Jul 132021

Gostava de ter acesso “Handbook on Interactive Storytelling” de Jouni Smed, Tomi ‘bgt’ Suovuo, Natasha Skult, e Petter Skult.

“Electronic games are no longer considered “mere fluff” alongside the “real” forms of entertainment, like film, music, and television. Instead, many games have evolved into an art form in their own right, including carefully constructed stories and engaging narratives enjoyed by millions of people around the world.

In Handbook on Interactive Storytelling, readers will find a comprehensive discussion of the latest research covering the creation of interactive narratives that allow users to experience a dramatically compelling story that responds directly to their actions and choices.

Systematically organized, with extensive bibliographies and academic exercises included in each chapter, the book offers readers new perspectives on existing research and fresh avenues ripe for further study. In-depth case studies explore the challenges involved in crafting a narrative that comprises one of the main features of the gaming experience, regardless of the technical aspects of a game’s production.

Readers will also enjoy:

A thorough introduction to interactive storytelling, including discussions of narrative, plot, story, interaction, and a history of the phenomenon, from improvisational theory to role-playing games
A rigorous discussion of the background of storytelling, from Aristotle’s Poetics to Joseph Campbell and the hero’s journey
Compelling explorations of different perspectives in the interactive storytelling space, including different platforms, designers, and interactors, as well as an explanation of storyworlds
Perfect for game designers, game developers, game and narrative researchers and academics, and undergraduate and graduate students studying storytelling, game design, gamification, and multimedia systems, Handbook on Interactive Storytelling is an indispensable resource for anyone interested in the deployment of compelling narratives in an interactive context.”

+infos(oficial): https://www.wiley.com/en-pt/Handbook+on+Interactive+Storytelling-p-9781119688136

Jul 062021

Multidisciplinary Perspectives on Narrative Aesthetics in Video Games

Foi publicado o livro com o titulo “Multidisciplinary Perspectives on Narrative Aesthetics in Video Games“, em que:
“Multidisciplinary Perspectives on Narrative Aesthetics in Video Games, Edited By Deniz Denizel, Deniz Eyüce Sansal and Tuna Tetik
Multidisciplinary Perspectives on Narrative Aesthetics in Video Gamesis a collection of contemporary research and interpretation that explores the narrative structures in video games and ludonarrative content design in related media. Featuring coverage of a broad range of topics, including narrative theory, game studies, history of video games, and interdisciplinary studies, this book is ideally designed for scholars, researchers, intellectuals, media professionals, game developers, entrepreneurs, and students who wish to enhance their understanding of the relationship and correlation of video games, narrativity, and aesthetics.”

do qual destaco:
“An Analysis of the Real-Time Strategy Games: The Nineties Extract, Pedro Rito
Abstract: This chapter aims to perform a scoping review related to video games of the genre Real-Time Strategy. Several video games have been associated with the strategy genre, and different titles have appeared on the market over time, some of which have a more military aspect and are usually associated with the subgenre of real-time strategy. These types of games tend to be more dynamic as opposed to turn-based because they feature time-based gameplay and choices about unit building. The difficulty of controlling all elements of the game makes them more attractive to players, with a high degree of uncertainty and complexity. Decisions are not perfect and most often are made abstractly. There has been a profusion of research work that makes use of RTS to develop AI or to build knowledge repositories with options that are made during games by players. The review that is made in this paper demonstrates the diversity of the formal elements that make up the RTS, identifies some of the initiatives that make use of RTS for research on certain topics, as well as the challenges that arise for game designers when making the choices they have to do.
Keywords: Video Games, Real-Time Strategy, Motivations, Game Design, Formal Elements, Military Aspect, Scope Review”

+infos(editora): https://www.peterlang.com/view/title/74563

+infos(amazon): LINK

Jul 062021

Está disponivel online, e grátis
“The goal of this book was to collect interdisciplinary syllabi of courses that implement, utilize, and/or teach the development or analyses of games.
Chapters include a catalog description, course purposes and objectives, context, pedagogy, assignments, assessment, an expanded course outline, and a set of best practices for instruction. Readers will be able to develop or
adapt their own syllabi drawing on the expertise of international leaders in gaming. The book includes courses from disciplines like education, business, computer science, media studies, health, communication, and the humanities.”

