[{"data":1,"prerenderedAt":218},["ShallowReactive",2],{"person-04c0316a-ffd7-419d-a81e-9186c2e54ae8":3},{"success":4,"person":5,"request":214},true,{"lastName":6,"role":7,"name":8,"description":9,"_id":10,"designation":7,"id":7,"email":11,"url":7,"createDate":12,"filiation":13,"slugs":14,"articles":17},"Costa","","Daniel da Cunha",{},"04c0316a-ffd7-419d-a81e-9186c2e54ae8","drsdanielcosta@gmail.com","2025-12-16T22:57:37-03:00","Universidade Federal do Maranhão (UFMA)",[15,16],"daniel-da-cunha-costa","costa-daniel-da-cunha",[18],{"parent":19,"metaData":20,"updateDate":12,"data":22,"langs":31,"_id":34,"contributors":35,"contributorsIds":94,"type":95,"typeData":96,"status":210,"download":211,"slugs":212,"slug":213},"1ab1f6ea-e043-44d8-a7ab-1bd0d96c1c82",{"updateDate":7,"createDate":21,"deleteDate":7},1765936656,{"secondary":23,"primary":27},{"keywords":24,"excerpt":25,"title":26},"\u003Cp>Digital RPGs, Nostalgia, Minifocus groups\u003C/p>","The main objective of this article is to study how artistic direction in digital RPGs influences user behavior, whether in the acquisition of new products or the continued use of existing ones. To this end, the methodological procedure comprised an integrative literature review of the topic, as proposed by Botelho, Cunha & Macedo (2011). Additionally, a qualitative analysis was conducted through a minifocus group, whose structure was based on the concepts of Pazmino (2015), as its question itinerary was built upon the knowledge on hedonic and pragmatic qualities in design artifacts developed by Hassenzahl (2005).","The Graphics of Digital Rpgs: Analysis of the Impact of Art and Nostalgia on Player Immersion",{"keywords":28,"excerpt":29,"title":30},"\u003Cp>RPGs digitais, Nostalgia, Minigrupos focais\u003C/p>","Esse artigo tem como principal objetivo estudar de que maneira a direção artística em RPGs digitais influencia no comportamento do usuário, seja na aquisição de novos produtos ou na continuidade do uso constante dos mesmos. Para isso, o procedimento metodológico foi composto por uma revisão bibliográfica integrativa do tema, como proposto por Botelho, Cunha & Macedo (2011). De maneira complementar, foi realizada uma análise qualitativa feita por meio da realização de um minigrupo focal, organizado com base nos conceitos de Pazmino (2015) e com itinerário de perguntas fundamentado a partir dos saberes de qualidades hedônicas e pragmáticas de artefatos de design desenvolvidos por Hassenzahl (2005). Considera-se que o design interfere no hábito de consumo (compra do jogo) por parte do jogador, seja de maneira emocional ou por meio de escolhas artísticas que são relevantes ao mercado de jogos.","Os Gráficos dos Rpgs Digitais: Análise do Impacto da Arte e Nostalgia na Imersão de Jogadores",[32,33],"primary","secondary","a9b327de-4c6f-4df8-9df3-e885c3a7609d",[36,49,60,64,74,84],{"id":7,"name":37,"lastName":38,"email":39,"designation":7,"description":40,"role":7,"_id":41,"createDate":42,"filiation":43,"slugs":44,"url":7,"path":47,"lastmodified":48,"objectID":41},"Ravery Gomes","Da Silva","raverygomes@gmail.com",{},"fbc25b4b-f433-4481-b170-4af5523c5da8","2025-12-17T01:57:36.852Z","Universidade da Amazônia (UNAMA)",[45,46],"ravery-gomes-da-silva","da-silva-ravery-gomes","people/fbc25b4b-f433-4481-b170-4af5523c5da8",1765936656852,{"id":7,"name":50,"lastName":51,"email":52,"designation":7,"description":53,"role":7,"_id":54,"createDate":42,"filiation":55,"slugs":56,"url":7,"path":59,"lastmodified":48,"objectID":54},"Lucas Marques Ramalho","De Souza","lucasramalho@ufpr.br",{},"5dc532e3-ec10-4701-8007-30e5f03bab51","Universidade Federal do Paraná (UFPR)",[57,58],"lucas-marques-ramalho-de-souza","de-souza-lucas-marques-ramalho","people/5dc532e3-ec10-4701-8007-30e5f03bab51",{"id":7,"name":8,"lastName":6,"email":11,"designation":7,"description":61,"role":7,"_id":10,"createDate":42,"filiation":13,"slugs":62,"url":7,"path":63,"lastmodified":48,"objectID":10},{},[15,16],"people/04c0316a-ffd7-419d-a81e-9186c2e54ae8",{"id":7,"name":65,"lastName":66,"email":67,"designation":7,"description":68,"role":7,"_id":69,"createDate":42,"filiation":55,"slugs":70,"url":7,"path":73,"lastmodified":48,"objectID":69},"Guilherme Lucio","De Freitas","guilherme13lucio@gmail.com",{},"dcdfbb09-1793-4ea2-adad-7a8896e677f2",[71,72],"guilherme-lucio-de-freitas","de-freitas-guilherme-lucio","people/dcdfbb09-1793-4ea2-adad-7a8896e677f2",{"id":7,"name":75,"lastName":76,"email":77,"designation":7,"description":78,"role":7,"_id":79,"createDate":42,"filiation":13,"slugs":80,"url":7,"path":83,"lastmodified":48,"objectID":79},"Ana Caroline Melo","Lopes","lopesanacaroline74@gmail.com",{},"8656c432-5526-4ef2-b06e-a17267bd4562",[81,82],"ana-caroline-melo-lopes","lopes-ana-caroline-melo","people/8656c432-5526-4ef2-b06e-a17267bd4562",{"id":7,"name":85,"lastName":86,"email":87,"designation":7,"description":88,"role":7,"_id":89,"createDate":42,"filiation":55,"slugs":90,"url":7,"path":93,"lastmodified":48,"objectID":89},"André Leonardo","De Maison","demaison@gmail.com",{},"1eb04e7c-dcd0-47dc-a8da-dfed897d7b94",[91,92],"andre-leonardo-de-maison","de-maison-andre-leonardo","people/1eb04e7c-dcd0-47dc-a8da-dfed897d7b94",[41,54,10,69,79,89],"article",{"startPage":97,"file":98,"references":101,"endPage":207,"track":208,"doi":209},1587,{"fullpath":99,"name":100},"https://storage.googleapis.com/memoria-ped.appspot.com/articles%2F15_pd_design_2024%2F16605_10151.pdf","16605_10151.pdf",[102,105,108,111,114,117,120,123,126,129,132,135,138,141,144,147,150,153,156,159,162,165,168,171,174,177,180,183,186,189,192,195,198,201,204],{"id":103,"label":104},"eaf3a52d-9cb6-4802-abb0-a3410ef083b6","\u003Cp>ALVISI, A.; NARDUZZO, A.; ZAMARIAN, M. PlayStation and the power of unexpected consequences. \u003Cstrong>Information, Communication & Society\u003C/strong>, Oxford, v. 6, n. 4, p. 608-627, 2003.\u003C/p>",{"id":106,"label":107},"c1b1ccf4-5183-4e14-901c-46cde81a747b","\u003Cp>KITASE, Yoshinore. \u003Cstrong>Final Fantasy VII\u003C/strong>. PlayStation, 1997.\u003C/p>",{"id":109,"label":110},"3bacf004-bac5-4f7a-9fd2-4f2e51853fe4","\u003Cp>KITASE, Yoshinori. \u003Cstrong>Final Fantasy X\u003C/strong>. Playstation 2, 2001.\u003C/p>",{"id":112,"label":113},"4709024b-931a-40c6-9b82-dfe412683f81","\u003Cp>KUO, M.H.; YANG, Y.L.; CH, H.K. Feature-Aware Pixel Art Animation. \u003Cstrong>Computer Graphics Forum\u003C/strong>, v. 35, p. 411-420, 2016. DOI: 10.1111/cgf.13038.\u003C/p>",{"id":115,"label":116},"7c4c7299-fd55-4fec-8ea9-35ddb103d1f6","\u003Cp>LAWRENCE, Daniel. \u003Cstrong>DND\u003C/strong>. PDP-10, 1977.\u003C/p>",{"id":118,"label":119},"aad78e4e-8d24-40db-8ee5-e126daabd318","\u003Cp>LYON, R.F. 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Then, suddenly, I was moved: nostalgia and the media history of games. \u003Cstrong>Leonardo Electronic Almanac\u003C/strong>, 2007.\u003C/p>",{"id":133,"label":134},"0d0d2ff4-943f-4e8d-ba48-846937066d62","\u003Cp>NAKAMURA, L. Don't hate the player, hate the game: the racialization of labor in World of Warcraft. In: SCHOLZ, T. (Org.). \u003Cstrong>Digital labour: the Internet as playground and factory\u003C/strong>. New York: Routledge, 2013. p. 187-204.\u003C/p>",{"id":136,"label":137},"559ef545-17f0-4052-b56e-8561194c4e3d","\u003Cp>NARDI, B.; KOW, Y.M. Digital imaginaries: how we know what (we think) we know about Chinese gold farming. \u003Cstrong>First Monday. Peer reviewed Journal of the Internet\u003C/strong>, v. 15, 2010.\u003C/p>",{"id":139,"label":140},"e95524b3-160f-46b4-850f-d852c24be8b8","\u003Cp>NORMAN, D. \u003Cstrong>Emotional Design: Why We Love (or Hate) Everyday Things\u003C/strong>. BasicBooks, 2007.