Serious games are games with specific purposes that go beyond entertainment and are utilized for a wide range of purposes. This article sought to investigate whether serious games can conceptually be considered as social innovation tools and be used to achieve social innovation goals based on studies surrounding both subjects. A two-phase research was carried out, the first being a literature review of qualitative nature of publications that characterized the subjects around serious games and social innovation, and the second being an investigation of four existing serious games to evaluate whether the link between both subjects could be found in real cases. The study allowed the creation of a table identifying in the serious games different social innovation reoccurring themes gathered in the first phase of the research. The results also suggest that the concepts and objectives of serious games and social innovation have many correlations, such as both being considered creative strategies to present solutions to minimize social problems, social innovation being a broader concept that encompasses different methods, and serious games being considered one of them. Therefore, it was concluded that serious games indeed can be considered tools for social innovation, answering the main question of the article.
Artigos científicos, frutos de pesquisa do mestrado oferecido pelo Departamento de Design e Expressão Gráfica da UFAM, reunidos neste primeiro volume gerando pesquisa científica de qualidade e contribuindo com a sociedade acadêmica e a sociedade como um todo.
The article is part of the Design, Communication and Visual Project Management Research Line in the Master of Design at UFAM. The aim is to investigate the interdisciplinarity between Design and Communication in the context of professional practice to develop a visual proposal for cooperative work for the Communication Department of the Federal University of Amazonas. The methodological procedures involve bibliographical research and case study. The results indicate that the activities of the sector are mostly directed to operational actions, being necessary the strategic positioning of the areas to achieve interdisciplinarity, which implies the understanding that Design is not limited to graphic projects, but that it gradually integrates decision-making, articulating knowledge, techniques, and processes with the other members of the department.
A Gestão de Design vem sendo muito utilizada no âmbito empresarial, seja como estratégia de diferenciação ou como vantagem competitiva para inovação e criação de valor. Todavia, muitos são os conflitos existentes entre Gestão de Design e Gestão Empresarial, principalmente no que concerne às atribuições conferidas a cada área em uma empresa. O presente artigo procura compreender como se estabelece a relação entre Gestão de Design e Gestão Empresarial nos níveis estratégico, tático e operacional. O procedimento metodológico é caracterizado como exploratório, de natureza qualitativa, com a realização de uma revisão bibliográfica para compreender as áreas e traçar uma relação entre suas características e atividades. Os referenciais teóricos foram coletados a partir de buscas realizadas no Portal Periódicos Capes e Google Acadêmico, seguindo alguns critérios de filtragem. A bibliografia investigada permitiu a organização de conhecimentos sobre as áreas, por meio de um quadro, bem como a elaboração de três figuras que relacionam as atividades executadas. Os resultados indicam uma relação direta entre a Gestão de Design e a Gestão Empresarial, inclusive apontando autores que tratam a Gestão de Design como um novo modo de gerenciamento. Porém, o maior foco desta gestão está nas atividades relacionadas ao Design, sobretudo para criar valor e inovação a fim de que a empresa se destaque e se mantenha à frente no mercado que está em constante modificação.
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