[{"data":1,"prerenderedAt":333},["ShallowReactive",2],{"person-5755dab6-d085-4230-afaf-aff46f0728ff":3},{"success":4,"person":5,"request":329},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},"Borges","","Cael",{},"5755dab6-d085-4230-afaf-aff46f0728ff","cael.borges@unesp.br","2025-12-16T23:32:38-03:00","Faculdade de Arquitetura, Artes, Comunicação e Design (FAAC) – Universidade Estadual Paulista \"Júlio de Mesquita Filho\" (Unesp)",[15,16],"cael-borges","borges-cael",[18,158],{"parent":19,"metaData":20,"updateDate":22,"data":23,"langs":32,"_id":35,"contributors":36,"contributorsIds":86,"type":87,"typeData":88,"status":154,"download":155,"slugs":156,"slug":157},"1ab1f6ea-e043-44d8-a7ab-1bd0d96c1c82",{"updateDate":7,"createDate":21,"deleteDate":7},1765965729,"2025-12-17T07:02:09-03:00",{"secondary":24,"primary":28},{"keywords":25,"excerpt":26,"title":27},"\u003Cp>gamedesign, playfulness, UXdesignandmethod\u003C/p>","The article proposes a method for evaluating the playfulness of games from a game design perspective, based on previous studies and adapting the influential elements of playfulness identified by Dubiela (2017). Playfulness, present in activities accompanied by a state of pleasure, is explored through three factors: intrinsic motivation, internal control, and freedom to suspend reality, using references such as Salen and Zimmerman (2003) and Skard and Bundy (2011). The method, organized in five stages, was validated with the rhythm game SuperStar, a gacha-style game, highlighting both positive and negative aspects of the player experience and demonstrating how design elements affect playfulness. The analysis suggests that the method is effective for identifying design problems and solutions that influence playfulness and can be applied to various types of games, contributing to the improvement of design processes and the analysis of ludic experiences.","Playfulness Evaluation Method in Games From Player Experience Design Perspective",{"keywords":29,"excerpt":30,"title":31},"\u003Cp>gamedesign, lúdico, designUXemétodo\u003C/p>","O artigo propõe um método de avaliação da ludicidade de jogos pelo viés do design de jogos, baseado em estudos anteriores e adaptando os elementos influenciadores do lúdico apontados por Dubiela (2017). A ludicidade está presente em atividades acompanhadas por um estado de prazer e é explorada a partir de três fatores: motivação intrínseca, controle interno e liberdade para suspender a realidade, utilizando referências como Salen e Zimmerman (2003) e Skarde Bundy (2011). O método, estruturado em cinco etapas, foi validado com o jogo de ritmo SuperStar, do estilo gacha, e destacou aspectos positivos e negativos da experiência do jogador, mostrando como elementos de design afetam a ludicidade. A análise sugere que o método é eficaz para identificar problemas e soluções de design que influenciam a ludificação, podendo ser aplicado a diversos tipos de jogos, contribuindo para a melhoria dos processos de design e análise de experiências lúdicas.","Método de Avaliação da Ludicidade em Jogos Pelo Viés do Design da Experiência do