Oct 192020
 

Gostava de ter acesso a este livro: “Meeples Together How and Why Cooperative Games Work” de Christopher Allen and Shannon Appelcline

+infos(oficial): LINK

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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

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Sep 052019
 

procuro aceder ao livro/i seek access to the book:

Historia Ludens: The Playing Historian editado por: Alexander von Lünen, Katherine J. Lewis, Benjamin Litherland, Pat Cullum

“This book aims to further a debate about aspects of “playing” and “gaming” in connection with history. Reaching out to academics, professionals and students alike, it pursues a dedicated interdisciplinary approach. Rather than only focusing on how professionals could learn from academics in history, the book also ponders the question of what academics can learn from gaming and playing for their own practice, such as gamification for teaching, or using “play” as a paradigm for novel approaches into historical scholarship. “Playing” and “gaming” are thus understood as a broad cultural phenomenon that cross-pollinates the theory and practice of history and gaming alike.”

+infos(preview): LINK

 

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Mar 082015
 

Gostava de ler: The Gameful World

What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture.

Yet while some celebrate gamification as a possible answer to mankind’s toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic
incentive systems become our new robot overlords?

In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.”

+infos: http://mitpress.mit.edu/books/gameful-world#/.VPbc3zaXdLo.facebook

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