Jogos Digitais e Continuidade da Interação Pós-Morte: Uma Revisão Sistemática da Literatura

Resumo


Este artigo apresenta uma Revisão Sistemática da Literatura sobre jogos digitais para a preservação da memória e continuidade simbólica da interação no contexto pós-morte. A busca em ACM, IEEE e Scopus resultou em 10 estudos analisados. Os resultados indicam predominância de abordagens baseadas em narrativas memoriais, com foco em experiências individuais e jogos single-player. A continuidade da presença pós-morte ocorre majoritariamente de forma simbólica, com baixo nível de automação tecnológica das práticas de interação, enquanto abordagens baseadas em inteligência artificial ainda são incipientes.

Referências

Alsalheh, A. (2024). The impact of technological advancement on culture and society. Scientific Reports, v. 14, n. 1, p. 32140, 2024. DOI: 10.1038/s41598-024-83995-z

Ataguba, G. (2018) “Poster: Towards an evaluation of mobile life logging technologies and storytelling in socio-personal grieving spaces”, In: UbiComp/ISWC 2018 - Adjunct Proceedings of the 2018 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2018 ACM International Symposium on Wearable Computers, p. 5–8. DOI: 10.1145/3267305.3267651

Barbier, B. (2022) “The immaterial aspects of video games: Platforms as preservation sites for traces and communities”, Hybrid, Vol. 8. DOI: 10.4000/hybrid.2175

Cabral, J., Maciel, C., Cunha, V., Ribeiro, J. and Trevisan, D. (2021) “Digital Generation and Posthumous Interaction: A Descriptive Analysis in Social Networks”, In: Proceedings of the 23rd International Conference on Enterprise Information Systems (ICEIS), p. 507–516. DOI: 10.5220/0010442105070516

Doyle, D. T. and Brubaker, J. R. (2023) “Digital Legacy: A Systematic Literature Review”, Proceedings of the ACM on Human-Computer Interaction, 7(CSCW2), Article 268, 26 p. DOI: 10.1145/3610059

D’Martins, G., Seabra, R. and Lima, P. (2025) “A Ten-Year Systematic Mapping of Cultural Aspects in Brazilian Digital Games”, In: Anais do XXIV Simpósio Brasileiro de Jogos e Entretenimento Digital, SBC, Salvador/BA, Brasil, p. 726–740. DOI: 10.5753/sbgames.2025.7142

Ferri, G., Salvador, M., Schouten, B. A. M. and Venturi, I. (2017) “Memory Must Not Be Lost: "Progetto Ustica" and Civically-Engaged Games”, In: Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, Association for Computing Machinery, New York, NY, USA, p. 87–97. DOI: 10.1145/3130859.3131434

Galvão, V. F., Maciel, C., Garcia, A. C. B. and Viterbo, J. (2017) “Life beyond the physical body: The possibilities of digital immortality”, In: Proceedings of the XLIII Latin American Computer Conference (CLEI), p. 1–10. DOI: 10.1109/CLEI.2017.8226419

Galvão, V. F., Toledo, R. V., Dos Santos, D. B., Maciel, C. and Nunes, E. P. D. S. (2020) “Game Over: Death representations in Virtual Reality Environments”, In: Proceedings - 2020 22nd Symposium on Virtual and Augmented Reality (SVR 2020), p. 296–305. DOI: 10.1109/SVR51698.2020.00052

Galvão, V. F., Maciel, C., Pereira, R. et al. (2021) “Discussing human values in digital immortality: towards a value-oriented perspective”, Journal of the Brazilian Computer Society, Vol. 27, Article 15. DOI: 10.1186/s13173-021-00121-x

Galvão, V. F., Maciel, C., Nunes, E. P. D. S. and Rodrigues, K. R. D. H. (2024) “A framework to support the development of empathic games”, In: Proceedings of the XXII Brazilian Symposium on Human Factors in Computing Systems, Association for Computing Machinery, New York, NY, USA. DOI: 10.1145/3638067.3638104

Kitchenham, B. (2007) “Guidelines for performing Systematic Literature Reviews in Software Engineering”, EBSE Technical Report EBSE-2007-01, Keele University and University of Durham.

Kyrlitsias, C. and Michael-Grigoriou, D. (2022) “Social Interaction With Agents and Avatars in Immersive Virtual Environments: A Survey”, Frontiers in Virtual Reality, 2:786665. DOI: 10.3389/frvir.2021.786665

LeFevre, C. and Chung, C.-F. (2024) “New Understandings of Loss: Examining the Role of Reflective Technology Within Bereavement and Meaning-Making”, In: Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery, New York, NY, USA. DOI: 10.1145/3613904.3641968

Li, P., Qi, F. and Ye, Z. (2024) “Influence of Avatar Identification on the Attraction of Virtual Reality Games: Survey Study”, JMIR Formative Research, 8:e56704. DOI: 10.2196/56704

Maciel, C. and Pereira, V. C. (2012) “The internet generation and its representations of death: considerations for posthumous interaction projects”, In: Proceedings of the Brazilian Symposium on Human Factors in Computing Systems (IHC), p. 85–94.