Jogador",[33,34],"primary","secondary","aca81d8d-9fca-4e2d-9424-39409b5e5c4c",[37,50,54,65,76],{"id":7,"name":38,"lastName":39,"email":40,"designation":7,"description":41,"role":7,"_id":42,"createDate":43,"filiation":44,"slugs":45,"url":7,"path":48,"lastmodified":49,"objectID":42},"Camille","Alves","camillealves03br@gmail.com",{},"a01ae28b-dacd-4b8d-92fa-dbff85178f2f","2025-12-17T10:02:09.439Z","Centro Universitário Internacional (UNINTER)",[46,47],"camille-alves","alves-camille","people/a01ae28b-dacd-4b8d-92fa-dbff85178f2f",1765965729439,{"id":7,"name":8,"lastName":6,"email":11,"designation":7,"description":51,"role":7,"_id":10,"createDate":43,"filiation":13,"slugs":52,"url":7,"path":53,"lastmodified":49,"objectID":10},{},[15,16],"people/5755dab6-d085-4230-afaf-aff46f0728ff",{"id":7,"name":55,"lastName":56,"email":57,"designation":7,"description":58,"role":7,"_id":59,"createDate":43,"filiation":60,"slugs":61,"url":7,"path":64,"lastmodified":49,"objectID":59},"Andrews Corrêa","Lopes","andrews.cl@discente.ufma.br",{},"fc0d38a6-06dc-4639-be09-e61ae04476e4","Universidade Federal do Maranhão (UFMA)",[62,63],"andrews-correa-lopes","lopes-andrews-correa","people/fc0d38a6-06dc-4639-be09-e61ae04476e4",{"id":7,"name":66,"lastName":67,"email":68,"designation":7,"description":69,"role":7,"_id":70,"createDate":43,"filiation":71,"slugs":72,"url":7,"path":75,"lastmodified":49,"objectID":70},"Rafael Pereira","Dubiela","rafaeldubiela@ufpr.br",{},"e259bff0-c48a-4daa-9f9b-b9a954a8f636","Universidade Federal do Paraná (UFPR)",[73,74],"rafael-pereira-dubiela","dubiela-rafael-pereira","people/e259bff0-c48a-4daa-9f9b-b9a954a8f636",{"id":7,"name":77,"lastName":78,"email":79,"designation":7,"description":80,"role":7,"_id":81,"createDate":43,"filiation":71,"slugs":82,"url":7,"path":85,"lastmodified":49,"objectID":81},"André","Demaison","demaison@gmail.com",{},"f695ebcb-33fb-4a95-be38-01a40c20e3ea",[83,84],"andre-demaison","demaison-andre","people/f695ebcb-33fb-4a95-be38-01a40c20e3ea",[42,10,59,70,81],"article",{"startPage":89,"file":90,"references":93,"endPage":151,"track":152,"doi":153},8605,{"fullpath":91,"name":92},"https://storage.googleapis.com/memoria-ped.appspot.com/articles%2F15_pd_design_2024%2F16828_10310.pdf","16828_10310.pdf",[94,97,100,103,106,109,112,115,118,121,124,127,130,133,136,139,142,145,148],{"id":95,"label":96},"2f51addf-de47-4ec2-9a61-1956e97b98d5","\u003Cp>ALVES, Bruno N.P. A utilização da ferramenta 5W2H: Uma Proposta de Melhoria no Setor Produtivo de Uma Empresa Industrial de Artefatos em Acrílico. Monografia da Graduação em Ciências Contábeis, Universidade Federal do Rio Grande do Norte, 2021.\u003C/p>",{"id":98,"label":99},"32385abe-767c-4389-8f50-4d905d51980a","\u003Cp>ALVES, Camille; LOPES, Andrews C.; FILHO, EDMILSON S. S.; MUNHOZ, Daniella R.; DEMAISON, André. O fenômeno gacha pelo framework MDA: a game art colecionável e o game design, p. 240-242. In: \u003Cstrong>São Paulo: Blucher\u003C/strong>, 2024. ISSN 2318-6968, DOI 10.5151/pluraldesig2023-44.\u003C/p>",{"id":101,"label":102},"29986c5f-b8f1-4f7d-a627-198b3a9c84ce","\u003Cp>BUNDY, Anita C.; NELSON, Lori; METZGER, Margaret; BINGAMAN, Kathleen. Validity and Reliability of a Test of Playfulness. \u003Cstrong>The Occupational Therapy Journal of Research\u003C/strong>, v.21, n.º 4, p.276-292, out 2001. ISSN: 0276-1599, DOI 10.1177/15394492010210040.\u003C/p>",{"id":104,"label":105},"e4d382b2-175a-4348-9683-f1c0964fcac3","\u003Cp>DALCOM SOFT. DalcomSoft. In: DalcomSoft, 2024 (https://dalcomsoft.com/_ENG/html/dh/main).