Clash of Clans : an?lise do game design de um jogo gratuito, mas lucrativo para a economia de aten??o

Detalhes bibliográficos
Ano de defesa: 2015
Autor(a) principal: Silva, Rodrigo Portes Valente da lattes
Orientador(a): Pase, Andr? Fagundes
Banca de defesa: Não Informado pela instituição
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Pontif?cia Universidade Cat?lica do Rio Grande do Sul
Programa de Pós-Graduação: Programa de P?s-Gradua??o em Comunica??o Social
Departamento: Faculdade de Comunica??o Social
País: Brasil
Palavras-chave em Português:
Área do conhecimento CNPq:
Link de acesso: http://tede2.pucrs.br/tede2/handle/tede/6370
Resumo: This research aims to understand the characteristics of games that can be linked to the needs of the current economy of attention. As object of study, it was chosen one of the main products of the company Supercell, called Clash of Clans. The game is a free application, available in the online stores of Apple Store and Google Play, to be used in tablets and smartphones. Since 2012, the year it was released worldwide, occupies the top positions in profitability of the category, considering the digital mobile platforms.To achieve the objectives of this research, the evolution of the media was studied, from mass culture to the culture of convergence. Considering the mobile communication technologies, the values to capture and retain the attention of the public in excess of context information have been identified, but also a lot of dispersion. In this opportunity, the characteristics were observed of games, considered one of the most profitable cultural products in the age of cyberspace.For game analysis Clash of Clans, a game design model was used to assess the possible effects on management attention. The methodological aspects were identified samples of the study and the analysis of categories, using as data processing description of gameplay and images of the game. Finally, the results were presented that identified convergent features between games and the current context of communication that can behold the lucrative process to capture and retain the attention of their audiences.
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spelling Pase, Andr? Fagundes956.247.400-34012.284.867-51http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4218292D0Silva, Rodrigo Portes Valente da2015-10-27T10:29:16Z2015-07-09http://tede2.pucrs.br/tede2/handle/tede/6370This research aims to understand the characteristics of games that can be linked to the needs of the current economy of attention. As object of study, it was chosen one of the main products of the company Supercell, called Clash of Clans. The game is a free application, available in the online stores of Apple Store and Google Play, to be used in tablets and smartphones. Since 2012, the year it was released worldwide, occupies the top positions in profitability of the category, considering the digital mobile platforms.To achieve the objectives of this research, the evolution of the media was studied, from mass culture to the culture of convergence. Considering the mobile communication technologies, the values to capture and retain the attention of the public in excess of context information have been identified, but also a lot of dispersion. In this opportunity, the characteristics were observed of games, considered one of the most profitable cultural products in the age of cyberspace.For game analysis Clash of Clans, a game design model was used to assess the possible effects on management attention. The methodological aspects were identified samples of the study and the analysis of categories, using as data processing description of gameplay and images of the game. Finally, the results were presented that identified convergent features between games and the current context of communication that can behold the lucrative process to capture and retain the attention of their audiences.Esta pesquisa tem o objetivo de compreender as caracter?sticas dos games que podem estar associadas ?s necessidades da