Jogos e Simulações nas Relações Internacionais e nos Estudos Estratégicos

Autores/as

DOI:

https://doi.org/10.26792/rbed.v12i1.75390

Palabras clave:

Jogos, Simulações, Relações internacionais, Estudos Estratégicos

Resumen

Os campos científicos de Relações Internacionais (RI) e Estudos Estratégicos (EE) anteciparam em mais de um século o movimento pedagógico contemporâneo que defende o uso de jogos e simulações como instrumento relevante para processos de ensino-aprendizagem, no contexto social de crescente gamificação do mundo real e mundificação dos jogos digitais. Embora a adoção de técnicas de simulação e aprendizagem baseada em jogos na origem da formação disciplinar e pedagógica desses campos tenha sido demonstrada na literatura pertinente, ainda são escassas reflexões sobre as implicações epistemológicas de tal vanguardismo, bem como sobre as lacunas ainda existentes em ambos os campos na compreensão sobre a relevância e complexidade de jogos e simulações que representam e reproduzem dinâmicas internacionais. A pesquisa adota abordagem hipotético-dedutiva e utiliza técnica de revisão bibliográfica para levantar hipóteses plausíveis sobre a constituição dos campos científicos de RI e EE e o uso de jogos e simulações.

Descargas

Los datos de descargas todavía no están disponibles.

Biografía del autor/a

Igor Castellano, Universidade Federal de Santa Maria

doutor em Estudos Estratégicos Internacionais pela Universidade Federal do Rio Grande do Sul (UFRGS), com período sanduíche na University of Johannesburg, África do Sul (2013). Professor do Programa de Pós-Graduação em Relações Internacionais da Universidade Federal de Santa Maria (UFSM). Coordenador do Grupo de Estudos em Capacidade Estatal, Segurança e Defesa (Gecap). Santa Maria, RS, Brasil. Orcid.org/0000-0002-9763-5541. E-mail: igor.castellano.silva@ufsm.br

Luiza Kosby Lyra, Universidade Federal de Santa Maria

é graduanda em Relações Internacionais pela Universidade Federal de Santa
Maria (UFSM). Bolsista de Iniciação Científica (CNPq) do Grupo de Estudos em Capacidade Estatal,Segurança e Defesa (Gecap). Santa Maria, RS, Brasil. Orcid.org/0009-0006-3379-7898 E-mail: luiza.lyra@acad.ufsm.br.

Isabella Goldoni Paludo, Universidade Federal de Santa Maria

é graduanda em Relações Internacionais pela Universidade Federal de Santa Maria (UFSM). Bolsista de Iniciação Científica (Fapergs) do Grupo de Estudos em Capacidade Estatal, Segurança e Defesa (Gecap). Santa Maria, RS, Brasil. E-mail: isabella.goldoni@acad.ufsm.br.

Citas

Amorim Neto, Octavio e Júlio César Cossio Rodriguez. 2016. “O novo método histórico-comparativo e seus aportes à ciência política e à administração pública”. Revista de Administração Pública 50, no. 6: 1.003–27. https://doi.org/10.1590/0034-7612156950. DOI: https://doi.org/10.1590/0034-7612156950

Andrade, Fernando R. H., Riichiro Mizoguchi e Seiji Isotani. 2016. “The Bright and Dark Sides of Gamification”. Em Intelligent Tutoring Systems, editado por Alessandro Micarelli, John Stamper e Kitty Panourgia, 9.684:176–86. Lecture Notes in Computer Science. Cham: Springer International Publishing. https://doi.org/10.1007/978-3-319-39583-8_17. DOI: https://doi.org/10.1007/978-3-319-39583-8_17

Aparicio, Andrés Francisco, Francisco Luis Gutiérrez Vela, José Luis González Sánchez e José Luis Isla Montes. 2012. “Analysis and Application of Gamification”. Em Proceedings of the 13th International Conference on Interacción PersonaOrdenador — INTERACCION ’12, 1–2. Elche, Spain: ACM Press. https://doi.org/10.1145/2379636.2379653. DOI: https://doi.org/10.1145/2379636.2379653

Apperley, Thomas e Darshana Jayemane. 2017. “A Virada Material dos Game Studies”. Lumina 11, no. 1: 1–24. https://doi.org/10.34019/1981-4070.2017.v11.21419. DOI: https://doi.org/10.34019/1981-4070.2017.v11.21419

Asal, Victor. 2005. “Playing Games with International Relations”. International Studies Perspectives 6, no. 3: 359–73. https://doi.org/10.1111/j. DOI: https://doi.org/10.1111/j.1528-3577.2005.00213.x

-3577.2005.00213.x.

