Publicação: Metodologia de geração procedural de conteúdo para estruturas narrativas em jogos eletrônicos
dc.contributor.advisor | Valente, Vânia Cristina Pires Nogueira [UNESP] | |
dc.contributor.author | Vieira, Antonio Henrique Garcia [UNESP] | |
dc.contributor.institution | Universidade Estadual Paulista (Unesp) | pt |
dc.date.accessioned | 2025-03-20T11:52:15Z | |
dc.date.available | 2025-03-20T11:52:15Z | |
dc.date.issued | 2025-02-07 | |
dc.description.abstract | This research aimed to develop a procedural content generation (PCG) methodology for teaching narrative structures in electronic games within higher education, focusing on tools and procedures specific to this technique. The theoretical foundation integrates contributions from prominent figures in procedural generation, including Kate Compton, Noor Shaker, Julian Togelius, Mark J. Nelson, and Bas Veld. While PCG is widely recognized for automating content creation in games and interactive media, this study adapts its principles to narrative structures, drawing on frameworks by Joseph Campbell, Christopher Vogler, and Lee Sheldon. A mixed-methods approach—combining qualitative analysis with quantitative data—was employed, alongside a case study methodology. Guided by this framework, the research produced Musemyth, a functional application designed to support narrative writing instruction through structuralist principles. The app implements Christopher Vogler’s narrative model from The Writer’s Journey, providing practical tools for crafting game narratives. By integrating procedural content generation with narrative pedagogy, Musemyth bridges theoretical concepts and their application in educational and creative contexts. Ultimately, this work advances the training of professionals skilled in merging technology and storytelling, thereby expanding creative and pedagogical opportunities in electronic game narrative design. | en |
dc.identifier.capes | 33004056092P6 | |
dc.identifier.citation | VIEIRA, Antonio Henrique Garcia. Metodologia de geração procedural de conteúdo para estruturas narrativas em jogos eletrônicos. Orientadora: Vânia Cristina Pires Nogueira Valente. 2025. 177 f. Tese (Doutorado em Mídia e Tecnologia ) - Faculdade de Arquitetura, Artes, Comunicação e Design, Universidade Estadual Paulista (UNESP), Bauru, 2025. | |
dc.identifier.lattes | http://lattes.cnpq.br/1489830266785249 | |
dc.identifier.orcid | https://orcid.org/0000-0001-8275-898X | |
dc.identifier.uri | https://hdl.handle.net/11449/295661 | |
dc.language.iso | por | |
dc.publisher | Universidade Estadual Paulista (Unesp) | |
dc.rights.accessRights | Acesso aberto | pt |
dc.subject | Geração procedural | pt |
dc.subject | Estrutura narrativa | pt |
dc.subject | Narrativa procedural | pt |
dc.subject | Ensino de escrita narrativa | pt |
dc.subject | Jogos eletrônicos | pt |
dc.subject | Procedural generation | en |
dc.subject | Storytelling structure | en |
dc.subject | Procedural storytelling | en |
dc.subject | Storytelling teaching | en |
dc.title | Metodologia de geração procedural de conteúdo para estruturas narrativas em jogos eletrônicos | pt |
dc.title.alternative | Méthodologie de génération de contenu procédural pour les structures narratives dans les jeux électroniques | fr |
dc.type | Tese de doutorado | pt |
dspace.entity.type | Publication | |
relation.isAuthorOfPublication | 7cc32108-890b-4a0f-bb5a-0c08ffb5a022 | |
relation.isAuthorOfPublication.latestForDiscovery | 7cc32108-890b-4a0f-bb5a-0c08ffb5a022 | |
unesp.campus | Universidade Estadual Paulista (Unesp), Faculdade de Arquitetura, Artes, Comunicação e Design, Bauru | pt |
unesp.embargo | Online | pt |
unesp.examinationboard.type | Banca pública | pt |
unesp.graduateProgram | Mídia e Tecnologia - FAAC | pt |
unesp.knowledgeArea | Ambientes midiáticos e tecnológicos | pt |
unesp.researchArea | Tecnologias midiáticas | pt |
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