Maciel, C. and Pereira, V. C. (Eds.) (2013) Digital Legacy and Interaction: Post-Mortem Issues, Springer, Cham. DOI: 10.1007/978-3-319-01631-3

Moffat, D. C. and Shapiro, A. (2015) “Serious games for interactive stories about emotionally challenging heritage”, In: 2015 Digital Heritage, p. 709–712. DOI: 10.1109/DigitalHeritage.2015.7419604

Muzumdar, P. et al. (2025). The Dead Internet Theory: A Survey on Artificial Interactions and the Future of Social Media. Asian Journal of Research in Computer Science, v. 18, n. 1, p. 67–73, 2025. DOI: 10.9734/ajrcos/2025/v18i1549

Oliveira, G. A., Germoliato, M. H. G., da Luz, A. and Ferreira, N. (2019) “A utilização de jogos como forma de preservação do patrimônio cultural imaterial”, In: Anais do XVIII Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), SBC.

Orianne, J. F. and Eustache, F. (2023) “Collective memory: between individual systems of consciousness and social systems”, Frontiers in Psychology, Vol. 14, Article 1238272. DOI: 10.3389/fpsyg.2023.1238272

Patil, P. (2025) “Healing Agent: A Virtual Companion for Grief and Remembrance”, In: Adjunct Proceedings of the 25th ACM International Conference on Intelligent Virtual Agents, Association for Computing Machinery, New York, NY, USA. DOI: 10.1145/3742886.3756702

Pereira, R., Darin, T. and Silveira, M. (2024) “GranDIHC-BR: Grand Research Challenges in Human-Computer Interaction in Brazil for 2025-2035”, In: Anais do XXIII Simpósio Brasileiro sobre Fatores Humanos em Sistemas Computacionais (IHC), SBC, Brasília/DF, Brasil, p. 915–938. [link]

Roth, D., von Mammen, S., Keil, J., Schildknecht, M. and Latoschik, M. E. (2019) “Approaching Difficult Terrain with Sensitivity: A Virtual Reality Game on the Five Stages of Grief”, In: 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), p. 1–4. DOI: 10.1109/VS-Games.2019.8864549

Savin-Baden, M., Burden, D. and Taylor, H. (2017) “The Ethics and Impact of Digital Immortality”, Knowledge Cultures, Vol. 5, No. 2, p. 178–196. DOI: 10.22381/kc52201711

Savin-Baden, M. and Burden, D. (2019) “Digital Immortality and Virtual Humans”, Postdigital Science and Education, 1, p. 87–103. DOI: 10.1007/s42438-018-0007-6

Silverman, G. S., Baroiller, A. and Hemer, S. R. (2021) “Culture and grief: Ethnographic perspectives on ritual, relationships and remembering”, Death Studies, Vol. 45, No. 1, p. 1–8. DOI: 10.1080/07481187.2020.1851885

Sociedade Brasileira de Computação (SBC) (2025) “Grandes Desafios da Computação 2025-2035 - Resumo Executivo”, Porto Alegre, SBC. DOI: 10.5753/sbc.16427.8

Takano, M. et al. (2025) “Avatar Communication Provides More Efficient Online Social Support Than Text Communication”, In: Proceedings of the International AAAI Conference on Web and Social Media, 19(1), p. 1862–1879. DOI: 10.1609/icwsm.v19i1.35906

Tateo, L. (2023) “Cultural mediation of grief: the role of aesthetic experience”, Culture & Psychology, Vol. 29, No. 3, p. 411–433. DOI: 10.1177/1354067X221145901

Verhalen, A. E. C., Pereira, V. C., Bim, S. A., de Mello de Picoli, R. M., Maciel, C. and Rodrigues, K. R. H. (2021) “Jungle party: a game about loss and grief”, In: Proceedings of the XX Brazilian Symposium on Human Factors in Computing Systems (IHC), Virtual Event, Brazil, Article 33, p. 1–7. DOI: 10.1145/3472301.3484364

Verhalen, A. E. C. and Rodrigues, K. R. D. H. (2024) “Design of Therapeutic Digital Games that Support Dialogue with Children about Death”, In: Proceedings of the XXII Brazilian Symposium on Human Factors in Computing Systems, Association for Computing Machinery, New York, NY, USA. DOI: 10.1145/3638067.3638112

Wang, H., Gao, Z., Zhang, X., Du, J., Xu, Y. and Wang, Z. (2024) “Gamifying cultural heritage: Exploring the potential of immersive virtual exhibitions”, Telematics and Informatics Reports, Vol. 15, Article 100150. DOI: 10.1016/j.teler.2024.100150

Yoo, Y. (2010). Computing in Everyday Life: A Call for Research on Experiential Computing. MIS Quarterly, v. 34, n. 2, p. 213–231. DOI: 10.2307/20721425
Publicado
19/07/2026
CARMO, Alexandre Muraro do; RIBEIRO, Karen da Silva Figueiredo Medeiros. Jogos Digitais e Continuidade da Interação Pós-Morte: Uma Revisão Sistemática da Literatura . In: WORKSHOP SOBRE AS IMPLICAÇÕES DA COMPUTAÇÃO NA SOCIEDADE (WICS), 7. , 2026, Gramado/RS. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2026 . p. 224-238. ISSN 2763-8707. DOI: https://doi.org/10.5753/wics.2026.23125.