Villareale, J.; Zhu, J.; Seif El-Nasr, M. (2024). “"Ah! I see"Facilitating Process Reflection in Gameplay through a Novel Spatio-Temporal Visualization System”. Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems, p. 1-19, mai. 2024.
Micallef, N.; Avram, M.; Menczer, F.; Patil, S. (2021). “Fakey: A game intervention to improve news literacy on social media”. Proceedings of the ACM on HumanComputer Interaction, 5(CSCW1), 1-27.
Moral, C; Antonio, A; Ferre, X; Ramirez, J. (2021) “A proposed UML-based common model for information visualization systems”. Multimedia Tools and Applications, v. 80, p. 12541-12579, jan. 2021.
Ogawa, A. N., Klock, A. C. T., & Gasparini, I. (2017). Integrando Técnicas de Learning Analytics no processo de Gamificação em um Ambiente Virtual de Aprendizagem. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE) (Vol. 28, No. 1, p. 615).
Paranthaman, P. K.; Sarkar, A.; Cooper, S. (2021). “Applying Rapid Crowdsourced Playtesting to a Human Computation Game”. Proceedings of the 16th International Conference on the Foundations of Digital Games, p. 1-7, ago. 2021.
Pengmatchaya, M.; Natwichai, J. (2024). “Identifying player skill of dota 2 using machine learning pipeline”. Discover Artificial Intelligence, 4(1), 41.
Pfau, J.; Seif El-Nasr, M. (2023). “Player-driven game analytics: The case of guild wars 2”. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems. p. 1-14, abr. 2023.
Ricatte, T.; Gilleron, R.; Tommasi, M. (2020). “Skill rating for multiplayer games. introducing hypernode graphs and their spectral theory”. Journal of Machine Learning Research, 21(48), 1-18.
Rijnders, F.; Wallner, G.; Bernhaupt, R. (2022). “Live feedback for training through realtime data visualizations: A study with league of legends”. Proceedings of the ACM on Human-Computer Interaction, 6(CHI PLAY), 1-23.
Rohlfshagen, P; Liu, J; Perez-Liebana, D; Lucas, S. M. (2018) “Pac-Man conquers academia: two decades of research using a classic arcade game”. IEEE Transactions on Games, v. 10, n. 3, p. 233–256.
Saadat, S.; Sukthankar, G. (2020). Contrast motif discovery in minecraft. In Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. vol. 16, nr. 1, p. 266-272, out. 2020.
Shabrina, P.; Akintunde, R. O.; Maniktala, M.; Barnes, T.; Lynch, C.; Rutherford, T. (2020). “Peeking through the classroom window: a detailed data-driven analysis on the usage of a curriculum integrated math game in authentic classrooms”. Proceedings of the tenth international conference on learning analytics & knowledge. p. 625-634, mar. 2020.
Shneiderman, B. (1996) “The eyes have it: a task by data type taxonomy for information visualizations”. IEEE Symposium on Visual Languages, p. 336–343.
Teng, Z.; Pfau, J.; Maram, S. S.; Seif El-Nasr, M. (2024). “Interactive player journeys: co-designing a process visualization system to video game analytics”. Proceedings of the 19th International Conference on the Foundations of Digital Games. p. 1-11, 2024.
Viggiato, M.; Bezemer, C. P. (2020). “Trouncing in dota 2: An investigation of blowout matches”. Proceedings of the AAAI conference on artificial intelligence and interactive digital entertainment. vol. 16, nr. 1, p. 294-300, out. 2020.
Wallner, G.; Kriglstein, S. (2020). “Multivariate visualization of game metrics: an evaluation of hexbin maps”. Proceedings of the Annual Symposium on ComputerHuman Interaction in Play. p. 572-584, nov. 2020.
Wallner, G.; Drachen, A. (2024). “Visualization of Player Movement Patterns with Line Integral Convolution and Alpha Shapes”. Proceedings of the 19th International Conference on the Foundations of Digital Games. p. 1-10, mai. 2024.
Wallner, G.; Van Wijland, M.; Bernhaupt, R.; Kriglstein, S. (2021). “What players want: information needs of players on post-game visualizations”. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. p. 1-13, mai. 2021.
Wallner, G.; Wang, L.; Dormann, C. (2023). “Visualizing the spatio-temporal evolution of gameplay using storyline visualization: A study with league of legends”. Proceedings of the ACM on Human-Computer Interaction, 7(CHI PLAY), 1002-1024.
Xenopoulos, P.; Rulff, J.; Silva, C. (2022). “GgViz: Accelerating large-scale esports game analysis”. Proceedings of the ACM on Human-Computer Interaction, 6(CHI PLAY), 1-22.
Zendle, D.; Flick, C.; Halgarth, D.; Ballou, N.; Demediuk, S.; Drachen, A. (2023). “Cross-cultural patterns in mobile playtime: an analysis of 118 billion hours of human data”. Scientific reports, 13(1), 386.
Publicado
24/11/2025
Como Citar
SILVA, Thiago Pimenta Barros; KEMCZINSKI, Avanilde; GUEDES, Luciana Rita; HOUNSELL, Marcelo da Silva.
Jogadores de Jogos Digitais Sob a Perspectiva da InfoVis: Um Mapeamento Sistemático da Literatura. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 36. , 2025, Curitiba/PR.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
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p. 842-856.
DOI: https://doi.org/10.5753/sbie.2025.12689.
