[{"data":1,"prerenderedAt":114},["ShallowReactive",2],{"person-be468f75-8d15-474d-a5cb-9f4047a4e39a":3},{"success":4,"person":5,"request":110},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},"Demarco","","Pedro Artur",{},"be468f75-8d15-474d-a5cb-9f4047a4e39a","pedroarturdemarco123@gmail.com","2025-12-16T22:56:34-03:00","Universidade de Passo Fundo",[15,16],"pedro-artur-demarco","demarco-pedro-artur",[18],{"parent":19,"metaData":20,"updateDate":12,"data":22,"langs":31,"_id":34,"contributors":35,"contributorsIds":53,"type":54,"typeData":55,"status":106,"download":107,"slugs":108,"slug":109},"1ab1f6ea-e043-44d8-a7ab-1bd0d96c1c82",{"updateDate":7,"createDate":21,"deleteDate":7},1765936594,{"secondary":23,"primary":27},{"keywords":24,"excerpt":25,"title":26},"\u003Cp>Game design, Kübler-Ross Model, Serious Games\u003C/p>","This article explores the effectiveness of the game Gris, developed by Nomada Studio and published by Devolver Digital in 2018, as a tool for conveying emotions and representing the five stages of grief proposed by Elisabeth Kübler-Ross. The analysis of Gris reveals a narrative without explicit dialogue, where the protagonist, Gris, embarks on a journey of overcoming a tragic loss. Each stage of the game is associated with one of the stages of grief: denial, anger, bargaining, depression, and acceptance, represented by graphical, auditory, and gameplay elements that evoke specific emotions in players. The research includes a questionnaire applied to young adult players, and the results show that Gris, through its game design and visual choices, is a work of excellence that goes beyond audiovisuals, providing a tactile and unique experience for each player, effectively conveying the emotions presented by Elisabeth in her research.","The Representation of the 5 Stages of Grief From the Kübler-ross Model Through the Game Design Elements of the Game Gris",{"keywords":28,"excerpt":29,"title":30},"\u003Cp>Game design, Modelo Kübler-Ross, Serious Games\u003C/p>","Este artigo explora a eficácia do jogo Gris, desenvolvido pela Nomada Studio e publicado pela Devolver Digital em 2018, como ferramenta para transmitir sentimentos e representar os cinco estágios do luto propostos por Elisabeth Kübler-Ross. A análise do jogo Gris revela uma narrativa sem diálogos explícitos, onde a protagonista, Gris, enfrenta uma jornada de superação após uma perda trágica. Cada fase do jogo é associada a um dos estágios do luto: negação, raiva, barganha, depressão e aceitação, sendo representadas por elementos gráficos, sonoros e de jogabilidade que evocam sentimentos específicos nos jogadores. A metodologia inclui um questionário aplicado a jogadores jovens adultos. Os resultados mostram que o jogo Gris, através de suas escolhas de game design e visuais, é uma obra de excelência que vai além do audiovisual, proporcionando uma experiência tátil única para cada jogador, conseguindo transmitir os sentimentos apresentados por Elisabeth em sua pesquisa.","A Representação dos 5 Estágios do Luto do Modelo de Kübler-ross Através dos Elementos de Game Design do Jogo Gris",[32,33],"primary","secondary","97c847e5-2659-4c43-8642-53b47a6f398d",[36,42],{"id":7,"name":8,"lastName":6,"email":11,"designation":7,"description":37,"role":7,"_id":10,"createDate":38,"filiation":13,"slugs":39,"url":7,"path":40,"lastmodified":41,"objectID":10},{},"2025-12-17T01:56:34.092Z",[15,16],"people/be468f75-8d15-474d-a5cb-9f4047a4e39a",1765936594092,{"id":7,"name":43,"lastName":44,"email":45,"designation":7,"description":46,"role":7,"_id":47,"createDate":38,"filiation":48,"slugs":49,"url":7,"path":52,"lastmodified":41,"objectID":47},"Janine Fleith","De Medeiros","janine@upf.br",{},"5ea86b47-0dec-468e-b200-385cff9682c0","Universidade Federal do Rio Grande do Sul",[50,51],"janine-fleith-de-medeiros","de-medeiros-janine-fleith","people/5ea86b47-0dec-468e-b200-385cff9682c0",[10,47],"article",{"startPage":56,"file":57,"references":60,"endPage":103,"track":104,"doi":105},1552,{"fullpath":58,"name":59},"https://storage.googleapis.com/memoria-ped.appspot.com/articles%2F15_pd_design_2024%2F16483_10052.pdf","16483_10052.pdf",[61,64,67,70,73,76,79,82,85,88,91,94,97,100],{"id":62,"label":63},"cbe6146f-af1e-418f-b1f9-ed31d2dc9e67","\u003Cp>XAVIER, Guilherme. \u003Cstrong>Game Design: teorias, padrões e criatividades\u003C/strong>. SBC/ERIMG, Rio de Janeiro, p. 1-8, 2006.