[{"data":1,"prerenderedAt":367},["ShallowReactive",2],{"person-8656c432-5526-4ef2-b06e-a17267bd4562":3},{"success":4,"person":5,"request":363},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},"Lopes","","Ana Caroline Melo",{},"8656c432-5526-4ef2-b06e-a17267bd4562","lopesanacaroline74@gmail.com","2025-12-16T22:57:37-03:00","Universidade Federal do Maranhão (UFMA)",[15,16],"ana-caroline-melo-lopes","lopes-ana-caroline-melo",[18,214],{"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",[36,49,60,70,80,84],{"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":61,"lastName":62,"email":63,"designation":7,"description":64,"role":7,"_id":65,"createDate":42,"filiation":13,"slugs":66,"url":7,"path":69,"lastmodified":48,"objectID":65},"Daniel da Cunha","Costa","drsdanielcosta@gmail.com",{},"04c0316a-ffd7-419d-a81e-9186c2e54ae8",[67,68],"daniel-da-cunha-costa","costa-daniel-da-cunha","people/04c0316a-ffd7-419d-a81e-9186c2e54ae8",{"id":7,"name":71,"lastName":72,"email":73,"designation":7,"description":74,"role":7,"_id":75,"createDate":42,"filiation":55,"slugs":76,"url":7,"path":79,"lastmodified":48,"objectID":75},"Guilherme Lucio","De Freitas","guilherme13lucio@gmail.com",{},"dcdfbb09-1793-4ea2-adad-7a8896e677f2",[77,78],"guilherme-lucio-de-freitas","de-freitas-guilherme-lucio","people/dcdfbb09-1793-4ea2-adad-7a8896e677f2",{"id":7,"name":8,"lastName":6,"email":11,"designation":7,"description":81,"role":7,"_id":10,"createDate":42,"filiation":13,"slugs":82,"url":7,"path":83,"lastmodified":48,"objectID":10},{},[15,16],"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",[41,54,65,75,10,89],"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. A Brief History of \"Pixel\". \u003Cstrong>Digital Photography II. Proceedings of the IS&T/SPIE Symposium on Electronic Imaging\u003C/strong>, v. 6069, p. 606901, 2006.\u003C/p>",{"id":121,"label":122},"1d9872ab-df67-43c1-b4dd-949209a95a5e","\u003Cp>MAKAI, P.K. Video games as objects and vehicles of nostalgia. \u003Cstrong>Humanities\u003C/strong>, 7(4), 123, 2018.\u003C/p>",{"id":124,"label":125},"656faa1c-e491-4d08-bd35-ae3f4a309fc4","\u003Cp>MALLINDINE, J.D. Ghost in the Cartridge: Nostalgia and the Construction of the JRPG Genre. \u003Cstrong>Game Environments\u003C/strong>, 5, 80-103, 2016.\u003C/p>",{"id":127,"label":128},"763b371c-0d59-4f8a-94bb-d0ee1ebc1229","\u003Cp>MANDIBERG, A.S. \u003Cstrong>Remakes and Demakes: Logics of Repetition in Gaming\u003C/strong>. Trans(ference/lation/ition), 2009.\u003C/p>",{"id":130,"label":131},"e5976650-a4d3-4719-8fe2-ef6a51ede55c","\u003Cp>McCREA, Christian. 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. Platforms: Their Structure, Benefits, and Challenges. \u003Cstrong>Introduction to Digital Humanism\u003C/strong>, pp. 523-542, 2023.\u003C/p>",{"id":151,"label":152},"b6a34a69-e98f-47f9-82b3-18198968422c","\u003Cp>PAZMINO, Ana Verônica. \u003Cstrong>Como Se Cria: 40 Métodos Para Design de Produtos\u003C/strong>. Blucher, 2015.\u003C/p>",{"id":154,"label":155},"d4a392b1-47d7-4cdc-9a26-c0bde1d4c7b4","\u003Cp>PRENTICE, Deborah A. Psychological correspondence of possessions, attitudes, and values. \u003Cstrong>Journal of Personality and Social Psychology\u003C/strong>, v. 53, n. 6, p. 993–1003, 1987.\u003C/p>",{"id":157,"label":158},"362685b4-c8b6-4186-9d02-60cfe82058a8","\u003Cp>RIBEIRO, Patrick D. RPGs nos consoles: suas influências no aprendizado informal da Língua Inglesa no Brasil. \u003Cstrong>XVI SBGames\u003C/strong>. 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>. Rio de Janeiro: Elsevier, 2011.\u003C/p>",{"id":172,"label":173},"2b1ec70e-397a-4b37-8c85-46ecb020f284","\u003Cp>SILVA, Rafael C. \u003Cstrong>Representação Visual da Pixel Art\u003C/strong>. Dissertação (Mestrado em Multimédia) - Universidade do Porto, Porto, 2022.\u003C/p>",{"id":175,"label":176},"2bcb6cad-c5d2-49e6-8137-234dba8080b8","\u003Cp>SLOAN, R.J.S. Nostalgia video games as playable game criticism. \u003Cstrong>GAME\u003C/strong>, v. 5, p. 34-45, 2016.