DIGITAL GAMES

Platforms specializing in digital game development

Authors

DOI:

https://doi.org/10.31510/infa.v18i2.1296

Keywords:

Development of digital games, Games, Marketplace, Electronic sports

Abstract

This academic work aims to demonstrate the significance of digital games, Electronic Sports, and its expanding market today, exposing its economic and communicative strength, which reaches large masses through the web. So, work begins in the history of the first consoles made and continues until the beginning of major world gaming competitions. For that, journalistic articles are used, selected through electronic clipping, monographs of the area and online content. The main objective is to add to our operating niche this little explored area, encouraging possible new works related to the proposed theme. The choice of this theme comes from curiosity and the need to find new means, and to update the market for Electronic Sports / Digital Games, as games are no longer mere toys and have become competitive events all over the world. The work also intends to arouse interest in all those who still do not know the topic, showing the opportunities to enter this market and be part of history, starting the creation and comparison on 3 different game creation platforms, showing itself its development in each of them, how it was carried out, and what is the difference between them.

Downloads

Download data is not yet available.

Metrics

Metrics Loading ...

References

Origem de SpaceWar, TechTudo, 2019. Disponível em:

https://www.techtudo.com.br/noticias/2019/01/spacewar-relembre-sucesso-e-torneio-do-jogo-de-pc-de-1962-esports.ghtml . Acesso em: 26 abr. 2021.

Linietsky e Manzur(2017b) Juan Linietsky e Ariel Manzur. Godot Features. https://godotengine.org/features#multiplatform-deploy , 2017b. Acesso em: 08 jun. 2021.

HEYDE, Carla Junger. Autorrealização de jogadores de Tíbia – MMORPG. 2007. Dissertação (Mestrado em Sociologia – Instituto de Filosofia e Ciências Humanas) –Universidade Federal do Rio Grande do Sul, Porto Alegre, 2007. Disponível em: http://www.lume.ufrgs.br/bitstream/handle/10183/11382/000614100.pdf?sequence=1

Acesso em: 08 jun. 2021.

HUZINGA, Johan. Homo Ludens: A study of the play-element in culture. 6. ed. Boston: The Beacon Press.

ARANHA, G. O processo de consolidação dos jogos eletrônicos como instrumento de

comunicação e de construção de conhecimento. 2004. Ciências & Cognição; Ano 01, Vol 03, pp. 21-62. Disponível em: www.cienciasecognicao.org Acesso em: 08 jun. 2021.

KRAEMER, Lígia Leindorf Bartz et al. Olimpíadas esportivas: uma contribuição para a saúde. Curitiba: [S.n.], 1996.

Video Games – Did They Begin at Brookhaven? 1981. Disponível em: http://www.osti.gov/accomplishments/videogame.html . Acesso em: 31 mai. 2021.

Atari 2600 – Grand Prix 1982. Disponível em: https://www.youtube.com/watch?v=cxCbn4pbkuc . Acesso em: 08 jun. 2021.

MACEDO, Tarcízio; FALCÃO, T. E-sports, herdeiros de uma tradição. Intexto, número 45, p. 246-267, maio, 2019. DOI: https://doi.org/10.19132/1807-858320190.246-267

MACEDO, Daniel Valente de; RODRIGUES, Maria Andréia Formico; SERPA, Yvens Rebouças. Desenvolvimento de aplicações gráficas interativas com a Unreal Engine 4. Revista de Informática Teórica e Aplicada, volume 22, número 2, p. 181-202, outubro, 2015. DOI: https://doi.org/10.22456/2175-2745.56371

PALAZZI, Claudio E.; FERRETTI, Stefano; CACCIAGUERRA, Stefano; ROCCETTI, Marco. On Maintaining Interactivity in Event Delivery Synchronization for Mirrored Game Architectures. 2005. DOI: https://doi.org/10.1109/TMM.2006.876229

EVO. In: Criação da EVO, 2020. Disponível em: https://esportsobserver.com/opinion-evo-prime-for-investors/ . Acesso em: 8 jun. 2021.

IGN. The History of Mario: A look in Mario‘s roots may help gamers see Nintendo‘s famous mascot within a bigger framework. In: The History of Mario: A look in Mario‘s roots may help gamers see Nintendo‘s famous mascot within a bigger framework. Ign.com: IGN, 21 maio 2012. Disponível em: https://www.ign.com/articles/1996/10/01/the-history-of-mario . Acesso em: 12 set. 2021.

TONG, Mark. Side Scrollers: A Planar Odyssey. Stanford University, California, USA, p. 1-9, 23 maio 2001. Disponível em: https://web.stanford.edu/group/htgg/sts145papers/mtong_2001_2.pdf . Acesso em: 12 set. 2021.

CAPTERRA. Construct 3. Disponível em: https://www.capterra.com.br/software/201543/construct-3. Acesso em: 15 set. 2021.

YOYOGAMES. Faça jogos 2D com GameMaker Studio 2. Disponível em: https://www.yoyogames.com/pt-BR. Acesso em: 15 set. 2021.

Published

2021-12-20

How to Cite

CARVALHO, L.; ARANHA, G.; CARDIA NETO, J. B. DIGITAL GAMES: Platforms specializing in digital game development. Revista Interface Tecnológica, [S. l.], v. 18, n. 2, p. 264–276, 2021. DOI: 10.31510/infa.v18i2.1296. Disponível em: https://revista.fatectq.edu.br/interfacetecnologica/article/view/1296. Acesso em: 31 aug. 2024.

Issue

Section

Tecnologia em Informática

Metrics

Views
  • Abstract 385
  • PDF (Português (Brasil)) 360
Métricas

Most read articles by the same author(s)