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Use este identificador para citar ou linkar para este item: https://repositorio.ufpe.br/handle/123456789/54304

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dc.contributor.advisorPINHEIRO, Marina Assis-
dc.contributor.authorRAFFAELE, Rennan Cavalcante-
dc.date.accessioned2023-12-21T17:11:14Z-
dc.date.available2023-12-21T17:11:14Z-
dc.date.issued2023-08-03-
dc.identifier.citationRAFFAELE, Rennan Cavalcante. Os processos criativos na experiência do jogador de interactive drama: um estudo sobre a perspectiva e a ficção subjetiva. 2023. Tese (Doutorado em Psicologia Cognitiva) – Universidade Federal de Pernambuco, Recife, 2023.pt_BR
dc.identifier.urihttps://repositorio.ufpe.br/handle/123456789/54304-
dc.description.abstractA presente pesquisa tem como objeto de estudo os processos criativos investigados na vivência cotidiana durante as ações dos jogadores de videogame. Na área dos jogos digitais, é comum falar-se sobre a criatividade do desenvolvedor ou do artista durante a criação do jogo digital, porém pouco se explora a criatividade do jogador. Este, por meio de uma experiência imersiva proporcionada pelo jogo, constrói significados que transformam sua própria vida. O jogo digital escolhido para esta pesquisa é o Little Hope, um jogo do gênero Interactive drama. Esse gênero apresenta características como "Escolha e Consequência", nas quais o jogador precisa fazer escolhas conflitantes que desafiam suas virtudes e transformam as relações entre os personagens dos jogos, criando situações de tensão e envolvendo o jogador em descobertas inesperadas em sua narrativa. O jogo exige do jogador a interpretação do que está acontecendo e a antecipação do que está por vir. Nesta pesquisa, adota- se a perspectiva dialógica e cultural da criatividade, compreendendo-a como uma atividade humana que resulta na emergência do novo na relação entre sujeito e cultura. A epistemologia própria do dialogismo de Mikhail Bakhtin é usada como base interpretativa fundamental para os estudos da criatividade, especialmente para o entendimento da relação entre o eu e o outro durante a experiência do jogo. Assim, o objetivo desta pesquisa é investigar a dinâmica criativa e o processo de perspectivação ficcionante do campo de ação atuante na interação dos jogadores no contexto do interactive drama. Procura-se discutir como os sujeitos perspectivam a narrativa do jogo e construir um modelo interpretativo dialógico da relação entre o usuário do jogo e a narrativa gameficada. Adota-se uma abordagem idiográfica qualitativa estruturada em quatro etapas: seleção de quatro participantes; acompanhamento de diários online de atividades cotidianas e entrevista prévia dos participantes selecionados; realização de duas sessões de interação com o jogo de interactive drama para cada dupla de participantes, acompanhadas de videografia; e, por fim, entrevista semiestruturada coletiva com as duplas, com exibição de trechos dos vídeos das sessões de jogos. O olhar do pesquisador está centrado em uma reflexão de natureza cultural e dialógica, abrangendo tudo o que excede e transforma subjetivamente a narrativa do jogo. A análise dos dados e as discussões baseiam-se em quatro eixos interpretativos: 1) As tensões nos momentos de incerteza; 2) Perspectivação e posições dos jogadores em relação ao jogo; 3) Ambiguidade e ambivalência na experiência do jogo; 4) As negociações de sentidos. Nos resultados, foi possível compreender os perfis de jogadores participantes da pesquisa; durante a etapa de observação da interação dos participantes com o jogo, foram percebidas constantes trocas de posições entre o jogador, o personagem e o espectador do jogo; na entrevista realizada com cada dupla foram identificados os quatro eixos interpretativos relacionadas ao jogo; por fim foi construído um gráfico ilustrativo da dinâmica criativa investigada da interação jogador-jogo. A principal contribuição desta pesquisa é uma chave de leitura que busca compreender os processos criativos centrados nas perspectivações ficcionantes do sujeito em sua relação com a emergência do novo na experiência estética e lúdica do videogame. A partir desses resultados, conclui-se que a interação do jogador com o jogo de interactive drama é um processo complexo, envolvendo a emergência do novo na relação entre sujeito e cultura. A ficção desempenha um papel fundamental nesse processo, pois permite ao jogador construir significados e transformar sua própria vida por meio da imersão no jogo. A perspectivação ficcional do jogador, ao se colocar no lugar dos personagens e tomar decisões, contribui para a experiência estética e lúdica do videogame, ampliando as possibilidades interpretativas e narrativas. Essa pesquisa oferece uma chave de leitura para compreender os processos criativos no contexto dos jogos digitais, destacando a importância da perspectivação ficcional, das negociações de sentidos e das tensões emocionais na construção da experiência do jogador. Contribui, assim, para o campo dos estudos da criatividade ao reconhecer e explorar a criatividade do jogador como um agente ativo na criação de significados e narrativas no jogo de interactive drama.pt_BR