Asal, Victor e Jayson Kratoville. 2013. “Constructing International Relations Simulations: Examining the Pedagogy of IR Simulations Through a Constructivist Learning Theory Lens”. Journal of Political Science Education 9, no. 2: 132–43.https://doi.org/10.1080/15512169.2013.770982. DOI: https://doi.org/10.1080/15512169.2013.770982

Axelrod, Robert e R. O. Keohane. 1985. “Achieving cooperation under anarchy: Strategies and institutions”. World politics 38, no. 1: 226–54 (outubro). DOI: https://doi.org/10.2307/2010357

Bekk, Magdalena, René Eppmann, Kristina Klein e Franziska Völckner. 2022. “All That Glitters Is Not Gold: An Investigation into the Undesired Effects of Gamification and How to Mitigate Them through Gamification Design”. International Journal of Research in Marketing 39, no. 4: 1.059–81. https://doi.org/10.1016/j.ijresmar.2022.03.002. DOI: https://doi.org/10.1016/j.ijresmar.2022.03.002

Berents, Helen e Brendan Keogh. 2018. “Virtuous, Virtual, but Not Visceral: (Dis) Embodied Viewing in Military-Themed Videogames”. Critical Studies on Security6, no. 3: 366–69. https://doi.org/10.1080/21624887.2018.1432531. DOI: https://doi.org/10.1080/21624887.2018.1432531

Berwaldt, Julio Werle e Igor Castellano. 2021. “Estado, inovação e indústria dedefesa: a simulação digital de combate nos EUA”. Revista Brasileira de Estudos de Defesa. https://api.semanticscholar.org/CorpusID:260038372.

Borges, Simone de S., Helena M. Reis, Vinicius H. S. Durelli, Ig I. Bittencourt,Patricia A. Jaques e Seiji Isotani. 2013. “Gamificação Aplicada à Educação: Um Mapeamento Sistemático”. Em Simpósio Brasileiro de Informática na Educação. Campinas: SBC. DOI: https://doi.org/10.5753/CBIE.SBIE.2013.234

https://doi.org/10.5753/CBIE.SBIE.2013.234. DOI: https://doi.org/10.5753/CBIE.SBIE.2013.234

Bousquet, Antoine. 2015. “Wargames”. Em Simulation, Exercise, Operations, editato por Robin Mackay. RE 006. Falmouth, U.K: Urbanomic.

Caffrey, Matthew B. 2019. “On Wargaming: How Wargames Have Shaped History and How They May Shape the Future”. Naval War College Newport Papers 43.Newport, Rhode Island: Naval War College Press.

Caillois, Roger. 2017. Os jogos e os homens: a máscara e a vertigem. Petrópolis, RJ:Editora Vozes.

Caponetto, Ilaria, Jeffrey Earp e Michela Ott. 2014. “Gamification and Education:A Literature Review”. Em Gamification and Education: A Literature Review. Genova,Italy

Carvalho, Gustavo. 2014. “Virtual Worlds Can Be Dangerous: Using Ready-Made Computer Simulations for Teaching International Relations”. International Studies Perspectives 15, no. 4: 538–57. https://doi.org/10.1111/insp.12053. DOI: https://doi.org/10.1111/insp.12053

Carvalho, Vinicius Marino. 2017. “Videogames as Tools for Social Science History”. The Historian 79, no. 4: 794–819. https://doi.org/10.1111/hisn.12674. DOI: https://doi.org/10.1111/hisn.12674

Castro, Vic. 2022. “The Limits of Imagination: Securitisation and Exceptionalism in the World of Warcraft Video Game”. European Journal of International Security 7, no. 2: 207–25. https://doi.org/10.1017/eis.2022.1. DOI: https://doi.org/10.1017/eis.2022.1

