Ganhar a Entrega, Perder o Protagonista: Elicitação, Design e Avaliação de um Jogo Sério para Gerência de Projetos de Software
Resumo
Jogos sérios têm sido propostos para o ensino de Gerência de Projetos de Software (GPS), oferecendo aos aprendizes um espaço livre de riscos para vivenciar decisões típicas do domínio. Este artigo relata o design, a implementação e a avaliação empírica de The Final Delivery, um jogo sério 2D top-down construído em torno do paradoxo de que um projeto pode ser entregue com sucesso ao mesmo tempo em que compromete o bem-estar de quem o executa. O jogo foi desenvolvido por meio de um processo centrado no usuário, da elicitação de requisitos até um protótipo jogável, e avaliado com participantes reais por meio de playtesting observado e de um survey de experiência do jogador. Os resultados indicam boa recepção do conceito central e do nível de desafio, enquanto a comunicação de objetivos e o feedback claro sobre as ações do jogador emergiram como os principais pontos a aprimorar. Discutimos as implicações desses achados para o design de jogos sérios voltados à GPS, argumentando que validar o conceito e as mecânicas centrais, por si só, não garante a comunicabilidade momento a momento das regras do jogo.
Palavras-chave:
Jogo Sério, Gerência de Projetos, GameFlow, Avaliação de Jogos, Educação em Engenharia de Software, Design Fiction
Referências
Alejandro Calderón and Mercedes Ruiz. 2015. A systematic literature review on serious games evaluation: An application to software project management. Computers & Education 87 (2015), 396–422.
Alejandro Calderón and Mercedes Ruiz. 2013. ProDec: a serious game for software project management training. In Proceedings of the 8th International Conference on Software Engineering Advances (ICSEA). Venice, Italy, 565–570.
Ania Ozdowska, Penelope Sweetser, and Max Daiiani. 2023. A Scoping Review of Heuristics in Video Games Research: Definitions, Development, Application, and Operationalisation. In Proceedings of the ACM on Human-Computer Interaction.
Bhruno Roan Leifheit, Cassio Ceolin Júnior, João Paulo Merlugo Ferreira, Alessandreia Oliveira, Ricardo Vilela, Pedro Valle, and Williamson Silva. 2025. Evaluating Design Fiction for Requirements Elicitation in a Digital Game: An Exploratory Experimental Study. In Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames) (2025), 354–366. DOI: 10.5753/sbgames.2025.10243
Cassio Ceolin Júnior, Bhruno Roan Leifheit, João Paulo Merlugo Ferreira, Paulo Silas Severo De Souza, Gilleanes Thorwald Araujo Guedes, Ricardo Ferreira Vilela, Pedro Henrique Dias Valle, and Williamson Silva. 2026. From Fiction to Requirements: Transforming Speculative Ideas into Game Requirements. In Proceedings of the 28th International Conference on Enterprise Information Systems - Volume 2: ICEIS (2026), 1589–1596. DOI: 10.5220/0014835700004018
Christina Maslach, Wilmar B. Schaufeli, and Michael P. Leiter. 2001. Job Burnout. Annual Review of Psychology 52 (2001), 397–422. DOI: 10.1146/annurev.psych.52.1.397
Giani Petri and Christiane Gresse von Wangenheim. 2017. How Games for Computing Education Are Evaluated? A Systematic Literature Review. Computers & Education 107 (2017), 68–90. DOI: 10.1016/j.compedu.2017.01.004
Julian Bleecker. 2009. Design Fiction: A Short Essay on Design, Science, Fact and Fiction. Near Future Laboratory (March 2009).
Khai N. Truong, Gillian R. Hayes, and Gregory D. Abowd. 2006. Storyboarding: an empirical determination of best practices and effective guidelines. In Proceedings of the 6th Conference on Designing Interactive Systems (DIS). ACM, New York, NY, USA, 12–21. DOI: 10.1145/1142405.1142410
Marcos R. A. Souza, Lucas Veado, Rita T. Moreira, Eduardo Figueiredo, and Heitor Costa. 2018. A systematic mapping study on game-related methods for software engineering education. Information and Software Technology 95 (2018), 201–218.
Penelope Sweetser and Peta Wyeth. 2005. GameFlow: A Model for Evaluating Player Enjoyment in Games. ACM Computers in Entertainment 3, 3 (2005).
Riccardo Coppola, Tommaso Fulcini, Serenella Manzi, and Francesco Strada. 2024. How to Measure Game Testing: a Survey of Coverage Metrics. In Proceedings of the IEEE/ACM 8th International Workshop on Games and Software Engineering (GAS).
