dc.contributorRabelo, Cláudio Renato Zapalá
dc.creatorSilva, Matheus Chitolina da
dc.date.accessioned2016-08-17T13:10:27Z
dc.date.accessioned2019-05-24T20:22:14Z
dc.date.available2016-08-17T13:10:27Z
dc.date.available2019-05-24T20:22:14Z
dc.date.created2016-08-17T13:10:27Z
dc.date.issued2015-12-17
dc.identifierhttp://repositorio.ufsm.br/handle/1/2021
dc.identifier.urihttp://repositorioslatinoamericanos.uchile.cl/handle/2250/2840641
dc.description.abstractGames are part of our society. Usually, there is a specific time and placeforthem,in a way to distract us from our labour. We play to entertain ourselves, to have fun.But what happens when games trespass its predetermined time and place? When games starts to be used for other ends besides just fun, we have what is called Gamification. Although the terminology is new, its uses have been around for a while. With that in mind, this study analyzed the relations between games and Gamification, using the cartographic method. It also shows different uses of Gamification applied to several different areas, like education, health, midia, and companies. After the analysis was completed, a map was created, to emphasize how complex can be the network that envolves games, Gamification and its uses.
dc.publisherUniversidade Federal de Santa Maria
dc.publisherCentro de Ciências Sociais e Humanas
dc.rightsAcesso Aberto
dc.subjectJogos
dc.subjectRedes
dc.subjectGamification
dc.subjectGames
dc.subjectNetworks
dc.titleO jogo na vida: um estudo sobre​ Gamification e suas diferentes aplicações
dc.typeTrabalho de Conclusão de Curso de Graduação


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