Mobilização de competências com jogo de entretenimento: factorio

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Data
2023-10-27
Autores
Fogaça, Marina Costa
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Universidade Federal do Espírito Santo
Resumo
From the gap existing between the expectations and demands of the labor market and workers' competencies, this study aims to evaluate the influence of satisfaction with the experience of playing entertainment games on players' self-perception of competence mobilization, using the game Factorio. The concept of competence is based on Zarifian's notion. The methodology employed includes the administration of a questionnaire to Factorio players, exploring Kolb's experiential cycle theory as an analytical lens. The results indicate that satisfaction with the experience of playing Factorio has a positive impact on players' competence mobilization, with the pleasure of playing and creative freedom being relevant factors for this satisfaction. The study highlights the mobilization of competences related to creation, reflection, strategic articulation, and broadening of vision. However, the research also emphasizes that the definition of "games" and "serious games" is blurry, questioning the fundamental difference between them, suggesting that satisfaction in entertainment games can have applications in learning. Limitations include the sample profile (with greater representation in the Americas and Europe) and subjectivity in measuring competence mobilization. The study contributes to the field by proposing a measurement model based on Zarifian, operationalizing the concept of competence, and creating validated questionnaires. In conclusion, the study demonstrates that satisfaction with the experience of playing entertainment games, such as Factorio, positively influences players' perception of competence mobilization. Despite its limitations, the study provides new insights into the field of competence and learning studies through games, paving the way for more in-depth analyses of player communities and their impact on non-players.
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Competências profissionais , Aprendizagem experiencial , Jogos de entretenimento
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