Mapeamento sistemático de metodologias de desenvolvimento centrado no usuário para jogos sérios
Resumo
O desenvolvimento de Jogos Sérios (JS) é uma forma eficaz de engajar e educar usuários. JSs precisam atender os requisitos de dois tipos de usuários: conteudistas e jogadores. Este artigo busca identificar quais metodologias de desenvolvimento de JS suportam a participação de jogadores no design e desenvolvimento de elementos de jogo. Um mapeamento sistemático de literatura foi conduzido para identificar tais metodologias e classificá-las quanto ao seu ciclo de vida, como e onde usuários participam. Dezessete metodologias foram encontradas, com envolvimento de jogadores apenas em etapas de avaliação e análise de requisitos. Nenhuma metodologia foi encontrada que oferece suporte à participação do jogador durante todo o processo de desenvolvimento. Portanto, uma metodologia de design participativo é necessária e vista como benéfica para jogos voltados a usuários viciados em drogas.
Palavras-chave:
Jogos Sérios, Metodologias de Desenvolvimento, Design Participativo, Usuários Viciados em Drogas
Referências
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De Lima, C. M. (2013). Governo do estado lança projeto de apoio e atenção a dependentes químicos. Disponível em: [link]. Acessado em: 10 jun. 2014.
Eagle, M. J. e Barnes, T. (2012). 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, pages 99–104. ACM.
Franzwa, C., Tang, Y., e Johnson, A. (2013). Serious game design: Motivating students through a balance of fun and learning. In Games and Virtual Worlds for Serious Applications (5th VS-GAMES), pages 1–7. IEEE.
Helander, M. G., Landauer, T. K., e Prabhu, P. V. (1997). Handbook of human-computer interaction. Elsevier.
Kitchenham, B. e Charters, S. (2007). Guidelines for performing systematic literature reviews in software engineering. Technical Report EBSE-2007-01.
Lazarou, D. (2011). Using cultural-historical activity theory to design and evaluate an educational game in science education. Journal of Computer Assisted Learning, 27(5):424–439.
Matsunaga, R. M., Bispo, D. M., e Borges, M. A. F. (2013). Processo de construção de jogos para aprendizado. Jornada de Atualização em Informática na Educação.
Moser, C. (2013). Child-centered game development (CCGD): developing games with children at school. Personal and ubiquitous computing, 17(8):1647–1661.
Muller, M. J. (1991). Pictive—an exploration in participatory design. In Proceedings of the SIGCHI conference on Human Factors in Computing Systems, pgs 225–231. ACM.
Navarrete, C. C. (2013). Creative thinking in digital game design and development: A case study. Computers & Education, 69:320–331.
Nielsen, J. (1993). Usability Engineering. Morgan Kaufmann Publishers Inc., San Francisco, CA, USA.
Petersen, K., Feldt, R., Mujtaba, S., e Mattsson, M. (2008). Systematic mapping studies in software engineering. In 12th International Conference on Evaluation and Assessment in Software Engineering, volume 17, page 1.
Preece, J., Rogers, Y., e Sharp, H. (2002). Interaction design: beyond human-computer interaction. John Wiley & Sons.
Rankin, Y. A., McNeal, M., Shute, M. W., e Gooch, B. (2008). User centered game design: evaluating massive multiplayer online role playing games for second language acquisition. In Proceedings of the 2008 ACM SIGGRAPH symposium on Video Games, pages 43–49. ACM.
Ribeiro, M. e Veloso, A. (2012). Explogador: Serious games e design colaborativo. VIDEOJOGOS 2012, page 63.
Ruppel, U. e Schatz, K. (2011). Designing a bim-based serious game for fire safety evacuation simulations. Advanced Engineering Informatics, 25(4):600–611.
Sevilla, C., Santini, S., Haya, P., Rodriguez, P., e Sacha, G. (2012). Interdisciplinary design of videogames: A highly motivating method of learning. In Computers in Education (SIIE), 2012 International Symposium on, pages 1–6. IEEE.
Sommerville, I. (2011). Software engineering. Addison-Wesley, 9th edition.
Chin Jr, G. (2004). A case study in the participatory design of a collaborative science-based learning environment. PhD thesis, Virginia Polytechnic Institute and State University.
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., e Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2):661–686.
De Lima, C. M. (2013). Governo do estado lança projeto de apoio e atenção a dependentes químicos. Disponível em: [link]. Acessado em: 10 jun. 2014.
Eagle, M. J. e Barnes, T. (2012). 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, pages 99–104. ACM.
Franzwa, C., Tang, Y., e Johnson, A. (2013). Serious game design: Motivating students through a balance of fun and learning. In Games and Virtual Worlds for Serious Applications (5th VS-GAMES), pages 1–7. IEEE.
Helander, M. G., Landauer, T. K., e Prabhu, P. V. (1997). Handbook of human-computer interaction. Elsevier.
Kitchenham, B. e Charters, S. (2007). Guidelines for performing systematic literature reviews in software engineering. Technical Report EBSE-2007-01.
Lazarou, D. (2011). Using cultural-historical activity theory to design and evaluate an educational game in science education. Journal of Computer Assisted Learning, 27(5):424–439.
Matsunaga, R. M., Bispo, D. M., e Borges, M. A. F. (2013). Processo de construção de jogos para aprendizado. Jornada de Atualização em Informática na Educação.
Moser, C. (2013). Child-centered game development (CCGD): developing games with children at school. Personal and ubiquitous computing, 17(8):1647–1661.
Muller, M. J. (1991). Pictive—an exploration in participatory design. In Proceedings of the SIGCHI conference on Human Factors in Computing Systems, pgs 225–231. ACM.
Navarrete, C. C. (2013). Creative thinking in digital game design and development: A case study. Computers & Education, 69:320–331.
Nielsen, J. (1993). Usability Engineering. Morgan Kaufmann Publishers Inc., San Francisco, CA, USA.
Petersen, K., Feldt, R., Mujtaba, S., e Mattsson, M. (2008). Systematic mapping studies in software engineering. In 12th International Conference on Evaluation and Assessment in Software Engineering, volume 17, page 1.
Preece, J., Rogers, Y., e Sharp, H. (2002). Interaction design: beyond human-computer interaction. John Wiley & Sons.
Rankin, Y. A., McNeal, M., Shute, M. W., e Gooch, B. (2008). User centered game design: evaluating massive multiplayer online role playing games for second language acquisition. In Proceedings of the 2008 ACM SIGGRAPH symposium on Video Games, pages 43–49. ACM.
Ribeiro, M. e Veloso, A. (2012). Explogador: Serious games e design colaborativo. VIDEOJOGOS 2012, page 63.
Ruppel, U. e Schatz, K. (2011). Designing a bim-based serious game for fire safety evacuation simulations. Advanced Engineering Informatics, 25(4):600–611.
Sevilla, C., Santini, S., Haya, P., Rodriguez, P., e Sacha, G. (2012). Interdisciplinary design of videogames: A highly motivating method of learning. In Computers in Education (SIIE), 2012 International Symposium on, pages 1–6. IEEE.
Sommerville, I. (2011). Software engineering. Addison-Wesley, 9th edition.
Publicado
03/11/2014
Como Citar
OLIVEIRA, Helder Cognaco de; HOUNSELL, Marcelo da Silva; KEMCZINSKI, Avanilde.
Mapeamento sistemático de metodologias de desenvolvimento centrado no usuário para jogos sérios. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 25. , 2014, Dourados/MS.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2014
.
p. 727-736.
DOI: https://doi.org/10.5753/cbie.sbie.2014.727.