Ferdig, R.E., Baumgartner, E., & Gandolfi, E. (Eds.) (2021). Teaching the Game: A collection of syllabi for game design, development, and implementation (Vols. 1-2). Pittsburgh, PA: ETC Press. ETC Press Announcement –

Volume 1 –

Volume 2 – https://press.etc.cmu.edu/index.php/product/teaching-the-game-volume-2/

Aug 102020

Describing Nature Through Visual Data, Connecting Art, Culture, Science, and Technology por Jing Zhou

gostava de ter acesso a este livro..

“This chapter presents the motivation, background, and implementation of “Living Mandala: The Cosmic of Being 1,” an interactive graphics installation that combines real-time data, multi-cultural mandalas, scientific imagery, and cosmological symbols. Built with an open source programming language and environment, this living contemporary symbol is an exploration into uncharted territories of the human soul sculpted by our present time. Its interactive revolving graphical system visualizes our perceptions of life (microcosm) and the universe (macrocosm); our connections to ancient mythology, cosmology, and cultural heritage; and the relationships among humankind, science, technology, and nature in a globalized society. Merging rich historical, cultural, scientific imagery and symbols with real-time data and relaxing sound, this living organism alters every moment responding to the movement, color, light, sound, and temperature of its surroundings.”

+infos(oficial): LINK

Jun 102020

“This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves.

This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games.

Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.”

Esta seria uma enciclopédia que não me importava nada de ler.

+infos(oficial): LINK

+infos(preview): LINK

May 262020

Learning Java with Games de Xu, Chong-wei, 2018

“This innovative approach to teaching Java language and programming uses game design development as the method to applying concepts.

Instead of teaching game design using Java, projects are designed to teach Java in a problem-solving approach that is both a fun and effective. Learning Java with Games introduces the concepts of Java and coding; then uses a project to emphasize those ideas. It does not treat the object-oriented and procedure and loop parts of Java as two separate entities to be covered separately, but interweaves the two concepts so the students get a better picture of what Java is.

After studying a rich set of projects, the book turns to build up a “Three-layer Structure for Games” as an architecture template and a guiding line for designing and developing video games. The proposed three-layer architecture not only merges essential Java object-oriented features but also addresses loosely coupled software architecture. ”

+infos(oficial): https://www.springer.com/gp/book/9783319728858

Java in Two Semesters Featuring JavaFX de Quentin CharatanAaron Kans, 2018

“This easy-to-follow textbook teaches Java programming from first principles, as well as covering design and testing methodologies. The text is divided into two parts. Each part supports a one-semester module, the first part addressing fundamental programming concepts, and the second part building on this foundation, teaching the skills required to develop more advanced applications.

This fully updated and greatly enhanced fourth edition covers the key developments introduced in Java 8, including material on JavaFX, lambda expressions and the Stream API.”

+infos(oficial): https://link.springer.com/book/10.1007%2F978-3-319-99420-8


May 182020

Gostava de ter acesso/access to your article:

Lankoski, P. & Björk, S. (eds.) (2015). Game Research Methods: An Overview. ETC Press.
+infos(editora): LINK

Lankoski, P. & Holopainen, J. (eds.) (2017). Game Design Research: An introduction to theory & practice. ETC Press.
+infos(editora): LINK

Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond, editado por Karen Schrier
+infos(editora): LINK

Jan 052019

uma coleção de livros desenvolvidos por Comissão Especial de Informática na Educação no Brasil (CEIE-SBC)

Concepção da Pesquisa (Vol. 1)
Aspectos relacionados à concepção da pesquisa: filosofia e história da ciência, aspectos sobre metodologia de pesquisa, elaboração do projeto de pesquisa, escrita e apresentação da pesquisa.

Pesquisa Quantitativa (Vol. 2)
Métodos positivistas (e quantitativos) de pesquisa, tais como Experimento e Survey; também aborda as principais técnicas para coleta e produção de dados quantitativos: medição e testes, questionário, estatística inferencial, modelos de regressão etc.

Pesquisa Qualitativa (Vol. 3)
Métodos de pesquisa interpretativa, tais como Etnografia, Pesquisa-ação, Estudo de Caso; bem como as principais técnicas para produção de dados (entrevista, grupo focal, oficinas) e de interpretação (análise do discurso e de conteúdo,etc).

+infos(oficial): LINK