\u003C/p>",{"id":142,"label":143},"cd5ffebe-dd97-4ecb-a66b-b54329479106","\u003Cp>PADOVANI, S.; SCHLEMMER, A.; SCARIOT, C.A. Usabilidade & user experience, usabilidade versus user experience, usabilidade em user experience?: uma discussão teórico-metodológica sobre comunalidades e diferenças. In: \u003Cstrong>Congresso Internacional de Ergonomia e Usabilidade de Interfaces Humano-Computador\u003C/strong>, Vol. 12, pp. 1-10, 2012.\u003C/p>",{"id":145,"label":146},"291064aa-8051-454f-ab5e-fc4efcef75a8","\u003Cp>PAEZ, Sergio. A Visual Renegade: A phenomenological and aesthetical examination of pixel art. \u003Cstrong>Funology\u003C/strong>, pp. 31-42, 2005.\u003C/p>",{"id":148,"label":149},"33fb3e97-bcb6-4be4-816c-f49381b521f5","\u003Cp>PARKER, Geoffrey; VAN ALSTYNE, Marshall. 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Curitiba, Paraná, Brazil, pp. 740-748, November 2nd-4th, 2017.\u003C/p>",{"id":160,"label":161},"4e6de567-0766-4693-bee2-863dfdec55ec","\u003Cp>ROGERS, Scott. \u003Cstrong>Level UP: um guia para o design de grandes jogos\u003C/strong>. Editora Blucher, 2013.\u003C/p>",{"id":163,"label":164},"0db0cfbe-d39a-45d9-9928-4eb952db0260","\u003Cp>SANTAROSA, José Guilherme; MORAES, Anamarida de. \u003Cstrong>Avaliação e projeto no design de interfaces\u003C/strong>. 1. Ed. Teresópolis, RJ: 2AB, 2008.\u003C/p>",{"id":166,"label":167},"a2cae7c5-fe84-490b-b1d4-61ce9e29bda7","\u003Cp>SCHLITTLER, J.P.A. \u003Cstrong>TV Digital Interativa: Convergência das mídias e interfaces do usuário\u003C/strong>. São Paulo: Blucher, 2011.\u003C/p>",{"id":169,"label":170},"a3cefddd-adb0-40ab-8ebd-c5c1503114af","\u003Cp>SCHELL, Jesse. \u003Cstrong>A Arte de Game Design: o livro original\u003C/strong>. 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The place of pixel art in graphic design works. \u003Cstrong>Journal of Academic Social Resources\u003C/strong>, v. 6, p. 1135-1139, 2021.\u003C/p>",{"id":187,"label":188},"3eacf4b5-bdb2-4cce-aff8-eeb2bf963f85","\u003Cp>TRIBUNAONLINE. Games retrô voltam à moda e são a aposta da indústria. \u003Cstrong>Tribuna Online\u003C/strong>, Vitória, 24 jun. 2023. Disponível em: \u003Chttps://tribunaonline.com.br/economia/games-retro-voltam-a-moda-e-sao-a-aposta-da-industria-140265>. Acesso em: 12 jul. 2024.\u003C/p>",{"id":190,"label":191},"18d25cf0-57d3-4339-aabc-bbc9f01553ae","\u003Cp>VIANA, J.M; SANTOS, L.O.S; SILVA, V.Y. Proposta pedagógica: o uso do RPG no ensino de biologia. \u003Cstrong>Plataforma Espaço Digital\u003C/strong>, [S.l.], v. 4, n. 1, p. 1-12, 2017.\u003C/p>",{"id":193,"label":194},"99d3c36c-99e0-4d53-81f0-e41458ff0cc2","\u003Cp>WHALEN, Zach; TAYLOR, Laurie N. (Eds.). \u003Cstrong>Playing the Past: History and Nostalgia in Video Games\u003C/strong>. Vanderbilt University Press, 2008.\u003C/p>",{"id":196,"label":197},"b11527aa-4cc2-445c-93bb-b1f94d332349","\u003Cp>WHISENHUNT, Gary; WOOD, Ray. \u003Cstrong>dnd\u003C/strong>. PLATO, 1975.\u003C/p>",{"id":199,"label":200},"66c052ad-6817-494e-a831-8767dc173f49","\u003Cp>WULF, T.; BOWMAN, N.D.; RIEGER, D.; VELEZ, J.A.; BREUER, J. Running Head: video game nostalgia and retrogaming. \u003Cstrong>Media and Communication\u003C/strong>, 6(2), 60–68, 2018.\u003C/p>",{"id":202,"label":203},"dd374382-5b6f-43bc-91db-ae22d6db4c0a","\u003Cp>YANG, D.; CHO, D. Research on the influence of curiosity on MMORPG grinding player Experience. \u003Cstrong>Journal of Multimedia Information System\u003C/strong>, Seoul, v. 9, n. 2, p. 127-136, 2022.\u003C/p>",{"id":205,"label":206},"626b7c83-800e-41ff-a46d-23b54ea735fb","\u003Cp>ZAGAL, J.P.; ALTIZER, R. Examining 'RPG Elements': Systems of Character Progression. \u003Cstrong>Foundations of Digital Games\u003C/strong>, Fort Lauderdale, 2014.\u003C/p>",1608,"jut1uawr","https://doi.org/10.29327/5457226.1-145","enabled",3,[213],"os-graficos-dos-rpgs-digitais-analise-do-impacto-da-arte-e-nostalgia-na-imersao-de-jogadores",{"target":215,"query":216},"people/get",{"id":10,"articles":217},"true",1780316050699]