Anais Estendidos Do XX Simpósio Brasileiro De Jogos E Entretenimento Digital (SBGames Estendido 2021) 2021
DOI: 10.5753/sbgames_estendido.2021.21511
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Desenvolvimento de NPCs com comportamentos engajados

Abstract: NPCs (Non-Player Character) ou personagens não jogáveis nem sempre possuem comportamentos considerados adequados e responsivos. E, esta artificialidade pode gerar problemas de qualidade em um jogo e até reduzir o interesse do jogador. Com base nesta afirmação, este trabalho apresenta uma Revisão Sistemática de Literatura (RSL) sobre o desenvolvimento de NPCs com comportamentos engajados. A revisão possibilitou o mapeamento e o conhecimento do estado atual dos estudos correlatos, extraindo 18 artigos relacionad… Show more

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Cited by 1 publication
(2 citation statements)
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References 11 publications
(17 reference statements)
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“…In addition to positive points such as increased motivation and engagement of participants, some studies show that gamification has some disadvantages, such as indifference, loss of performance, and unwanted behavior [Valle et al 2020]. But, despite the negative points presented above, many studies have shown positive results with the use of gamification in the classroom, as we can see in [Silva 2022]; [Tenório et al 2020] e [Toda et al 2020b].…”
Section: Gamificationmentioning
confidence: 99%
See 1 more Smart Citation
“…In addition to positive points such as increased motivation and engagement of participants, some studies show that gamification has some disadvantages, such as indifference, loss of performance, and unwanted behavior [Valle et al 2020]. But, despite the negative points presented above, many studies have shown positive results with the use of gamification in the classroom, as we can see in [Silva 2022]; [Tenório et al 2020] e [Toda et al 2020b].…”
Section: Gamificationmentioning
confidence: 99%
“…The study of [Silva 2022] brings us the relevance of the use of gamification in the development of foreign language communication skills, since students had the chance to develop their own games. [Toda et al 2020b] reflects on the importance of taking into account students' prior knowledge about gamification, the use of gamified applications and gaming habits that may be important when educators decide to gamify their learning environments.…”
Section: Related Workmentioning
confidence: 99%