http://repositorio.unb.br/handle/10482/55092| Arquivo | Descrição | Tamanho | Formato | |
|---|---|---|---|---|
| LuizaReolonCabral_DISSERT.pdf | 8,46 MB | Adobe PDF | Visualizar/Abrir |
| Título: | Gamificação e design especulativo : ferramentas para ampliar futuros mais diversos |
| Autor(es): | Cabral, Luiza Reolon |
| Orientador(es): | Fragelli, Ricardo Ramos |
| Assunto: | Gamificação Diversidade Jogos digitais Design |
| Data de publicação: | 25-Jun-2026 |
| Data de defesa: | 30-Jan-2026 |
| Referência: | CABRAL, Luiza Reolon. Gamificação e design especulativo : ferramentas para ampliar futuros mais diversos. 2026. 86 f., il. Dissertação (Mestrado em Design) — Universidade de Brasília, Brasília, 2026. |
| Abstract: | The field of digital game development grows exponentially every year. However, the low diversity in teams reflects a structural problem: the difficulty for historically underrepresented youth to see themselves as part of this professional field. In contexts of social vulnerability, the absence of belonging, references, and concrete future perspectives can limit the possibility of imagining alternative professional trajectories, especially in areas associated with technology. Given this scenario, games and design emerge as powerful tools to create safe spaces for experimentation, reflection, and the construction of new worldviews. Therefore, the general objective of this research is to investigate how the core drive techniques of Epic Meaning and Calling, mediated by a speculative design workshop, can influence the beliefs, attitudes, and intentions of young minorities regarding the digital game job market. As specific objectives, the research sought to: map beliefs, attitudes, and intentions about game development careers among high school students from a public school in the Federal District; conduct a speculative design workshop incorporating core drive techniques of Epic Meaning and Calling; measure pre- and post-intervention variations through the theories of reasoned action and planned behavior; and qualitatively analyze participants' testimonies through content analysis proposed by Bardin, supported by similarity graphs and word clouds generated by IRAMUTEQ software. Methodologically, the research adopted a mixed approach, combining Likert scale questionnaires applied before and after the workshop with qualitative analyses of open-ended responses. In it, students simulate roles of game development teams through RPG (Role Playing Game) techniques, promoting experiences of collaboration, creation, and presentation. The results indicate significant increases in averages related to self-perception of skills such as: creativity, collaboration, teamwork (+0.50), expressing ideas (+0.40), and defending points of view (+0.35), in addition to growth in perceived control over task time (+0.45). It was also possible to observe a considerable reduction in the belief that it is necessary to work only in the technology field or know programming to work with games (−1.10), evidencing an increased understanding of the multidisciplinary nature of the field. On the other hand, the perception of dealing well with short deadlines showed a slight decrease (−0.30), possibly related to the workshop's time pressure. Qualitative data reinforce these findings by revealing discourses marked by belonging, discovery of skills, and greater possibility of entering the digital game market. Although some participants maintained previously defined professional preferences, the gamified experience, anchored in speculative design and the core drive of Epic Meaning and Calling, was capable of provoking relevant changes in participants' beliefs, attitudes, and intentions, demonstrating the potential of these approaches as tools to foster inclusion and expand professional possibilities, contributing to the construction of more diverse and representative futures in the digital game industry. |
| Unidade Acadêmica: | Instituto de Artes (IdA) Departamento de Design (IdA DIN) |
| Informações adicionais: | Dissertação (mestrado) — Universidade de Brasília, Instituto de Artes, Departamento de Design, Programa de Pós-Graduação em Design, 2026. |
| Programa de pós-graduação: | Programa de Pós-Graduação em Design |
| Aparece nas coleções: | Teses, dissertações e produtos pós-doutorado |
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