atual economia de aten??o. Como objeto de estudo, foi escolhido um dos principais produtos da empresa finlandesa Supercell, chamado Clash of Clans. O jogo ? um aplicativo gratuito, disponibilizado nas lojas virtuais da Apple Store e Google Play, para ser usado em tablets e smartphones. Desde 2012, ano em que foi lan?ado mundialmente, ocupa as primeiras posi??es em rentabilidade da categoria, considerando as plataformas m?veis digitais.Para atingir os objetivos desta pesquisa, foi estudada a evolu??o dos meios de comunica??o, desde a cultura de massa at? a cultura da converg?ncia. Considerando as tecnologias m?veis de comunica??o, foram identificados os valores para captar e reter a aten??o dos p?blicos em um contexto de excesso de informa??o, mas tamb?m de muita dispers?o. Nesse ensejo, foram observadas as caracter?sticas dos games, considerados um dos produtos culturais mais rent?veis na era do ciberespa?o.Para a an?lise do game Clash of Clans, foi utilizado um modelo de game design para avaliar seus poss?veis efeitos no gerenciamento de aten??o. Nos aspectos metodol?gicos, foram identificadas as amostras do estudo e as categorias de an?lise, utilizando como tratamento de dados a descri??o do gameplay e das imagens do jogo. Por fim, foram apresentados os resultados obtidos, que identificaram caracter?sticas convergentes entre os games e o atual contexto da comunica??o, que podem tornar lucrativo o processo de captar e reter a aten??o dos seus p?blicos.Submitted by Setor de Tratamento da Informa??o - BC/PUCRS (tede2@pucrs.br) on 2015-10-27T10:29:16Z No. of bitstreams: 1 475902 - Texto Completo.pdf: 56130008 bytes, checksum: 33b21bf4c770ca357927ae7d9d5a4cfa (MD5)Made available in DSpace on 2015-10-27T10:29:16Z (GMT). No. of bitstreams: 1 475902 - Texto Completo.pdf: 56130008 bytes, checksum: 33b21bf4c770ca357927ae7d9d5a4cfa (MD5) Previous issue date: 2015-07-09application/pdfhttp://tede2.pucrs.br:80/tede2/retrieve/163563/475902%20-%20Texto%20Completo.pdf.jpgporPontif?cia Universidade Cat?lica do Rio Grande do SulPrograma de P?s-Gradua??o em Comunica??o SocialPUCRSBrasilFaculdade de Comunica??o SocialCOMUNICA??O DE MASSAM?DIA DIGITALMOBILIDADEECONOMIA DE ATEN??OSMARTPHONESJOGOS ELETR?NICOS - DESENVOLVIMENTOCIENCIAS SOCIAIS APLICADAS::COMUNICACAOClash of Clans : an?lise do game design de um jogo gratuito, mas lucrativo para a economia de aten??oinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesis-12272408519215184826006006007651647212179642901-4056021055502874573info:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da PUC_RSinstname:Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS)instacron:PUC_RSORIGINAL475902 - Texto Completo.pdf475902 - Texto Completo.pdfapplication/pdf4609732http://tede2.pucrs.br/tede2/bitstream/tede/6370/5/475902+-+Texto+Completo.pdfcf150dfd87c9d1fd69029e51c2a93fa2MD55THUMBNAIL475902 - Texto Completo.pdf.jpg475902 - Texto Completo.pdf.jpgimage/jpeg3210http://tede2.pucrs.br/tede2/bitstream/tede/6370/4/475902+-+Texto+Completo.pdf.jpgba0d556b252f1387ed3af1efc14fc51aMD54TEXT475902 - Texto Completo.pdf.txt475902 - Texto Completo.pdf.txttext/plain548927http://tede2.pucrs.br/tede2/bitstream/tede/6370/3/475902+-+Texto+Completo.pdf.txt9294b2e1b686cf286614e5104f1061aeMD53LICENSElicense.txtlicense.txttext/plain; charset=utf-8610http://tede2.pucrs.br/tede2/bitstream/tede/6370/1/license.txt5a9d6006225b368ef605ba16b4f6d1beMD51tede/63702016-03-31 08:44:10.269oai:tede2.pucrs.br:tede/6370QXV0b3JpemHDp8OjbyBwYXJhIFB1YmxpY2HDp8OjbyBFbGV0csO0bmljYTogQ29tIGJhc2Ugbm8gZGlzcG9zdG8gbmEgTGVpIEZlZGVyYWwgbsK6OS42MTAsIGRlIDE5IGRlIGZldmVyZWlybyBkZSAxOTk4LCBvIGF1dG9yIEFVVE9SSVpBIGEgcHVibGljYcOnw6NvIGVsZXRyw7RuaWNhIGRhIHByZXNlbnRlIG9icmEgbm8gYWNlcnZvIGRhIEJpYmxpb3RlY2EgRGlnaXRhbCBkYSBQb250aWbDrWNpYSBVbml2ZXJzaWRhZGUgQ2F0w7NsaWNhIGRvIFJpbyBHcmFuZGUgZG8gU3VsLCBzZWRpYWRhIGEgQXYuIElwaXJhbmdhIDY2ODEsIFBvcnRvIEFsZWdyZSwgUmlvIEdyYW5kZSBkbyBTdWwsIGNvbSByZWdpc3RybyBkZSBDTlBKIDg4NjMwNDEzMDAwMi04MSBiZW0gY29tbyBlbSBvdXRyYXMgYmlibGlvdGVjYXMgZGlnaXRhaXMsIG5hY2lvbmFpcyBlIGludGVybmFjaW9uYWlzLCBjb25zw7NyY2lvcyBlIHJlZGVzIMOgcyBxdWFpcyBhIGJpYmxpb3RlY2EgZGEgUFVDUlMgcG9zc2EgYSB2aXIgcGFydGljaXBhciwgc2VtIMO0bnVzIGFsdXNpdm8gYW9zIGRpcmVpdG9zIGF1dG9yYWlzLCBhIHTDrXR1bG8gZGUgZGl2dWxnYcOnw6NvIGRhIHByb2R1w6fDo28gY2llbnTDrWZpY2EuCg==Biblioteca Digital de Teses e Dissertaçõeshttp://tede2.pucrs.br/tede2/PRIhttps://tede2.pucrs.br/oai/requestbiblioteca.central@pucrs.br||opendoar:2016-03-31T11:44:10Biblioteca Digital de Teses e Dissertações da PUC_RS - Pontifícia Universidade Católica do Rio Grande do Sul (PUCRS)false
