|Support type:||Scholarships in Brazil - Scientific Initiation|
|Effective date (Start):||November 01, 2020|
|Effective date (End):||October 31, 2021|
|Field of knowledge:||Applied Social Sciences - Information Science - Library and Information Science|
|Principal Investigator:||Deise Maria Antonio Sabbag|
|Grantee:||Dayane Teixeira de Sousa|
|Home Institution:||Faculdade de Filosofia, Ciências e Letras de Ribeirão Preto (FFCLRP). Universidade de São Paulo (USP). Ribeirão Preto , SP, Brazil|
Gamification consists of using elements of games in a non-game context that allow players to engage in the proposed activities, motivating them intrinsically and extrinsically to act in contact with the knowledge present there. Gamified activities are on fertile ground, as a result of the growth of technologies and their massive diffusion in social daily life, generating a change in behaviors known as the convergence culture, which consists of media convergence, collective intelligence and participatory culture. The Knowledge Organization in this context will be used as the material for the application of these gamified activities, since the notions worked in this area will be the pillar of the content applied in the proposed activities. The theoretical contribution of the research is based on the references: Lévy, Jenkins, Brigham, Japiassu, Hjorland, Dahlberg, García Marco, Barité, among others. In order to analyze the applicability of gamification in the Knowledge Organization area identifying, analyzing and developing a game based on the theoretical concepts of the area, the research will use as methodologies: the descriptive-exploratory feature with a qualitative approach when identifying and analyzing gamified platforms; and Maguerez' Arch method with its problematization methodology, for the functional aspects of the research, enabling the observation of reality, definition of the problem, theorization, hypothesis of solution and subsequent application to reality, with the creation of a game.