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Título: GAMES, INTERACTION AND MEANINGMAKING: DESIGN IN PARTNERSHIP AS A MOBILIZER OF REFLECTION ABOUT PLAYING IN COLLABORATION WITH PEOPLE WITH VISUAL DISABILITIES
Autor: JOAO VITOR LESTE
Instituição: PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO - PUC-RIO
Colaborador(es):  JACKELINE LIMA FARBIARZ - ADVISOR
CARLA PATRÍCIA GONÇALVES E SOUSA MIRA - CO-ADVISOR

Nº do Conteudo: 71800
Catalogação:  23/07/2025 Liberação: 23/07/2025 Idioma(s):  PORTUGUESE - BRAZIL
Tipo:  TEXT Subtipo:  THESIS
Natureza:  SCHOLARLY PUBLICATION
Nota:  Todos os dados constantes dos documentos são de inteira responsabilidade de seus autores. Os dados utilizados nas descrições dos documentos estão em conformidade com os sistemas da administração da PUC-Rio.
Referência [pt]:  https://www.maxwell.vrac.puc-rio.br/colecao.php?strSecao=resultado&nrSeq=71800&idi=1
Referência [en]:  https://www.maxwell.vrac.puc-rio.br/colecao.php?strSecao=resultado&nrSeq=71800&idi=2
Referência DOI:  https://doi.org/10.17771/PUCRio.acad.71800

Resumo:
Historically, people with disabilities were perceived by society as being deviant from the norm and, consequently, their life experiences were defined by experiences of ostracism and exclusion. In this Doctoral Thesis, I support the argument that tabletop games have an enormous potential for mobilizing people to coexist and, therefore, I invite readers to reflect about the power of playing in establishing bridges between people - and how that can and must be applied to bring us closer to people who are marginalized by society. In the second chapter, I explain how language impacts our perception of people with disabilities, emphasizing the social model of disability and proposing an emancipatory linguistic perspective. In the third chapter, I present the benefits of playing, as well as the barriers that people with disabilities - especially people with visual disabilities - still must surpass in order to access them, and how active and participative design methodologies can aid in designing games that consider the experiences, wants and needs of this demographic. In the fourth chapter, I report the experiences I had applying active and participative methodologies in projects focused on promoting the inclusion or marginalized groups through games, emphasizing what I have learned from them. These experiences involved conducting a project about the inclusion of youths from the periphery in educational spaces, through Youth Participatory Action Research (YPAR), and in participating as a visiting researcher in a research project that applies the principles of design in partnership to produce a game kit in partnership with people with intellectual disabilities. In the fifth chapter, I report my experiences with applying design in partnership in projects that involved the participation of people with visual disabilities, specifically. These experiences involved the participation in a chess workshop for students that the Benjamin Constant Institute (IBC) and the collaboration with a student with visual disabilities from PUC-Rio - who acted as a research intern, offering consultations about the experiences of people with visual disabilities - so that we could play games and reflect on how we could make this experience more welcoming to other people with visual disabilities. In the sixth chapter, I present the results from the fifth chapter s experiences, which culminated in a process of evaluation of the quality of the games that were played as to their welcoming potential to people with visual disabilities.

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