dc.description.sponsorshipCNPqpt_BR
dc.language.isoporpt_BR
dc.publisherUniversidade Federal de Pernambucopt_BR
dc.rightsopenAccesspt_BR
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/br/*
dc.subjectPsicologia cognitivapt_BR
dc.subjectCriatividadept_BR
dc.subjectPerspectivaçãopt_BR
dc.subjectDialogismo (Psicologia)pt_BR
dc.subjectEstéticapt_BR
dc.subjectJogos eletrônicospt_BR
dc.titleOs processos criativos na experiência do jogador de interactive drama : um estudo sobre a perspectiva e a ficção subjetivapt_BR
dc.typedoctoralThesispt_BR
dc.contributor.advisor-coMEIRA, Luciano Rogério Lemos-
dc.contributor.authorLatteshttp://lattes.cnpq.br/1916664448861686pt_BR
dc.publisher.initialsUFPEpt_BR
dc.publisher.countryBrasilpt_BR
dc.degree.leveldoutoradopt_BR
dc.contributor.advisorLatteshttp://lattes.cnpq.br/7476389316309044pt_BR
dc.publisher.programPrograma de Pos Graduacao em Psicologia Cognitivapt_BR
dc.description.abstractxThis research aims to study the creative processes investigated in the everyday experiences of video game players. In the field of digital games, it is common to discuss the creativity of the developer or the artist during the creation of the digital game, but little attention is given to the creativity of the player. Through an immersive experience provided by the game, the player constructs meanings that transform their own life. The digital game chosen for this research is "Little Hope," a game in the Interactive Drama genre. This genre features characteristics like "Choice and Consequence," where players must make conflicting choices that challenge their virtues and alter the relationships between game characters, creating tense situations and involving players in unexpected discoveries in its narrative. The game demands from players the interpretation of what is happening and anticipation of what is to come. In this research, a dialogical and cultural perspective of creativity is adopted, understanding it as a human activity resulting in the emergence of the new in the relationship between the subject and culture. The epistemology of Mikhail Bakhtin's dialogism is used as a fundamental interpretative basis for the study of creativity, especially for understanding the relationship between the self and the other during the game experience. Thus, the aim of this research is to investigate the creative dynamics and the process of fictional perspective-taking within the field of action in the interaction of players in the context of interactive drama. The research seeks to discuss how individuals perspective the game narrative and construct a dialogical interpretative model of the relationship between the game user and the gamified narrative. An idiographic qualitative approach is adopted, structured in four stages: selection of four participants; tracking online diaries of daily activities and preliminary interviews with selected participants; conducting two interaction sessions with the interactive drama game for each pair of participants, accompanied by videography; and finally, conducting a semi-structured collective interview with the pairs, featuring excerpts from the game session videos. The researcher's focus is centered on a cultural and dialogical reflection, encompassing everything that subjectively exceeds and transforms the game narrative. Data analysis and discussions are based on four interpretative axes: 1) Tensions in moments of uncertainty; 2) Perspective-taking and player positions in relation to the game; 3) Ambiguity and ambivalence in the game experience; 4) Negotiations of meanings. In the results, it was possible to understand the profiles of the participating players. During the observation stage of the participants' interaction with the game, there were constant shifts in positions between the player, the character, and the game spectator. In the interviews conducted with each pair, the four interpretative axes related to the game were identified. Finally, an illustrative chart of the investigated creative dynamics of the player-game interaction was constructed. The main contribution of this research is a framework for understanding creative processes centered on the fictional perspective-taking of the individual in their relationship with the emergence of the new in the aesthetic and playful experience of video games. Based on these results, it can be concluded that the player's interaction with the interactive drama game is a complex process, involving the emergence of the new in the relationship between the individual and culture. Fiction plays a fundamental role in this process, as it allows the player to construct meanings and transform their own life through immersion in the game. The fictional perspective-taking of the player, when putting themselves in the place of the characters and making decisions, contributes to the aesthetic and playful experience of the video game, expanding interpretative and narrative possibilities. This research provides a framework for understanding creative processes in the context of digital games, highlighting the importance of fictional perspective-taking, negotiations of meaning, and emotional tensions in the construction of the player's experience. It contributes to the field of creativity studies by recognizing and exploring the creativity of the player as an active agent in creating meaning and narratives in interactive drama games.pt_BR
