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Design persuasivo e motivacional : um estudo de padrões de design e práticas críticas

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The present dissertation addresses the theme of persuasive technologies by focusing on persuasive and motivational design patterns and analyzing critical practices. Given the current diffusion of strategies that motivate users to modify their behavior through the use of technologies in the most varied day-to-day tasks, it becomes necessary to identify these strategies and to reflect on their implications. The study begins by addressing persuasive technologies according to the notion of cap¬tology, establishing a connection with motivational design patterns, which encompass gameful design, or gamification, as a specific focus of this research. Subsequently, ethi¬cal perspectives by different authors are presented, which introduce the lack of termino¬logical consensus and the controversy surrounding gamification. The concept of counter-gamification is then presented as a critical response to gamification. Finally, critical practices related to counter-gamification are analyzed according to the typologies of mo¬tivational design patterns. This methodology intends to assess if the criticism surrounding gamification is extensible to the remaining dimensions of persuasive design. The results of this study suggest the existence of a possible counter-persuasion, which reacts not only

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Fogg, B. J., 1950- Design de comunicação Persuasão Motivação Inovações tecnológicas Lúdico Moral Captologia Jogos de computador

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Licença CC