Chapman, Adam, Anna Foka e Jonathan Westin. 2017. “Introduction: what is historical game studies?” Rethinking History 21, no. 3: 358–71. https://doi.org/10.1080/13642529.2016.1256638. DOI: https://doi.org/10.1080/13642529.2016.1256638

Chan, Stephen. 2010. “The Bitterness of the Islamic Hero in Three Recent Western Works of Fiction”. Third World Quarterly 31, no. 5: 829–32. https://doi.org/10.1080/01436597.2010.502697. DOI: https://doi.org/10.1080/01436597.2010.502697

Chess, Shira e Mia Consalvo. 2022. “‘The Future of Media Studies Is GameStudies’”. Critical Studies in Media Communication 39, no. 3: 159–64. https://doi.org/10.1080/15295036.2022.2075025. DOI: https://doi.org/10.1080/15295036.2022.2075025

Chin, Sylvia. 2014. “Mobile technology and Gamification: The future is now!”Em 2014 Fourth International Conference on Digital Information and Communication Technology and its Applications (Dictap), 138–43. Bangkok, Thailand: IEEE. https://doi.org/10.1109/DICTAP.2014.6821671. DOI: https://doi.org/10.1109/DICTAP.2014.6821671

Chapman, Adam, Anna Foka, and Jonathan Westin. 2017. “Introduction: what is historical game studies?” Rethinking History 21, no. 3: 358–71. https://doi.org/10.1080/13642529.2016.1256638. DOI: https://doi.org/10.1080/13642529.2016.1256638

Clausewitz, Carl Von. 2023. Da guerra. 4o ed. (Clássicos). São Paulo, SP: Editora WMF Martins Fontes.

Consalvo, Mia. 2006. “Console Video Games and Global Corporations: Creating a Hybrid Culture”. New Media & Society 8, no. 1: 117–37. https://doi.org/10.1177/1461444806059921. DOI: https://doi.org/10.1177/1461444806059921

Coutinho, Luciano. 2016. “A terceira revolução industrial e tecnológica. As grandes tendências das mudanças”. Economia e Sociedade 1, no. 1: 69–87.

Davidson, Drew, org. 2008. Beyond Fun: Serious Games and Media. Pittsburgh, Penn.: ETC Press.

Der Derian, James. 1990. “The (S)pace of International Relations: Simulation, Surveillance, and Speed”. International Studies Quarterly 34, no. 3: 295. https://doi.org/10.2307/2600571. DOI: https://doi.org/10.2307/2600571

Der Derian, James. 2003. “War as Game”. The Brown Journal of World Affairs 10,no. 1: 37–48.

Der Derian, James. 2008. “The Desert of the Real and the Simulacrum of War”. International Affairs 84, no. 5: 931–48. https://doi.org/10.1111/j. DOI: https://doi.org/10.1111/j.1468-2346.2008.00747.x

-2346.2008.00747.x.

Der Derian, James. 2009. Virtuous war: mapping the military-industrial-media-entertainment network. 2. ed. New York: Routledge. DOI: https://doi.org/10.4324/9780203881538

Der Derian, James. 2013. “The Simulation Syndrome From War Games to Game Wars”. EM Interpreting the Political: New Methodologies, editado por Terrell Carver e Matti Hyvarinen. Hoboken: Taylor and Francis.

Duarte, Érico Esteves e Flávio Pedroso Mendes. 2016. “A Ciência da Guerra: Epistemologia e Progresso nos Estudos Estratégicos”. Revista Brasileira de Estudos de Defesa 2, no. 2. https://doi.org/10.26792/rbed.v2n2.2015.61742. DOI: https://doi.org/10.26792/rbed.v2n2.2015.61742

Dunnigan, James F. 1992. The Complete Wargames Handbook. New York: William Morrow and Company

Dyer-Witheford, Nick e Greig de Peuter. 2009. Games of Empire: Global Capitalism and Video Games. Minneapolis, Minnesota: University of Minnesota Press. https://doi.org/10.5860/choice.47-6066. DOI: https://doi.org/10.5860/CHOICE.47-6066

Egenfeldt-Nielsen, Simon. 2008. “Practical Barriers in Using Educational Computer Games”. Em Beyond Fun: Serious Games and Media, editado por Drew Davidson. Pittsburgh, Penn.: ETC Press.

