Gostava de ter acesso a este livro..

Gostava de ter acesso a este livro: The Game Design Toolbox de Martin Annander.
De acordo com o autor o livro:
“This book presents 71 practical game design tools that readers can use to solve real-world game design problems. Written to be a “toolbox” for game designers, it offers a hands-on approach with clear and easy-to-use tools so that readers can quickly find the right solution to the problem they are facing.

This book is divided into six game design phases: ideation, exploration, commitment, problem solving, balancing, and tuning. Each category contains an array of relevant tools, and the accompanying indexes offer suggestions for tools to use for specific problems. Support Materials for this book offer further teaching materials, exercises, and complementary FAQs.

Written to be a practical resource, this book will be a useful toolbox for junior and veteran game designers alike.”

Os conteudos estão divididos por:

1. GAME DESIGN
a. Game Designer. i. Level 0: Non-Designer. ii. Level 1: Opinionated Designer. iii. Level 2: Proven Designer. iv. Level 3: Experienced Designer. v. Level 4: Holistic Designer
b. Stages of a Game’s Design. i. Ideation. ii. Exploration. iii. Commitment. iv. Problem Solving. v. Balancing. vi. Tuning
c. Mechanics, Dynamics, Aesthetics (MDA)
d. Loops and Hoops
i. Gameplay Loop. ii. Compulsion Loop. iii. Retention Loop.
e. Embracing Subjectivity
f. The Tools

2. IDEATION
a. Ask Fewer Questions
b. Brainstorm on Paper
c. Zoom In, Zoom Out
d. Verbalize
e. Say “Yes, and …”
f. Try It
g. Set a Theme
h. Invent a Mechanic
i. Decide Who the Player Plays
j. Assume Less
k. Start from Conflict
l. Pretend to Play
m. Hold Structured Meetings

3. EXPLORATION
a. Spot the Sausage Cake
b. Make Analogue Prototypes
c. Use Timeboxes
d. Design in Layers
e. Make Flowchart Prototypes
f. Role Play Your Design
g. Add Uncertainty
h. Magic It!
i. Think of the Data
j. Add Rough Edges
k. Input, Output, Scream
l. Challenge Play with Plot
m. Build Task Forces

4. COMMITMENT
a. Tell a Story
b. Build an Amusement Park
c. Say it Again
d. Define the Features
e. Stand on Pillars
f. Cross-Matrix Everything
g. Factualize
h. Write One-Pagers
i. Set Metrics
j. Play, Don’t Show
k. Check It

5. PROBLEM SOLVING
a. Make Player Personas
b. Observe and Analyze
c. Test Blind
d. Draw a Strategy Map
e. Verify with Checklists
f. Validate Your Pillars
g. Lay a Trail
h. Make it Escalate
i. Give Them Carrots
j. Burn Them on the Stove
k. Solve Problems
l. Leave Things Behind

6. BALANCING
a. One Thing at a Time
b. Ask Sly Questions
c. Avoid Domination
d. Double or Halve
e. By 10
f. Test for Extremes
g. Lift Things Up
h. Use Foiling
i. Balance Coverage
j. Simplify Your Math
k. Tween More
l. Put the Door Before the Key

7. TUNING
a. Refine Your Audience
b. Exterminate Your Darlings
c. Put the Cool Thing First
d. Remove Uninformed Choices
e. Allow Customization
f. Offend on Purpose
g. Put it Elsewhere
h. Make it Fun to Watch
i. Think Like a Player
j. Meet Player Intentions

+infos(oficial): LINK

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SBGAMES 2023: algumas das palestras..

Fica aqui a referência a algumas das palestras do evento SBGAMES 2023

+infos(you2be): LINK

+infos(oficial): LINK

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18th European Conference on Games Based Learning(ECGBL 2024)

“Over the last ten years, the way in which education and training is delivered has changed considerably with the advent of new technologies. One such new technology that holds considerable promise for helping to engage learners is Games-Based Learning (GBL). The Conference offers an opportunity for scholars and practitioners interested in the issues related to GBL to share their thinking and research findings. Papers can cover various issues and aspects of GBL in education and training: technology and implementation issues associated with the development of GBL; use of mobile and MMOGs for learning; pedagogical issues associated with GBL; social and ethical issues in GBL; GBL best cases and practices, and other related aspects. We are particularly interested in empirical research that addresses whether GBL enhances learning. This Conference provides a forum for discussion, collaboration and intellectual exchange for all those interested in any of these fields of research or practice.

