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Metodologia de geração procedural de conteúdo para estruturas narrativas em jogos eletrônicos

dc.contributor.advisorValente, Vânia Cristina Pires Nogueira [UNESP]
dc.contributor.authorVieira, Antonio Henrique Garcia [UNESP]
dc.contributor.institutionUniversidade Estadual Paulista (Unesp)pt
dc.date.accessioned2025-03-20T11:52:15Z
dc.date.available2025-03-20T11:52:15Z
dc.date.issued2025-02-07
dc.description.abstractThis 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.capes33004056092P6
dc.identifier.citationVIEIRA, 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.latteshttp://lattes.cnpq.br/1489830266785249
dc.identifier.orcidhttps://orcid.org/0000-0001-8275-898X
dc.identifier.urihttps://hdl.handle.net/11449/295661
dc.language.isopor
dc.publisherUniversidade Estadual Paulista (Unesp)
dc.rights.accessRightsAcesso abertopt
dc.subjectGeração proceduralpt
dc.subjectEstrutura narrativapt
dc.subjectNarrativa proceduralpt
dc.subjectEnsino de escrita narrativapt
dc.subjectJogos eletrônicospt
dc.subjectProcedural generationen
dc.subjectStorytelling structureen
dc.subjectProcedural storytellingen
dc.subjectStorytelling teachingen
dc.titleMetodologia de geração procedural de conteúdo para estruturas narrativas em jogos eletrônicospt
dc.title.alternativeMéthodologie de génération de contenu procédural pour les structures narratives dans les jeux électroniquesfr
dc.typeTese de doutoradopt
dspace.entity.typePublication
relation.isAuthorOfPublication7cc32108-890b-4a0f-bb5a-0c08ffb5a022
relation.isAuthorOfPublication.latestForDiscovery7cc32108-890b-4a0f-bb5a-0c08ffb5a022
unesp.campusUniversidade Estadual Paulista (Unesp), Faculdade de Arquitetura, Artes, Comunicação e Design, Baurupt
unesp.embargoOnlinept
unesp.examinationboard.typeBanca públicapt
unesp.graduateProgramMídia e Tecnologia - FAACpt
unesp.knowledgeAreaAmbientes midiáticos e tecnológicospt
unesp.researchAreaTecnologias midiáticaspt

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