\u003C/p>",{"id":107,"label":108},"6e744bc9-fc31-4f70-a613-ddfc6ae97e02","\u003Cp>DUBIELA, R.P. Instrumento de avaliação prognóstica para seleção em-games em estratégias de recursos educacionais. Tese de doutorado - Programa de Pós Graduação do Departamento de Design da UFPR, Universidade Federal do Paraná, Curitiba, 2017.\u003C/p>",{"id":110,"label":111},"febdd274-e45e-45c6-bcdc-f1cb5e0e44b0","\u003Cp>GRUBB, Jeffrey. Don't Tap the White Tile is just the latest hit to prove no one really understands mobile gaming. In: \u003Cstrong>GamesBeat\u003C/strong>, 2014 (https://venturebeat.com/games/dont-tap-the-white-tile-is-just-the-latest-hit-to-prove-no-one-really-understands-mobile-gaming/)\u003C/p>",{"id":113,"label":114},"fbdda99a-e839-4eff-977a-9a5475d6912e","\u003Cp>HUNICKE, Robin; LEBLANC, Marc; ZUBEK, Robert. MDA: A formal approach to game design and game research. In: \u003Cstrong>Proceedings of the AAAI Workshop on Challenges in Game AI\u003C/strong>. p.17-22, 2004.\u003C/p>",{"id":116,"label":117},"65da52a3-ed88-44bc-8e64-955181b08acf","\u003Cp>JUUL, Jesper. The Game, the Player, the World: Looking for a Heart of Gameness. \u003Cstrong>Level Up: Digital Game Research Conference Proceedings\u003C/strong>, Utrecht University, 2003.\u003C/p>",{"id":119,"label":120},"8b6c8d03-a62b-463e-842b-cc8082a0f36a","\u003Cp>LEBLANC, M. Mechanics, Dynamics, Aesthetics: A Formal Approach to Game Design. Palestra na Universidade Northwestern, abr 2004 (http://algorithmancy.8kindsoffun.com/MDAnwu.ppt)\u003C/p>",{"id":122,"label":123},"6e94eb90-f996-4c0d-9194-344991f2ab83","\u003Cp>NORDSLETTEN, Ashley E.; MATAIX-COLS, David. Hoarding versus collecting: Where does pathology diverge from play? \u003Cstrong>Clinical Psychology Review\u003C/strong>, Oxford, vol.32, n.3, p.165-176, abr 2012.\u003C/p>",{"id":125,"label":126},"1687c223-b69c-4186-bb57-3932f1e34da8","\u003Cp>OLIVER, Wibecka. Idolizing Consumption: An Exploration of the K-pop Albums' Relevance in a Digital Age. Dissertação de Mestrado em Artes, Lunds Universitet, 2020.\u003C/p>",{"id":128,"label":129},"a209fde9-b236-4e49-83df-d68e0188b343","\u003Cp>PAZMINO, Ana V. Como se cria: 40 métodos para design de produtos. São Paulo: \u003Cstrong>Editora Blucher\u003C/strong>, 2015.\u003C/p>",{"id":131,"label":132},"dad9335a-f948-4ec9-8703-fe4da6d4d07c","\u003Cp>PEREIRA, Sara M. Fan engagement strategies in the K-pop industry. Tese de doutorado. Scuola Universitaria professionale della Svizzera italiana, set 2022.\u003C/p>",{"id":134,"label":135},"6d3ad8f9-4c76-4eb0-85e0-9a1569dd8f70","\u003Cp>PIRES, M.R.G.M.; GÖTTEMS, L.B.D.; SILVA, L.V.S.; CARVALHO, P.A.; Melo, G.F.D.; FONSECA, R.M.G.S.D. Desenvolvimento e validação de instrumento para avaliar a ludicidade de jogos em saúde. \u003Cstrong>Revista da Escola de Enfermagem da USP\u003C/strong>, 49, p.978-987, 2015, DOI: 10.1590/S0080-623420150000600015.\u003C/p>",{"id":137,"label":138},"948e9da9-8256-4855-81a0-bb26b247b868","\u003Cp>RABIN, Steve (ed.). \u003Cstrong>Introdução ao desenvolvimento de games vol. 1: entendendo o universo dos jogos\u003C/strong>. Tradução: Opportunity Translations. São Paulo: Cengage Learning, 2011.