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Avatares no contexto de empresas: estudos de casos

Avatars in the business context: case studies

Timeni Filho, Samir Hamad ; Souto, Virgínia Tiradentes ;

Artigo completo:

Avatares são muito comuns em jogos digitais e funcionam como agentes que permitem aos jogadores controlarem os jogos. Recentemente, estas ferramentas vêm sendo utilizadas em outros contextos digitais, como, por exemplo, em empresas. Entretanto, se questiona se a inovação de produtos é afetada quando o funcionário e os usuários de mundos virtuais – em especial, o Second Life - interagem com ferramentas em geral voltadas à diversão. Neste artigo é apresentada uma investigação sobre as facilidades e dificuldades de incluir avatares no contexto de empresas de inovação, bem como as possibilidades que elas adquirem com isso. A pesquisa foi realizada através de revisão de literatura sobre o tema, que vão desde avatares a inovação baseada em avatar e sua convergência. Além disso, também foi realizada uma ampla pesquisa em grandes indústrias de diferentes segmentos que já adotam essa prática. Assim, foram escolhidas três empresas que utilizam avatares para serem analisadas. Através dos dados obtidos, constatou-se que o uso de avatares nesses contextos traz diversos benefícios para o desenvolvimento da empresa e de seus funcionários, tais como: praticidade, sustentabilidade e diversão. Além disso, conclui-se que o uso de avatares nesses ambientes auxilia na integração entre o ambiente virtual e real.

Artigo completo:

Avatars are very common in digital games and act as agents that allow players to control games. Recently, these tools have been used in other digital contexts, such as in companies. However, it is questioned if product innovation is affected when employees and users of virtual worlds - especially Second Life - interact with tools originally oriented for fun. In this article, it is presented a research on the facilities and difficulties of the inclusion of avatars in the context of companies, as well as the possibilities generated with this. The article was conducted through literature review on the subject, which discussed what is an avatar, avatar-based innovation and its convergence. In addition, extensive research was also conducted in large industries of different segments that already adopt this practice. Thus, three companies that use avatar-based innovation were chosen to be analyzed. Through the data obtained, it was verified that the use of avatars in these contexts brings several benefits for the development of the company and its employees, such as: practicality, sustainability and fun. In addition, it was concluded that the use of avatars in these environments helps in the integration between the virtual and real environment.

Palavras-chave: avatar, inovação, design da informação, design de interação, empresas,

Palavras-chave: avatar, innovation, information design, interaction design, companies,

DOI: 10.5151/9cidi-congic-4.0062

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Como citar:

Timeni Filho, Samir Hamad; Souto, Virgínia Tiradentes; "Avatares no contexto de empresas: estudos de casos", p. 1573-1582 . In: Anais do 9º CIDI | Congresso Internacional de Design da Informação, edição 2019 e do 9º CONGIC | Congresso Nacional de Iniciação Científica em Design da Informação. São Paulo: Blucher, 2019.
ISSN 2318-6968, DOI 10.5151/9cidi-congic-4.0062

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