2019
DOI: 10.23972/det2019iss17pp56-63
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Jogos analógicos como ferramentas estratégicas para as marcas

Abstract: Design & Tecnologia 17 (2019) Artigos selecionados do P&DDesign 2018 Jogos analógicos como ferramentas estratégicas para as marcas Diego P. Medeiros, diego.medeiros@satc.edu.br -Departamento de Design, Faculdade Satc, Criciúma, SC, Brasil Resumo Este artigo tem como objetivo apresentar conceitos e aplicações das práticas de jogos no contexto empresarial. Com isso, busca-se uma relação entre o lúdico e as marcas, possibilitando novas ideias imersivas e colaborativas em processos de branding. Entende-se que em u… Show more

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Cited by 4 publications
(6 citation statements)
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“…This article presented a literature review based on research and literary works on serious games and social innovation. In the first moment of the theoretical framework, it was presented how games have been used for different purposes in society, starting from something innate to man until its function of addressing more complex issues in society through teaching and learning, immersion, persuasiveness, stimulation cooperation and the ability to generate a sense of belonging (Huizinga, 2014;Johnson, 2016;Ampatzidou et al, 2018;Rocha, 2018;Medeiros, 2019;Klabbers, 2018). Then, the most recent studies on serious games were discussed, which are digital or analog games used within a well-defined space and that have a specific purpose that goes beyond entertainment, serving as a tool for the areas of education, training , health, well-being, advertising and communication and various fields of non-formal education (Olejniczak et al, 2020;Stewart et al, 2013;Mayer et al, 2016, Drummond et al, 2017Wilkinson, 2016;Schrier, 2016;Akhtar et al, 2020;Sharma, 2020;Fonseca et al, 2021;Hawthorn et al, 2021).…”
Section: Resultsmentioning
confidence: 99%
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“…This article presented a literature review based on research and literary works on serious games and social innovation. In the first moment of the theoretical framework, it was presented how games have been used for different purposes in society, starting from something innate to man until its function of addressing more complex issues in society through teaching and learning, immersion, persuasiveness, stimulation cooperation and the ability to generate a sense of belonging (Huizinga, 2014;Johnson, 2016;Ampatzidou et al, 2018;Rocha, 2018;Medeiros, 2019;Klabbers, 2018). Then, the most recent studies on serious games were discussed, which are digital or analog games used within a well-defined space and that have a specific purpose that goes beyond entertainment, serving as a tool for the areas of education, training , health, well-being, advertising and communication and various fields of non-formal education (Olejniczak et al, 2020;Stewart et al, 2013;Mayer et al, 2016, Drummond et al, 2017Wilkinson, 2016;Schrier, 2016;Akhtar et al, 2020;Sharma, 2020;Fonseca et al, 2021;Hawthorn et al, 2021).…”
Section: Resultsmentioning
confidence: 99%
“…More recent studies identify games as having more complex and specific goals. Medeiros (2019) explains that games are aligned with learning, as they encourage cooperation and favor immersion, bringing participants to a state of belonging to what is being addressed. Designers and brand managers, for example, are able to think of playful structures for different processes, as games can serve as a learning, simulation and participation tool, and, most importantly, make collaborative processes rich in ideas and possibilities (Medeiros, 2019).…”
Section: Use Of Games For Social Issues and Serious Gamesmentioning
confidence: 99%
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“…Pode-se considerar que os jogos tornam os conteúdos transmitidos aos alunos mais assimiláveis (Medeiros, 2019). Além disso, a prática dos jogos lúdicos pode também representar uma forma de potencializar a inovação e o intelecto dos alunos no contexto escolar (Batista;Dias, 2012).…”
Section: Introductionunclassified
“…Além de proporcionar entretenimento, os jogos têm sido estudados como solução criativa para a resolução de diferentes problemas. Medeiros (2019) explica que os jogos estão alinhados com o aprendizado, estimulam a cooperação e favorecem a imersão, trazendo os participantes para um estado de pertencimento. "Os jogos servem como ferramenta de aprendizado, simulação e participação, mas principalmente, tornam o processo colaborativo e com isso, rico em ideias e possibilidades" (MEDEIROS, 2019, p. 63).…”
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