Engel, Susan, Josh Pallas, e Sarah Lambert. 2017. “Model United Nations and Deep Learning: Theoretical and Professional Learning”. Journal of Political Science Education 13, no. 2: 171–84. https://doi.org/10.1080/15512169.2016.1250644. DOI: https://doi.org/10.1080/15512169.2016.1250644

Falcão, Thiago e Daniel Marques, eds. 2017. Metagame: panoramas dos game studies no Brasil. São Paulo: Intercom.

Fardo, Marcelo Luis. 2013. “A gamificação aplicada em ambientes de aprendizagem”. Renote 11, no. 1. https://doi.org/10.22456/1679-1916.41629. DOI: https://doi.org/10.22456/1679-1916.41629

Frasca, Gonzala. 2003. “Simulation versus Narrative”. Em The Video Game Theory Reader, editado por Mark J. P. Wolf e Bernard Perron: 221–35. New York:Routledge.

Fullerton, T. 2006. “Play-Centric Games Education”. Computer 39, no. 6: 36–42. https://doi.org/10.1109/MC.2006.205. DOI: https://doi.org/10.1109/MC.2006.205

Gonçalves, Fernanda Cristina Nanci Izidro e Leticia Cordeiro Simões de Moraes Lima. 2020. “Aprendizado ativo nas relações internacionais: um estudo empírico sobre o papel do lúdico no processo de aprendizagem”. OASIS 32 (junho): 29–47.https://doi.org/10.18601/16577558.n32.04. DOI: https://doi.org/10.18601/16577558.n32.04

Güner, Serdar. 2012. “A Short Note on the Use of Game Theory in Analyses of International Relations”. E-International Relations (junho). https://www.e-ir.info/2012/06/21/a-short-note-on-the-use-of-game-theory-in-analyses-of-international-relations/.

Hall, Stuart. 1990. Globalização. Identidade Cultural na Pós-modernidade. São Paulo:Moderna.

Hamari, Juho, Jonna Koivisto e Harri Sarsa. 2014. “Does Gamification Work? A Literature Review of Empirical Studies on Gamification”. Em 2014 47th Hawaii International Conference on System Sciences: 3.025–34. Waikoloa, HI: IEEE. https://doi.org/10.1109/HICSS.2014.377. DOI: https://doi.org/10.1109/HICSS.2014.377

Hassan, Lobna. 2017. “Governments Should Play Games: Towards a Framework for the Gamification of Civic Engagement Platforms”. Simulation & Gaming 48, no. 2: 249–67. https://doi.org/10.1177/1046878116683581. DOI: https://doi.org/10.1177/1046878116683581

Hassemer, Simon Maria. 2014. “Does History Play the Role of Storyline? Historiographical Periodization as Theme in Video Game Series”. Em Early

Modernity and Video Games, editado por Tobias Winnerling e Florian Kerschbaumer. Newcastle upon Tyne, UK: Cambridge Scholars Publishing.

Hayden, Craig. 2016. “The Procedural Rhetorics of Mass Effect: Video Games as Argumentation in International Relations”. International Studies Perspectives 18,no. 2: 175–93. https://doi.org/10.1093/isp/ekw002. DOI: https://doi.org/10.1093/isp/ekw002

Hazleton, William A. e Ronald P. Mahurin. 1986. “External Simulations as Teaching Devices: The Model United Nations”. Simulation & Games 17, no. 2: 149–71. https://doi.org/10.1177/0037550086172002. DOI: https://doi.org/10.1177/0037550086172002

Hergenrader, Trent. 2016. “The Place of Videogames in the Digital Humanities”,editado por Assistant Prof. Elizabeth King, Prof. Constan. On the Horizon 24, no. 1: 29–33. https://doi.org/10.1108/OTH-08-2015-0050. DOI: https://doi.org/10.1108/OTH-08-2015-0050

Hirst, Aggie. 2019. “Play in(g) International Theory”. Review of International Studies 45, no. 5: 891–914. https://doi.org/10.1017/S0260210519000160. DOI: https://doi.org/10.1017/S0260210519000160

Huizinga, Johan. 2000. Homo ludens: o jogo como elemento da cultura. 4. ed. Coleção Estudos 4. São Paulo: Perspectiva.

