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http://hdl.handle.net/10773/27860
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DC Field | Value | Language |
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dc.contributor.author | Beça, Pedro | pt_PT |
dc.contributor.author | Santos, Rita | pt_PT |
dc.contributor.author | Veloso, Ana | pt_PT |
dc.contributor.author | Gomes, Gonçalo | pt_PT |
dc.contributor.author | Pereira, Mariana | pt_PT |
dc.contributor.author | Aresta, Mónica | pt_PT |
dc.date.accessioned | 2020-03-10T17:03:41Z | - |
dc.date.available | 2020-03-10T17:03:41Z | - |
dc.date.issued | 2019 | - |
dc.identifier.isbn | 978-3-030-37982-7 | - |
dc.identifier.issn | 1865-0929 | - |
dc.identifier.uri | http://hdl.handle.net/10773/27860 | - |
dc.description.abstract | The Gamers4Nature project aims to deliver a set of strategies to empower and en-courage youngsters (upper-secondary and undergraduate students) to actively participate in games creation while raising knowledge about environmental preservation and biodiversity conservation. To accomplish these goals, a Toolkit to Game Design is being created, containing a set of resources and tools aiming to help in the creation of mobile digital games, namely a Game Construction Cards Set. This paper presents the creation process of the project’s general identi-ty and its concept adaptation to the Game Construction Cards Set, which required a deep understanding of the target audience and the development of a strategy to engage the participants in its activities. A general identity was defined, where a specific “language” to reach this audience was designed and a brand to support it was created. This “language” was applied in all graphic materials developed since day one, namely to the Game Construction Cards Set – focus of this paper. The validation of the prototypes was made through focus groups, using an iterative design approach. The focus groups participants’ inputs were integrated in the de-sign and helped with the graphic elements’ evolution, allowing the project to maintain a coherent strategy in all its representations that exceeds its graphic lan-guage and a deeper identification with the developed artefacts. | pt_PT |
dc.language.iso | eng | pt_PT |
dc.publisher | Springer | pt_PT |
dc.relation | POCI-01-0145-FEDER-031024 | pt_PT |
dc.rights | openAccess | pt_PT |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | pt_PT |
dc.subject | Toolkit to Game Design | pt_PT |
dc.subject | Gamers4Nature | pt_PT |
dc.subject | Dynamic brand | pt_PT |
dc.subject | Graphic identity | pt_PT |
dc.subject | Iterative design | pt_PT |
dc.title | Supporting the game construction process: development of artefacts in the context of a Toolkit to Game Design | pt_PT |
dc.type | bookPart | pt_PT |
dc.description.version | published | pt_PT |
dc.peerreviewed | no | pt_PT |
ua.event.date | 27-29 Novembro, 2019 | pt_PT |
degois.publication.location | Cham | pt_PT |
degois.publication.title | Videogame Sciences and Arts. VJ 2019. Communications in Computer and Information Science | pt_PT |
degois.publication.volume | 1164 | pt_PT |
dc.identifier.doi | 10.1007/978-3-030-37983-4_8 | pt_PT |
dc.identifier.esbn | 978-3-030-37983-4 | - |
Appears in Collections: | DeCA - Capítulo de livro DigiMedia - Capítulo de livro |
Files in This Item:
File | Description | Size | Format | |
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40-Beca-Videojogos2019 - PrePRINT.pdf | 430.66 kB | Adobe PDF | View/Open |
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