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GAMES GENERATION: SCIENCE, TECHNOLOGY AND THE FUTURE

  • Mar 18
  • 2 min read

Adriano Bezerra (Writer), Alessandro Vieira dos Reis (Writer), Bruno Carneiro de Castro (Writer), Guilherme Cornachioni Delci Loureuro (Writer), Jader Luís da Silveira (Editor), Leonardo G. Izolani (Writer), Mônica Stein (Writer), Paula Poiet Sampedro (Writer), Rafael Camillo Stader (Writer), Sophia Bahia (Writer), Vânia Cristina Pires Nogueira Valente (Writer), Wilson José dos Santos Junior (Writer)




Preliminary data from the 2nd Census of the Brazilian Digital Games Industry, released at the end of June by the Ministry of Culture, indicates that 1,718 games were produced in the country over the past two years, 874 educational and 785 for entertainment. Over the last five years, the number of game development studios in Brazil has grown from 142 to 375.


Every game has a goal that must be achieved, and to do so, players must overcome obstacles. The psychology behind gamification shows that achievement and overcoming challenges drive human behavior. With the use of new technologies, it is possible to stimulate learning, motivate behaviors, and create a sense of reward. Competition lies at the core of this process, which is why gamified companies often publicly recognize employees with the best performance.


The work Games Generation: Science, Technology and the Future was conceived from scientific articles carefully selected by researchers in the field. The content presents relevant considerations on the topics addressed, based on research contexts and/or objects of study. In this way, the publication aims to bring together and give visibility to these scientific contributions through a communication channel preferred by many readers.


This e-book features scientific works connected to the themes of games and their intersections with science, technology, and the future, as well as aspects that highlight contributions from various authors. It is possible to observe the application of research methodologies, along with a wide range of study objects.

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

Portuguese

eBook


9786599523335

2021

74

OTHER NAMES

Games Generation: Science, Technology and the Future Geração Games: Ciência, Tecnologia e Futuro

TAGS


Publishers: #EditoraUniesmero (Editora Uniesmero)

Languages: #Portuguese

Format: #Ebook

Accessibility: N/A

Year: #Year2021


Companies:

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Public Figures:

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Games:

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Misc:

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