ECGBL Submission Topics
Possible topics include, but are not limited to:
Submit your Abstract to an Academic Conference
Innovative games-based learning technologies, applications, tools and environments
Use of mobile games for learning
Location-based technology for game-based learning
Learning and instructional theory for games-based learning
Role playing
Evaluation of games-based learning
Use of audio
Future of games-based learning
Social and collaborative aspects of games-based learning
Gender, age, cultural and violence issues

Mini Tracks
Educational Non-Digital Games
Games Promoting Critical Thinking, Scientific Communication and Literacy in STEM
Mini Track on Educational Escape Rooms

Important Dates
Abstract submission deadline, 13 March 2024
Notification of abstract acceptance, 27 March 2024
Full paper due for review, 02 May 2024”

+infos(oficial): LINK

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Gostava de ter acesso a este livro..

Gostava de ter acesso a este livro “The Tabletop Revolution: Gaming Reimagined in the 21st Century” de Marco Arnaudo.
Segundo autor o livro:
“This book is an overview of the ongoing revolution in tabletop gaming design and culture, which exploded to unprecedented levels of vitality in the 21st century, leading to new ways of creating, marketing, and experiencing a game. Designers have become superstars, publishers have improved quality control, and the community of players is expanding. Most importantly, new and old players have started engaging with the games in a more meaningful way. The book explores the reasons for these changes. It describes how games have begun to keep players engaged until the end. It analyzes the ways in which traditional mechanics have been reimagined to give them more variety and complexity, and reviews the unprecedented mechanics found and perfected. Very interesting is the exploration of how games have performed novel tasks such as reducing conflict, fostering cooperation, creating aesthetic experiences, and telling stories. The book is aimed at scholars, dedicated and aspiring fans, and game designers who want to expand their toolbox with the most up-to-date innovations in the profession.”

e do conteúdo do livro surge:
1. You should Be Playing
2. Now with More Choices
3. Reimagining the Components
4. Two Case Studies
5. Rethinking the Big Ideas
6. The Cogs of the Machine: Classics Reimagined
7. The Cogs of the Machine: New Perspectives
8. The Aesthetics of Hobby Games
9. Eurogamming
10. Cooperative Gaming
11. Sorytelling

+infos(oficial): LINK

+infos(google reads): LINK

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Gostava de ter acesso/access to your article..

Video Games and Adaptation: An Introduction
de Tatjana Ristić e Darjan Kubik

do resumo consta:
“The main idea of the paper is to analyse the relation of video games and adaptation both synchronically and diachronically. The synchronic aspect of the paper builds on contemporary academic insights while the diachronic one is founded in the gaming industry itself. In the first part, we outline a theoretical framework which is mainly derived from Linda Hutcheon’s idea of adaptation as re-mediation between three modes of engagement: the telling, showing and participatory mode. Her insights are then compounded with contemporary video game studies in order to shed a light on the unique features of video games as a medium and how other media are transcoded into and from the semiotic sign system constituted in these features. In the second part, we analyse examples from crucial periods of video game history. These include the badly received E.T. and Cyberpunk 2077, and influential video game series such as Warcraft, The Witcher and Halo. By looking into video games that chart all possible relations the participatory mode has with those of showing and telling, we wish to open up case-study examinations into the field of video game adaptation. The goal of the paper is therefore not to offer a comprehensive guide to the theory or history of video game adaptation but rather an overview meant to direct researchers toward possible and highly required further work in the field.”

+infos(oficial): LINK

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Playful by Design International Conference 2024

Acerca do evento Playful by Design International Conference 2024, “This international conference comes after the successful holding of the first event simply named Playful by Design, held in January 2023 at the ISLA-Gaia facilities in a partnership between Universidade Lusófona, ISLA, the University of Illinois Urbana-Champaign and Alumira Lda. This conference also featured presentations by speakers from other educational institutions such as the Aveiro University and several companies in this field.
Now, we want to expand the discussion to understand how tecnhology is globally afecting education, educators and students”

+infos(oficial): https://www.playfulbydesign.live/

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Acta Ludologica

Acta Ludologica (ISSN 2585-8599, e-ISSN 2585-9218) is a double-blind peer-reviewed scientific journal published twice a year in both online and print versions. It focuses on the comprehensive discourse of games and digital games, including theoretical and empirical studies, research results, and their implementation into practice, as well as professional publication reviews and scientific reviews of digital games.