Izidro Gonçalves, Fernanda Cristina Nanci e Leticia Cordeiro Simões de Moraes Lima. 2020. “Aprendizado ativo nas relações internacionais: um estudo empírico sobre o papel do lúdico no processo de aprendizagem”. OASIS 32 (junho): 29–47. https://doi.org/10.18601/16577558.n32.04. DOI: https://doi.org/10.18601/16577558.n32.04

Kitchin, Rob e Martin Dodge. 2011. “Code/Space: Software and Everyday Life”.Software Studies. Cambridge, Massachusetts London, England: The MIT Press. DOI: https://doi.org/10.7551/mitpress/9780262042482.001.0001

Kriz, Willy C., J. Tuomas Harviainen e Timothy C. Clapper. 2018. “Game Science: Foundations and Perspectives”. Simulation & Gaming 49, no. 3: 199–206. https://doi.org/10.1177/1046878118781631. DOI: https://doi.org/10.1177/1046878118781631

Landers, Richard N., Elena M. Auer, Andrew B. Collmus e Michael B.Armstrong. 2018. “Gamification Science, Its History and Future: Definitions DOI: https://doi.org/10.1177/1046878118774385

and a Research Agenda”. Simulation & Gaming 49, no. 3: 315–37. https://doi.org/10.1177/1046878118774385.Landers, Richard N., Elena M. Auer, Andrew B. Collmus e Michael B.

Armstrong. 2018. “Gamification Science, Its History and Future: Definitionsand a Research Agenda”. Simulation & Gaming 49, no. 3: 315–37. https://doi.org/10.1177/1046878118774385. DOI: https://doi.org/10.1177/1046878118774385

Latour, Bruno. 1987. Science in Action: How to Follow Scientists and Engineers throughSociety. Cambridge, Massachusetts: Harvard University Press.

Lee, Michael e Zachary C. Shirkey. 2017. “Going Beyond the Existing Consensus: The Use of Games in International Relations Education”. PS: Political Science & Politics 50, no. 2: 571–75. https://doi.org/10.1017/S1049096516003218. DOI: https://doi.org/10.1017/S1049096516003218

Liu, Alan. 2013. “The Meaning of the Digital Humanities”. PMLA 128, no. 2:409–23. https://doi.org/10.1632/pmla.2013.128.2.409. DOI: https://doi.org/10.1632/pmla.2013.128.2.409

Lugmayr, Artur e Cinzia Dal Zotto, eds. 2016. Media Convergence Handbook.Vol. 1: Journalism, Broadcasting, and Social Media Aspects of Convergence / Artur Lugmayr, Cinzia Dal Zotto (Editors). Vol. 1. Media Business and Innovation. Berlin: Heidelberg; New York: Dordrecht; London: Springer. DOI: https://doi.org/10.1007/978-3-642-54484-2

M. Valença, Marcelo e Ana Paula Balthazar Tostes. 2019. “O Storytelling como ferramenta de aprendizado ativo”. Carta Internacional 14, no. 2. https://doi.org/10.21530/ci.v14n2.2019.917. DOI: https://doi.org/10.21530/ci.v14n2.2019.917

Mahoney, James. 2012. “The Logic of Process Tracing Tests in the Social Sciences”. Sociological Methods & Research 41, no. 4: 570–97. https://doi.org/10.1177/0049124112437709. DOI: https://doi.org/10.1177/0049124112437709

Martins, José Miguel Quedi. 2008. “Digitalização e Guerra Local como Fatores do Equilíbrio Internacional”. Tese — Doutorado em Ciência Política. Universidade Federal do Rio Grande do Sul, Porto Alegre, RS.

Mello, Flavia de Campos. 1997. “Teoria dos jogos e relações internacionais: um balanço dos debates”. BIB — Revista Brasileira de Informação Bibliográfica em Ciências Sociais 44 (julho): 105–19.