\u003C/p>",{"id":178,"label":179},"f0b3d3fa-2cfb-41f1-a732-7d6b07a143d5","\u003Cp>SUOMINEN, Jaakko. The Past as the Future? Nostalgia and Retrogaming in Digital Culture. \u003Cstrong>Fibreculture Journal\u003C/strong>, 2008.\u003C/p>",{"id":181,"label":182},"b0b61256-b392-4edc-9a74-0d0057f58773","\u003Cp>TAYLOR, T.L. \u003Cstrong>Play between worlds: exploring online game culture\u003C/strong>. Cambridge: The MIT Press, 2006.\u003C/p>",{"id":184,"label":185},"bbe016b5-34ae-4f86-a4d8-aaffc2c619d9","\u003Cp>TOKGÖZGÜN, F. 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",{"parent":19,"metaData":215,"updateDate":217,"data":218,"langs":225,"_id":226,"contributors":227,"contributorsIds":263,"type":95,"typeData":264,"status":210,"download":211,"slugs":361,"slug":362},{"updateDate":7,"createDate":216,"deleteDate":7},1765938758,"2025-12-16T23:32:39-03:00",{"secondary":219,"primary":221},{"keywords":7,"excerpt":7,"title":220},"Gamification in Self-service Terminals in Restaurants: Scenario and Prospects",{"keywords":222,"excerpt":223,"title":224},"\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",[32,33],"dce1554c-9215-4a26-af52-6a07b5439fb6",[228,233,236,239,249,260],{"id":7,"name":8,"lastName":6,"email":11,"designation":7,"description":229,"role":7,"_id":10,"createDate":230,"filiation":13,"slugs":231,"url":7,"path":83,"lastmodified":232,"objectID":10},{},"2025-12-17T02:32:38.834Z",[15,16],1765938758834,{"id":7,"name":37,"lastName":38,"email":39,"designation":7,"description":234,"role":7,"_id":41,"createDate":230,"filiation":43,"slugs":235,"url":7,"path":47,"lastmodified":232,"objectID":41},{},[45,46],{"id":7,"name":50,"lastName":51,"email":52,"designation":7,"description":237,"role":7,"_id":54,"createDate":230,"filiation":55,"slugs":238,"url":7,"path":59,"lastmodified":232,"objectID":54},{},[57,58],{"id":7,"name":240,"lastName":241,"email":242,"designation":7,"description":243,"role":7,"_id":244,"createDate":230,"filiation":13,"slugs":245,"url":7,"path":248,"lastmodified":232,"objectID":244},"Kyara Thalita Rodrigues","Duarte","kyarathalitard7@gmail.com",{},"cd44687a-9269-43a1-be6b-ccf1d3f104e7",[246,247],"kyara-thalita-rodrigues-duarte","duarte-kyara-thalita-rodrigues","people/cd44687a-9269-43a1-be6b-ccf1d3f104e7",{"id":7,"name":250,"lastName":251,"email":252,"designation":7,"description":253,"role":7,"_id":254,"createDate":230,"filiation":255,"slugs":256,"url":7,"path":259,"lastmodified":232,"objectID":254},"Cael","Borges","cael.borges@unesp.br",{},"5755dab6-d085-4230-afaf-aff46f0728ff","Faculdade de Arquitetura, Artes, Comunicação e Design (FAAC) – Universidade Estadual Paulista \"Júlio de Mesquita Filho\" (Unesp)",[257,258],"cael-borges","borges-cael","people/5755dab6-d085-4230-afaf-aff46f0728ff",{"id":7,"name":85,"lastName":86,"email":87,"designation":7,"description":261,"role":7,"_id":89,"createDate":230,"filiation":55,"slugs":262,"url":7,"path":93,"lastmodified":232,"objectID":89},{},[91,92],[10,41,54,244,254,89],{"startPage":265,"file":266,"references":269,"endPage":359,"track":208,"doi":360},2657,{"fullpath":267,"name":268},"https://storage.googleapis.com/memoria-ped.appspot.com/articles%2F15_pd_design_2024%2F16530_10607.pdf","16530_10607.pdf",[270,273,276,279,282,285,288,291,294,297,300,303,306,309,312,315,318,321,324,327,330,333,335,338,341,344,347,350,353,356],{"id":271,"label":272},"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":274,"label":275},"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":277,"label":278},"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":280,"label":281},"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":283,"label":284},"571826c8-ec3b-4430-bfb8-5ce663062fd1","\u003Cp>FERREIRA, A.B.H. (2010). \u003Cstrong>Dicionário Aurélio\u003C/strong>. 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