\u003C/p>",{"id":140,"label":141},"46ce4ed4-ebec-4832-a490-fb726a7933cc","\u003Cp>ROGERS, Scott. \u003Cstrong>Level Up: Um Guia para o Design de Grandes Jogos\u003C/strong>. Tradução: Alan Richard da Luz. São Paulo: Editora Blucher, 2012.\u003C/p>",{"id":143,"label":144},"dee52f94-8843-41e2-90eb-e444e5fd3624","\u003Cp>SALEN, Katie; ZIMMERMAN, Eric. \u003Cstrong>Regras do Jogo: Fundamentos do design de jogos vol. 1\u003C/strong>. Tradução: Edson Furmankiewicz. São Paulo: Editora Blucher, 2012.\u003C/p>",{"id":146,"label":147},"4e1b5b88-a7eb-4496-bfe9-248a95cc6d33","\u003Cp>SCHELL, Jesse. \u003Cstrong>The Art of Game Design: A book of lenses\u003C/strong>. Burlington: Morgan Kaufmann Publishers, 2011.\u003C/p>",{"id":149,"label":150},"8df97d1d-ee30-495f-bbc7-a675d0411a54","\u003Cp>SKARD, Geva; BUNDY, Anita C. Test of Playfulness. In: \u003Cstrong>Play in Occupational Therapy for Children\u003C/strong>. Mosby, ed 2, p.71-93 dez 2008, ISBN 978-0-323-02954-4, DOI 10.1016/B978-0-323-02954-4.X0001-3.\u003C/p>",8620,"qkadcmso","https://doi.org/10.29327/5457226.1-559","enabled",4,[157],"playfulness-evaluation-method-in-games-from-player-experience-design-perspective",{"parent":19,"metaData":159,"updateDate":161,"data":162,"langs":169,"_id":170,"contributors":171,"contributorsIds":226,"type":87,"typeData":227,"status":154,"download":326,"slugs":327,"slug":328},{"updateDate":7,"createDate":160,"deleteDate":7},1765938758,"2025-12-16T23:32:39-03:00",{"secondary":163,"primary":165},{"keywords":7,"excerpt":7,"title":164},"Gamification in Self-service Terminals in Restaurants: Scenario and Prospects",{"keywords":166,"excerpt":167,"title":168},"\u003Cp>Gamificação, Totens de autoatendimento, Usabilidade\u003C/p>","O uso de tecnologias automatizadas, como sistemas de compra e venda de produtos e serviços, que se intensificaram nas últimas décadas. A usabilidade é um fator crucial, devendo ser estruturada por sistemas que se adaptam às necessidades dos usuários. Uma estratégia usada é a gamificação. Ela é apresentada como uma estratégia que agrega valor, proporcionando inovação, melhoria da interação e incentivo ao desenvolvimento de habilidades, promovendo a motivação e orientação dos usuários. Os totens de autoatendimento são plataformas interativas que oferecem recursos de autoserviço, embora possam apresentar ambiguidades, como a substituição do trabalho humano e problemas na elaboração das etapas de processo. Assim, discutiu-se as principais características sobre esses totens e as implicações de um sistema gamificado. Para isso, aplicou-se um questionário onde obteve-se informações e dados contextuais desses recursos. Nesse contexto, conclui-se que a gamificação traz eficiência e autonomia de uso.","Gamificação em Terminais de Autoatendimento em Restaurantes: Cenário e Perspectivas",[33,34],"dce1554c-9215-4a26-af52-6a07b5439fb6",[172,183,194,204,214,217],{"id":7,"name":173,"lastName":56,"email":174,"designation":7,"description":175,"role":7,"_id":176,"createDate":177,"filiation":60,"slugs":178,"url":7,"path":181,"lastmodified":182,"objectID":176},"Ana Caroline Melo","lopesanacaroline74@gmail.com",{},"8656c432-5526-4ef2-b06e-a17267bd4562","2025-12-17T02:32:38.834Z",[179,180],"ana-caroline-melo-lopes","lopes-ana-caroline-melo","people/8656c432-5526-4ef2-b06e-a17267bd4562",1765938758834,{"id":7,"name":184,"lastName":185,"email":186,"designation":7,"description":187,"role":7,"_id":188,"createDate":177,"filiation":189,"slugs":190,"url":7,"path":193,"lastmodified":182,"objectID":188},"Ravery