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

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Bibliographic Details
Main Author: Silva, Rodrigo Portes Valente da
Other Authors: Pase, Andr? Fagundes
Format: Others
Language:Portuguese
Published: Pontif?cia Universidade Cat?lica do Rio Grande do Sul 2015
Subjects:
Online Access:http://tede2.pucrs.br/tede2/handle/tede/6370
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Summary: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: 2015-07-09 === 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. === 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.