\u003C/p>",{"id":65,"label":66},"f2dbf186-3689-411b-98e9-b53bcbabb4c3","\u003Cp>CARDOSO, Rafael. \u003Cstrong>Uma introdução à história do design\u003C/strong>. São Paulo: Editora Edgard Blucher Ltda, 2008.\u003C/p>",{"id":68,"label":69},"dc6b5ea2-0834-48c4-8c2b-2e454be0e0ea","\u003Cp>ROGERS, Scott. \u003Cstrong>Level Up! The Guide to Great Video Game Design\u003C/strong>. New Jersey: John Wiley & Sons, 2014.\u003C/p>",{"id":71,"label":72},"96ed26bc-f163-430c-9bb2-42db2819d766","\u003Cp>SALEN, K.; ZIMMERMAN, E. \u003Cstrong>Regras do jogo: fundamentos do design de jogos\u003C/strong>, ser. Principais conceitos. São Paulo: Editora Blucher, 2012.\u003C/p>",{"id":74,"label":75},"fc9ff085-eaeb-452b-9fab-bb869aff78ce","\u003Cp>FULLERTON, T. \u003Cstrong>Game design workshop: a player centric approach to creating innovative games\u003C/strong>. Boca Raton: CRC Press, 2014.\u003C/p>",{"id":77,"label":78},"2022af38-6655-4ee3-b6e1-4ce007105c7c","\u003Cp>AYESHASANDRA, Ni Putu Anindhitha; MUTIAZ, Intan Rizky. The Embodiment of Kübler-Ross Model through Game Elements in GRIS and Its Impact on Player Experience. \u003Cstrong>ICONARCCADE 2021: The 2nd International Conference on Art, Craft, Culture and Design\u003C/strong>, Indonesia, v. 625, p. 252-260, dezembro de 2021.\u003C/p>",{"id":80,"label":81},"03afaff2-179d-4fd0-b3d1-a5ac9b53a8b7","\u003Cp>LEBLANC, C. \u003Cstrong>Creating Games\u003C/strong>. Nova Hampshire: Open Educational Resources, 2019.\u003C/p>",{"id":83,"label":84},"2109e3ba-c616-48ff-9265-3e0ca52a04e2","\u003Cp>KÜBLER-ROSS, E. \u003Cstrong>Sobre a Morte e o Morrer\u003C/strong>. São Paulo: Editora Martins Fontes, 1996.\u003C/p>",{"id":86,"label":87},"6b451a53-5afb-4e53-8046-9d028ae72965","\u003Cp>MORÉ, Carmen Leontina Ojeda Ocampo. A \"entrevista em profundidade\" ou \"semiestruturada\", no contexto da saúde. Dilemas epistemológicos e desafios de sua construção e aplicação. \u003Cstrong>Investigação Qualitativa em Ciências Sociais // Investigación Cualitativa en Ciencias Sociales\u003C/strong>, Aracaju, v. 3, p. 126-131, 2015.\u003C/p>",{"id":89,"label":90},"0bf21a1f-92d5-49b6-98a6-ea24e233fd0e","\u003Cp>HESSE-BIBER, S. N.; LEAVY, P. \u003Cstrong>The Practice of Qualitative Research\u003C/strong>. Thousand Oaks, California: SAGE Publications, 2006, p. 125-128.\u003C/p>",{"id":92,"label":93},"bc5b06bc-c555-4309-a4a4-7e1db9e92f33","\u003Cp>HELLER, Eva. \u003Cstrong>A Psicologia das Cores\u003C/strong>. São Paulo: Editora Olhares, 2002.\u003C/p>",{"id":95,"label":96},"47313f5e-f383-4d46-bbe3-7bb79894e7bd","\u003Cp>JULLIER, L.; MARIE, M. \u003Cstrong>Lendo as Imagens do Cinema\u003C/strong>. 1ª edição. São Paulo: SENAC São Paulo, 2009.\u003C/p>",{"id":98,"label":99},"d5876bce-1fdc-4611-9d4f-e0b95cb0f265","\u003Cp>GOMBRICH, E. H. \u003Cstrong>A História da Arte\u003C/strong>. Rio de Janeiro: LTC, 2000.\u003C/p>",{"id":101,"label":102},"4415efdb-e250-4b63-bfb7-d09c206c1b0a","\u003Cp>BORDWELL, D.; THOMPSON, K. \u003Cstrong>A arte do cinema: Uma introdução\u003C/strong>. São Paulo: Editora Unicampe Edusp, 2013, pp. 409-471.\u003C/p>",1569,"jut1uawr","https://doi.org/10.29327/5457226.1-92","enabled",8,[109],"a-representacao-dos-5-estagios-do-luto-do-modelo-de-kubler-ross-atraves-dos-elementos-de-game-design",{"target":111,"query":112},"people/get",{"id":10,"articles":113},"true",1780316164050]