Gomes","Da Silva","raverygomes@gmail.com",{},"fbc25b4b-f433-4481-b170-4af5523c5da8","Universidade da Amazônia (UNAMA)",[191,192],"ravery-gomes-da-silva","da-silva-ravery-gomes","people/fbc25b4b-f433-4481-b170-4af5523c5da8",{"id":7,"name":195,"lastName":196,"email":197,"designation":7,"description":198,"role":7,"_id":199,"createDate":177,"filiation":71,"slugs":200,"url":7,"path":203,"lastmodified":182,"objectID":199},"Lucas Marques Ramalho","De Souza","lucasramalho@ufpr.br",{},"5dc532e3-ec10-4701-8007-30e5f03bab51",[201,202],"lucas-marques-ramalho-de-souza","de-souza-lucas-marques-ramalho","people/5dc532e3-ec10-4701-8007-30e5f03bab51",{"id":7,"name":205,"lastName":206,"email":207,"designation":7,"description":208,"role":7,"_id":209,"createDate":177,"filiation":60,"slugs":210,"url":7,"path":213,"lastmodified":182,"objectID":209},"Kyara Thalita Rodrigues","Duarte","kyarathalitard7@gmail.com",{},"cd44687a-9269-43a1-be6b-ccf1d3f104e7",[211,212],"kyara-thalita-rodrigues-duarte","duarte-kyara-thalita-rodrigues","people/cd44687a-9269-43a1-be6b-ccf1d3f104e7",{"id":7,"name":8,"lastName":6,"email":11,"designation":7,"description":215,"role":7,"_id":10,"createDate":177,"filiation":13,"slugs":216,"url":7,"path":53,"lastmodified":182,"objectID":10},{},[15,16],{"id":7,"name":218,"lastName":219,"email":79,"designation":7,"description":220,"role":7,"_id":221,"createDate":177,"filiation":71,"slugs":222,"url":7,"path":225,"lastmodified":182,"objectID":221},"André Leonardo","De Maison",{},"1eb04e7c-dcd0-47dc-a8da-dfed897d7b94",[223,224],"andre-leonardo-de-maison","de-maison-andre-leonardo","people/1eb04e7c-dcd0-47dc-a8da-dfed897d7b94",[176,188,199,209,10,221],{"startPage":228,"file":229,"references":232,"endPage":323,"track":324,"doi":325},2657,{"fullpath":230,"name":231},"https://storage.googleapis.com/memoria-ped.appspot.com/articles%2F15_pd_design_2024%2F16530_10607.pdf","16530_10607.pdf",[233,236,239,242,245,248,251,254,257,260,263,266,269,272,275,278,281,284,287,290,293,296,299,302,305,308,311,314,317,320],{"id":234,"label":235},"a7166530-1bbd-4ca6-9b61-3f00ed6c82dd","\u003Cp>CAILLOIS, R. \u003Cstrong>Os jogos e os homens: a máscara e a vertigem\u003C/strong>. Editora Vozes Limitada, 2017.\u003C/p>",{"id":237,"label":238},"86d45a39-2a7c-424e-9791-1d5afab723e6","\u003Cp>CRAWFORD, Chris. \u003Cstrong>The art of computer game design\u003C/strong>. 1984. Berkeley, CA: McGraw Hill/Osborne Media. Disponível em: \u003Chttps://www.digitpress.com/library/books/book_art_of_computer_game_design.pdf>. Acesso em: 10 de jul. de 2024.\u003C/p>",{"id":240,"label":241},"411c3d73-8fc0-46f3-bbe6-e5d6816c41fc","\u003Cp>DETERDING, Sebastian. Gamification: designing for motivation. \u003Cstrong>interactions\u003C/strong>, v. 19, n. 4, p. 14-17, 2012.\u003C/p>",{"id":243,"label":244},"0c9c1aac-65a4-4571-a1e2-8213727cae3b","\u003Cp>DIXON, Michael; KIMES, Sheryl E.; VERMA, Rohit. Customer preferences for restaurant technology innovations. \u003Cstrong>Cornell Hospitality Report\u003C/strong>, v. 9, n. 7, 2009.\u003C/p>",{"id":246,"label":247},"571826c8-ec3b-4430-bfb8-5ce663062fd1","\u003Cp>FERREIRA, A.B.H. (2010). \u003Cstrong>Dicionário Aurélio\u003C/strong>. (5ª ed.). Curitiba: Editora Positivo.