INTERAÇÃO HUMANO-MÁQUINA E PSICOMOTRICIDADE NOS CONSOLES CLÁSSICOS DE VIDEOGAME: UMA ANÁLISE DA USABILIDADE NA GERAÇÃO Z
INTERAÇÃO HUMANO-MÁQUINA E PSICOMOTRICIDADE NOS CONSOLES CLÁSSICOS DE VIDEOGAME: UMA ANÁLISE DA USABILIDADE NA GERAÇÃO Z
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DOI: https://doi.org/10.22533/at.ed.4911125010413
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Palavras-chave: Psicomotricidade; Interação Humano-Máquina; Usabilidade; Videogames clássicos; Geração Z; Ergonomia cognitiva.
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Keywords: Psychomotricity; Human–Machine Interaction; Usability; Classic video game consoles; Generation Z; Cognitive ergonomics.
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Abstract: This chapter examines the relationship between human–machine interaction and psychomotor skills in classic home video game consoles (1st and 2nd generations), focusing on Generation Z players. Using an observational- descriptive qualitative approach grounded in cognitive ergonomics, original usage conditions (CRT TV, analog controllers) were recreated to analyze how attention, figure-ground perception, inhibitory control and motor coordination are mobilized when interacting with low-complexity, limited-input interfaces. Observed behaviours were mapped to standard usability criteria effectiveness, efficiency and satisfaction to assess the cognitive and motor adaptations required of contemporary users accustomed to touchscreens and multitasking environments. The chapter discusses theoretical implications for perceptual- motor learning, contributions to the history of technology, and practical applications in pedagogy and interface design that foreground user corporeality. It concludes by highlighting how studying analog artefacts exposes instructive frictions and pedagogical opportunities for understanding intergenerational adaptation processes.
- Leonardo da Silva Boia
- thiago daboit roberto
- Maximiano Correia Martins
- Adriana Aparicio Sicsú Ayres do Nascimento
- Carlos Augusto Sicsú Ayres do Nascimento
- André Pereira de Almeida