dc.title.por.fl_str_mv Clash of Clans : an?lise do game design de um jogo gratuito, mas lucrativo para a economia de aten??o
title Clash of Clans : an?lise do game design de um jogo gratuito, mas lucrativo para a economia de aten??o
spellingShingle Clash of Clans : an?lise do game design de um jogo gratuito, mas lucrativo para a economia de aten??o
Silva, Rodrigo Portes Valente da
COMUNICA??O DE MASSA
M?DIA DIGITAL
MOBILIDADE
ECONOMIA DE ATEN??O
SMARTPHONES
JOGOS ELETR?NICOS - DESENVOLVIMENTO
CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
title_short Clash of Clans : an?lise do game design de um jogo gratuito, mas lucrativo para a economia de aten??o
title_full Clash of Clans : an?lise do game design de um jogo gratuito, mas lucrativo para a economia de aten??o
title_fullStr Clash of Clans : an?lise do game design de um jogo gratuito, mas lucrativo para a economia de aten??o
title_full_unstemmed Clash of Clans : an?lise do game design de um jogo gratuito, mas lucrativo para a economia de aten??o
title_sort Clash of Clans : an?lise do game design de um jogo gratuito, mas lucrativo para a economia de aten??o
author Silva, Rodrigo Portes Valente da
author_facet Silva, Rodrigo Portes Valente da
author_role author
dc.contributor.advisor1.fl_str_mv Pase, Andr? Fagundes
dc.contributor.advisor1ID.fl_str_mv 956.247.400-34
dc.contributor.authorID.fl_str_mv 012.284.867-51
dc.contributor.authorLattes.fl_str_mv http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K4218292D0
dc.contributor.author.fl_str_mv Silva, Rodrigo Portes Valente da
contributor_str_mv Pase, Andr? Fagundes
dc.subject.por.fl_str_mv COMUNICA??O DE MASSA
M?DIA DIGITAL
MOBILIDADE
ECONOMIA DE ATEN??O
SMARTPHONES
JOGOS ELETR?NICOS - DESENVOLVIMENTO
topic COMUNICA??O DE MASSA
M?DIA DIGITAL
MOBILIDADE
ECONOMIA DE ATEN??O
SMARTPHONES
JOGOS ELETR?NICOS - DESENVOLVIMENTO
CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
dc.subject.cnpq.fl_str_mv CIENCIAS SOCIAIS APLICADAS::COMUNICACAO
description This research aims to understand the characteristics of games that can be linked to the needs of the current economy of attention. As object of study, it was chosen one of the main products of the company Supercell, called Clash of Clans. The game is a free application, available in the online stores of Apple Store and Google Play, to be used in tablets and smartphones. Since 2012, the year it was released worldwide, occupies the top positions in profitability of the category, considering the digital mobile platforms.To achieve the objectives of this research, the evolution of the media was studied, from mass culture to the culture of convergence. Considering the mobile communication technologies, the values to capture and retain the attention of the public in excess of context information have been identified, but also a lot of dispersion. In this opportunity, the characteristics were observed of games, considered one of the most profitable cultural products in the age of cyberspace.For game analysis Clash of Clans, a game design model was used to assess the possible effects on management attention. The methodological aspects were identified samples of the study and the analysis of categories, using as data processing description of gameplay and images of the game. Finally, the results were presented that identified convergent features between games and the current context of communication that can behold the lucrative process to capture and retain the attention of their audiences.
publishDate 2015
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