LudoScience

Design Thinking como metodologia alternativa para o desenvolvimento de jogos sérios Luiz Carlos Murakami, Antonio José Melo Leite Júnior, Rodolfo Felipe Sganzerla Sabino, Diego Almeida Macedo - 2014

Informations

Support : Références scientifiques
Auteur(s) : Luiz Carlos Murakami, Antonio José Melo Leite Júnior, Rodolfo Felipe Sganzerla Sabino, Diego Almeida Macedo
Editeur : Nuevas Ideas en Informática Educativa TISE 2014
Date : 2014
Langue : Langue


Description

ABSTRACT

 

Use of Design Thinking methodology is becoming common in business, services and products creation, particularlyin interactive media generation. This methodology consists in dividing development process into a number of regular steps: problem definition, target audience, brainstorming, prototyping, solution selection and implementation. The aim of this paper is to present the use of Design Thinking properly adapted to the creation of serious games, indicating advantages and disadvantages comparedwith conventional methods. To make it more practical and effective, it is presented the development of game “Danki”, aimed at teaching the"4 Ps of Marketing" to undergraduate students of the regular course and to online courses. Thus, it seeks to discuss strategies for developing serious games as a whole, spreading it as possible alternative solution. 

 

References (1):

 

D. Djaouti, J. Alvarez, J. P. Jessel, G. Methel. Play, Game, World: Anatomy of a Videogame. International Journal of Intelligent Games & Simulation, 5(1), 35-39, 2008.  



Mots-clés : Design thinking, Games, Business administration, Serious games