Rosa Yáñez-Gómez, Daniel Cascado-Caballero, and José-Luis Sevillano. 2017. Academic Methods for Usability Evaluation of Serious Games:ASystematic Review. Multimedia Tools and Applications 76, 4 (2017), 5755–5784. DOI: 10.1007/s11042-016-3405-5
Alejandro Calderón and Mercedes Ruiz. 2013. ProDec: a serious game for software project management training. In Proceedings of the 8th International Conference on Software Engineering Advances (ICSEA). Venice, Italy, 565–570.
Ania Ozdowska, Penelope Sweetser, and Max Daiiani. 2023. A Scoping Review of Heuristics in Video Games Research: Definitions, Development, Application, and Operationalisation. In Proceedings of the ACM on Human-Computer Interaction.
Bhruno Roan Leifheit, Cassio Ceolin Júnior, João Paulo Merlugo Ferreira, Alessandreia Oliveira, Ricardo Vilela, Pedro Valle, and Williamson Silva. 2025. Evaluating Design Fiction for Requirements Elicitation in a Digital Game: An Exploratory Experimental Study. In Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames) (2025), 354–366. DOI: 10.5753/sbgames.2025.10243
Cassio Ceolin Júnior, Bhruno Roan Leifheit, João Paulo Merlugo Ferreira, Paulo Silas Severo De Souza, Gilleanes Thorwald Araujo Guedes, Ricardo Ferreira Vilela, Pedro Henrique Dias Valle, and Williamson Silva. 2026. From Fiction to Requirements: Transforming Speculative Ideas into Game Requirements. In Proceedings of the 28th International Conference on Enterprise Information Systems - Volume 2: ICEIS (2026), 1589–1596. DOI: 10.5220/0014835700004018
Christina Maslach, Wilmar B. Schaufeli, and Michael P. Leiter. 2001. Job Burnout. Annual Review of Psychology 52 (2001), 397–422. DOI: 10.1146/annurev.psych.52.1.397
Giani Petri and Christiane Gresse von Wangenheim. 2017. How Games for Computing Education Are Evaluated? A Systematic Literature Review. Computers & Education 107 (2017), 68–90. DOI: 10.1016/j.compedu.2017.01.004
Julian Bleecker. 2009. Design Fiction: A Short Essay on Design, Science, Fact and Fiction. Near Future Laboratory (March 2009).
Khai N. Truong, Gillian R. Hayes, and Gregory D. Abowd. 2006. Storyboarding: an empirical determination of best practices and effective guidelines. In Proceedings of the 6th Conference on Designing Interactive Systems (DIS). ACM, New York, NY, USA, 12–21. DOI: 10.1145/1142405.1142410
Marcos R. A. Souza, Lucas Veado, Rita T. Moreira, Eduardo Figueiredo, and Heitor Costa. 2018. A systematic mapping study on game-related methods for software engineering education. Information and Software Technology 95 (2018), 201–218.
Penelope Sweetser and Peta Wyeth. 2005. GameFlow: A Model for Evaluating Player Enjoyment in Games. ACM Computers in Entertainment 3, 3 (2005).
Riccardo Coppola, Tommaso Fulcini, Serenella Manzi, and Francesco Strada. 2024. How to Measure Game Testing: a Survey of Coverage Metrics. In Proceedings of the IEEE/ACM 8th International Workshop on Games and Software Engineering (GAS).
Rosa Yáñez-Gómez, Daniel Cascado-Caballero, and José-Luis Sevillano. 2017. Academic Methods for Usability Evaluation of Serious Games:ASystematic Review. Multimedia Tools and Applications 76, 4 (2017), 5755–5784. DOI: 10.1007/s11042-016-3405-5
Publicado
08/09/2026
Como Citar
SEIBEL, Inaiara; AGUIAR, Fabner; SERRANO, Lucas; GUEDES, Gilleanes T. A.; SILVA, Williamson; BERNARDINO, Maicon.
Ganhar a Entrega, Perder o Protagonista: Elicitação, Design e Avaliação de um Jogo Sério para Gerência de Projetos de Software. In: WORKSHOP SOBRE ENGENHARIA DE SOFTWARE PARA DESENVOLVIMENTO DE JOGOS (SE4GAMES), 2. , 2026, São Paulo/SP.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 48-54.
DOI: https://doi.org/10.5753/se4games.2026.32975.