Mignolo, Walter D. 1995. “Globalização, processos de civilização, línguas e culturas”. Caderno CRH 8, no. 22. https://doi.org/10.9771/ccrh.v8i22.18783. DOI: https://doi.org/10.9771/ccrh.v8i22.18783

Mukherjee, Souvik. 2017. Videogames and Postcolonialism: Empire Plays Back. Cham: Palgrave Macmillan Cham. https://doi.org/10.1007/978-3-319-54822-7. DOI: https://doi.org/10.1007/978-3-319-54822-7

Mukherjee, Souvik. 2018. “Playing Subaltern: Video Games and Postcolonialism”. Games and Culture 13, no. 5: 504–20. https://doi.org/10.1177/1555412015627258. DOI: https://doi.org/10.1177/1555412015627258

Nikita-Spiros, Koutsoukis, Kargas Adonios, Kouzinou Aikaterini, Sarela Sofia, Zafeirakis Panagiotis e Fakiolas Efstathios. 2021. “Engaging International Relations with Videogames”. Paris: 6th International Academic Conference on Humanities and Social Sciences (IACHSS).

Nohr, Rolf. 2014. “The Game Is a Medium: The Game Is a Message”. Em Early Modernity and Video Games, editado por Tobias Winnerling e Florian Kerschbaumer. Newcastle upon Tyne, UK: Cambridge Scholars Publishing.

Ortiz, Renato. 1994. Mundialização e cultura. 1. ed. São Paulo, SP: Editora Brasiliense.

Pearce, Celia. 2004. “Towards a Game Theory of Game”. In First Person: New Media as Story, Performance, and Game, editado por Noah Wardrip-Fruin e Pat Harrigan, v. 4:143–53. Cambridge, Mass: The MIT Press.

Penix-Tadsen, Phillip, org. 2019. Video Games and the Global South. Pittsburgh, PA: Carnegie Mellon University: ETC Press. https://doi.org/10.1184/r1/8148680.v1.

Pepinsky, Thomas B. 2005. “From Agents to Outcomes: Simulation in International Relations”. European Journal of International Relations 11, no. 3: 367–94. https://doi.org/10.1177/1354066105055484. DOI: https://doi.org/10.1177/1354066105055484

Power, Marcus. 2007. “Digitized Virtuosity: Video War Games and Post-9/11Cyber-Deterrence”. Security Dialogue 38, no. 2: 271–88. https://doi. DOI: https://doi.org/10.1177/0967010607078552

org/10.1177/0967010607078552.

Quijano, Aníbal. 2002. “Colonialidade, poder, globalização e democracia”. Revista Novos Rumos 37 (dezembro). https://doi.org/10.36311/0102-5864.17.v0n37.2192. DOI: https://doi.org/10.36311/0102-5864.17.v0n37.2192

Robinson, Nick. 2012. “Videogames, Persuasion and the War on Terror: Escapingor Embedding the Military—Entertainment Complex?” Political Studies 60, no. 3:504–22. https://doi.org/10.1111/j.1467-9248.2011.00923.x. DOI: https://doi.org/10.1111/j.1467-9248.2011.00923.x

Robinson, Nick. 2014. “Have You Won the War on Terror? Military Videogames and the State of American Exceptionalism”. Millennium: Journal of International Studies 43, no. 2: 450–70. https://doi.org/10.1177/0305829814557557. DOI: https://doi.org/10.1177/0305829814557557

Robinson, Nick. 2016. “Militarism and opposition in the living room: the case ofmilitary videogames”. Critical Studies on Security 4, no. 3: 255–75. https://doi.org/10.1080/21624887.2015.1130491. DOI: https://doi.org/10.1080/21624887.2015.1130491

Robinson, Nick. 2021. “Beyond the Shadow of 9/11 Videogames 20 Years after 9/11”. Critical Studies on Terrorism 14, no. 4: 455–58. https://doi.org/10.1080/17539153.2021.1982462. DOI: https://doi.org/10.1080/17539153.2021.1982462

Robinson, Nick. 2015a. “Have You Won the War on Terror? Military Videogames and the State of American Exceptionalism”. Millennium 43, no. 2: 450–70. https://doi.org/10.1177/0305829814557557. DOI: https://doi.org/10.1177/0305829814557557

Robinson, Nick. 2015b. “Videogames and IR: Playing at Method”. E-International Relations (blog).