\u003C/p>",{"id":249,"label":250},"24899bc8-b2f5-45ed-94bf-42bb829b45fd","\u003Cp>FONSECA, Marcelo Traldi. \u003Cstrong>Tecnologias gerenciais de restaurantes\u003C/strong>. Editora Senac. São Paulo, 2017.\u003C/p>",{"id":252,"label":253},"f789ba1c-7a55-4fe3-86be-75db8828d4e3","\u003Cp>GAO, F.; SU, X. Omnichannel Service Operations with Online and Offline Self-Order Technologies. \u003Cstrong>Management Science\u003C/strong>, v. 64, p. 3595-3608, 2018.\u003C/p>",{"id":255,"label":256},"baa6e760-4eec-4f97-ab67-da36c8ab2bf9","\u003Cp>GÜNAY, Aslı; ERBUĞ, Çiğdem; HEKKERT, Paul. Changing Paradigms in Our Interactions with Self-Service Kiosks. \u003Cstrong>Advances in human and social aspects of technology bookseries\u003C/strong>, 2014.\u003C/p>",{"id":258,"label":259},"f98afce2-bef7-4538-92de-1713fc68b979","\u003Cp>HANKS, L.; LINE, N.; MATTILA, A. The Impact of Self-Service Technology and the Presence of Others on Cause-Related Marketing Programs in Restaurants. \u003Cstrong>Journal of Hospitality Marketing & Management\u003C/strong>, v. 25, p. 547-562, 2016.\u003C/p>",{"id":261,"label":262},"acb1ac50-8b75-455b-8ead-e94766380301","\u003Cp>HASS, C. A Practical Guide to Usability Testing. In: \u003Cstrong>Consumer Informatics and Digital Health\u003C/strong>. Springer, Cham, p. 107–124, 2019.\u003C/p>",{"id":264,"label":265},"350a3b3a-e927-42bf-ab17-a571000a1142","\u003Cp>HUIZINGA, Johan. \u003Cstrong>Homo Ludens\u003C/strong>. São Paulo: Perspectiva, 5. ed., 2001.\u003C/p>",{"id":267,"label":268},"8344113e-7981-4392-96e8-4bf483fdfaee","\u003Cp>HUNICKE, Robin et al. MDA: A formal approach to game design and game research. In: \u003Cstrong>Proceedings of the AAAI Workshop on Challenges in Game AI\u003C/strong>. 2004. p. 17-22.\u003C/p>",{"id":270,"label":271},"f0347334-6e25-430e-8031-42eef41ffc60","\u003Cp>KENSKI, Rafael; AGUERRE, Gabriela; MAROJA, Rodrigo. Armas de diversão em massa. \u003Cstrong>Superinteressante\u003C/strong>, 2016. Disponível em: \u003Chttps://super.abril.com.br/historia/armas-de-diversao-em-massa>. Acesso em: 15 de jul. 2024.\u003C/p>",{"id":273,"label":274},"6bf6d507-c231-462b-9bcc-72c026bc20fd","\u003Cp>KISHIMOTO, Tizuko M. \u003Cstrong>Jogo, brinquedo, brincadeira e a educação\u003C/strong>. Cortez editora, 2017.\u003C/p>",{"id":276,"label":277},"c529772b-8da2-4d06-8cf5-6f63a513659d","\u003Cp>KOKKINOU, Alinda; CRANAGE, David A. Using self-service technology to reduce customer waiting times. \u003Cstrong>International Journal of Hospitality Management\u003C/strong>, v. 33, p. 435–445, 2013.\u003C/p>",{"id":279,"label":280},"d931aaad-51da-48b4-b896-64d6e6c6f364","\u003Cp>LEE, Hyun-Joo; FAIRHURST, Ann; CHO, Hyeon Jeong. Gender differences in consumer evaluations of service quality: self-service kiosks in retail. \u003Cstrong>Service Industries Journal\u003C/strong>, v. 33, n. 2, p. 248–265, 2013.\u003C/p>",{"id":282,"label":283},"571c586d-3fce-4fd1-ac38-b13fd251839f","\u003Cp>LUZ, Alan Richard Da. \u003Cstrong>Videogames: história, linguagem e expressão gráfica\u003C/strong>. São Paulo, Brasil: Blücher, 2010.\u003C/p>",{"id":285,"label":286},"2bc18f6f-e779-44df-b23d-167e0231aaed","\u003Cp>MILAN, Otekhile Cathy-Austin & Zeleny. 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