dc.description.abstractxThis research aims to study the creative processes investigated in the everyday experiences of video game players. In the field of digital games, it is common to discuss the creativity of the developer or the artist during the creation of the digital game, but little attention is given to the creativity of the player. Through an immersive experience provided by the game, the player constructs meanings that transform their own life. The digital game chosen for this research is "Little Hope," a game in the Interactive Drama genre. This genre features characteristics like "Choice and Consequence," where players must make conflicting choices that challenge their virtues and alter the relationships between game characters, creating tense situations and involving players in unexpected discoveries in its narrative. The game demands from players the interpretation of what is happening and anticipation of what is to come. In this research, a dialogical and cultural perspective of creativity is adopted, understanding it as a human activity resulting in the emergence of the new in the relationship between the subject and culture. The epistemology of Mikhail Bakhtin's dialogism is used as a fundamental interpretative basis for the study of creativity, especially for understanding the relationship between the self and the other during the game experience. Thus, the aim of this research is to investigate the creative dynamics and the process of fictional perspective-taking within the field of action in the interaction of players in the context of interactive drama. The research seeks to discuss how individuals perspective the game narrative and construct a dialogical interpretative model of the relationship between the game user and the gamified narrative. An idiographic qualitative approach is adopted, structured in four stages: selection of four participants; tracking online diaries of daily activities and preliminary interviews with selected participants; conducting two interaction sessions with the interactive drama game for each pair of participants, accompanied by videography; and finally, conducting a semi-structured collective interview with the pairs, featuring excerpts from the game session videos. The researcher's focus is centered on a cultural and dialogical reflection, encompassing everything that subjectively exceeds and transforms the game narrative. Data analysis and discussions are based on four interpretative axes: 1) Tensions in moments of uncertainty; 2) Perspective-taking and player positions in relation to the game; 3) Ambiguity and ambivalence in the game experience; 4) Negotiations of meanings. In the results, it was possible to understand the profiles of the participating players. During the observation stage of the participants' interaction with the game, there were constant shifts in positions between the player, the character, and the game spectator. In the interviews conducted with each pair, the four interpretative axes related to the game were identified. Finally, an illustrative chart of the investigated creative dynamics of the player-game interaction was constructed. The main contribution of this research is a framework for understanding creative processes centered on the fictional perspective-taking of the individual in their relationship with the emergence of the new in the aesthetic and playful experience of video games. Based on these results, it can be concluded that the player's interaction with the interactive drama game is a complex process, involving the emergence of the new in the relationship between the individual and culture. Fiction plays a fundamental role in this process, as it allows the player to construct meanings and transform their own life through immersion in the game. The fictional perspective-taking of the player, when putting themselves in the place of the characters and making decisions, contributes to the aesthetic and playful experience of the video game, expanding interpretative and narrative possibilities. This research provides a framework for understanding creative processes in the context of digital games, highlighting the importance of fictional perspective-taking, negotiations of meaning, and emotional tensions in the construction of the player's experience. It contributes to the field of creativity studies by recognizing and exploring the creativity of the player as an active agent in creating meaning and narratives in interactive drama games.pt_BR
dc.contributor.advisor-coLatteshttp://lattes.cnpq.br/0903590025049309pt_BR
Aparece nas coleções:Teses de Doutorado - Psicologia Cognitiva

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