Salen, Katie e Eric Zimmerman. 2022. “As regras do jogo: fundamentos para odesign de games: nível 3”. Edição Brasileira. V. 3. Editora Edgard Blucher.

Schell, Jesse. 2008. The art of game design: a book of lenses. Amsterdam; Boston:

Elsevier; Morgan Kaufmann.

Schwarz, Angela. 2014. “Narration and Narrative: (Hi-)Story Telling in Video Games”. Em Early Modernity and Video Games, editado por Tobias Winnerling e Florian Kerschbaumer. Newcastle upon Tyne, UK: Cambridge Scholars Publishing.

Shaw, Adrienne. 2012. “Do You Identify as a Gamer? Gender, Race, Sexuality, and Gamer Identity”. New Media & Society 14, no. 1: 28–44. https://doi.org/10.1177/1461444811410394. DOI: https://doi.org/10.1177/1461444811410394

Shubik, Martin. 1972. “On Gaming and Game Theory”. Management Science 18,5-part-2: 37–53. https://doi.org/10.1287/mnsc.18.5.37. DOI: https://doi.org/10.1287/mnsc.18.5.37

Smith, Jonas Heide. 2006. “The Games Economists Play — Implications ofEconomic Game Theory for the Study of Computer Games”. Game Studies: The International Journal of Computer Game Research 6, no. 1. http://gamestudies.org/0601/articles/heide_smith.

Souza, Ádamo Alberto de. 2003. “A Teoria dos jogos e as ciências sociais”.Dissertação — Mestrado em Ciências Sociais, Faculdade de Filosofia e Ciências,Universidade Estadual Paulista “Júlio de Mesquita Filho”, Marília.

Toda, Armando Maciel, Alan Pedro Da Silva e Seiji Isotani. 2018. “Desafios para o Planejamento e Implantação da Gamificação no Contexto Educacional”. Renote 15, no. 2. https://doi.org/10.22456/1679-1916.79263. DOI: https://doi.org/10.22456/1679-1916.79263

Valeriano, Brandon e Philip Habel. 2016. “Who Are the Enemies? The Visual Framing of Enemies in Digital Games”. International Studies Review 18, no. 3: 462–86. https://doi.org/10.1093/isr/viv007. DOI: https://doi.org/10.1093/isr/viv007

Valença, Marcelo M., and Ana Paula Balthazar Tostes. 2019. “O Storytelling como ferramenta de aprendizado ativo”. Carta Internacional 14, no. 2. https://doi.org/10.21530/ci.v14n2.2019.917. DOI: https://doi.org/10.21530/ci.v14n2.2019.917

Van Evera, Stephen. 1997. Guide to methods for students of political science. Ithaca: Cornell University Press.

Wiggins, Bradley E. 2016. “An Overview and Study on the Use of Games, Simulations, and Gamification in Higher Education”: International Journal of GameBased Learning 6, no. 1: 18–29. https://doi.org/10.4018/IJGBL.2016010102. DOI: https://doi.org/10.4018/IJGBL.2016010102

Winnerling, Tobias e Florian Kerschbaumer. 2014. Early Modernity and Video Games. Newcastle upon Tyne, UK: Cambridge Scholars Publishing.

Zamaróczy, Nicolas de. 2017. “Are We What We Play? Global Politics in Historical Strategy Computer Games1”. International Studies Perspectives 18, no. 2: 155–74.https://doi.org/10.1093/isp/ekv010. DOI: https://doi.org/10.1093/isp/ekv010

Publicado

2025-05-26

Cómo citar

Castellano, I., Kosby Lyra, L., & Goldoni Paludo, I. (2025). Jogos e Simulações nas Relações Internacionais e nos Estudos Estratégicos. Revista Brasileira De Estudos De Defesa, 12, e025002, p.1–30. https://doi.org/10.26792/rbed.v12i1.75390