Journal issues include scientific reflections on digital and non-digital games, and related media and digital competencies, their creation, design, development, research, history, sociology, psychology, marketing, and the future associated with phenomena of the digital-gaming sector. The journal has no thematically oriented issues, so this CFP is general for manuscripts of any topics related to games and digital games.

Acta Ludologica’s sections: game studies, interview, reviews, add-ons

+infos(oficial): http://www.actaludologica.com/

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SIIE 2024 call for papers

The International Symposium on Computers in Education (SIIE) provides an international forum for presenting and discussing the latest advances in research on learning technologies and their practical application in educational processes. It also aims to unite researchers, developers, institutional representatives, and teachers to share views, knowledge, and experiences.

The 26th edition of the Symposium will focus on systems, platforms, pedagogies, and practice-based education in e-learning and b-learning, including simulators, augmented reality systems, virtual reality systems, and remote labs.

This edition of the SIIE is held within the framework of the VII Spanish Congress on Informatics (CEDI 2024).

Contributions
The Symposium calls for quality contributions presenting original work in Educational Informatics related to the topics of interest. Contributions can be written in Spanish, Portuguese, or English. The title and abstract must also be written in English. The presentation of papers at the symposium may be in Spanish, Portuguese, or English. All contributions must be submitted as PDF files and conform to the official IEEE Proceedings Formatting Instructions (http://www.ieee.org/conferences_events/conferences/publishing/templates.html).

There will be four types of papers:
Regular contributions are limited to a maximum of 6 pages.
Doctoral consortium papers are limited to a maximum of 6 pages. They present preliminary results of PhD students in the research area of computing in education.
Specially Relevant Papers already published. Papers from 1 to 2 pages summarizing previous notable research. It should include: Title, keywords, publication info (including ref, doi, impact, cites) and abstract.
Project summary paper. Papers from 2 to 4 pages summarize a project’s results related to the conference topics. The structure should be as follows: Introduction, Project description, Results, and Impact.

There will be awards associated to several of these categories.

Submissions should be made via the EasyChair platform through the following link (https://easychair.org/conferences/?conf=siie2024).

Accepted papers will be published digitally as symposium proceedings and distributed to participants before the symposium.

Papers submitted will be included in an edition of post-proceedings, which will be submitted to IEEE to be considered for publication in IEEEXplore (indexed by Clarivate WoS and SCOPUS). The papers to be published as IEEE proceedings must be written in English.

The best papers will also be selected for publication in extended versions in various journals. Special issues are currently confirmed in:
Revista IEEE RITA (https://ieeexplore.ieee.org/xpl/RecentIssue.jsp?punumber=6245520)
IE Comunicaciones (http://www.adie.es)
Revista Education in Knowledge Society (EKS) (https://revistas.usal.es/tres/index.php/eks/index)

Important dates
Paper Submission: March 1st, 2024.
Notification of acceptance: May 2nd, 2024
Camera-ready deadline: May 15th, 2024
Early registration deadline: Available Soon.
Conference: June 19-21, 2024

Topics
The following is a non-exhaustive list of related or complementary subjects that are considered within the main topic of the symposium:
Pedagogical theories applied to educational software design
Semantic web applications in education
Educational software applications in specific domains
Distance learning, online and hybrid
Collaborative learning
Ubiquitous and mobile learning
Authoring of educational content
Open knowledge in educational contexts
Design and standardization of educational technologies, metadata, and modeling languages
Design, development, and evaluation of educational software
e-Assessment: Theory, methods, tools, and practices
Personalised learning environments
Learning analytics
Teachers’ training in ICTs
Knowledge, technology, and competence management in educational contexts
Artificial intelligence and generative artificial intelligence in education
Human-computer interaction in educational contexts
Virtual and remote laboratories
Methodologies and use practices of educational software
Educational data mining
Multimedia, hypermedia, and visualization in education
Educational virtual worlds
Educational robotics
Web-based resources, tools, and course systems
Learning management systems: architectures and platforms
Non-formal and informal learning support in the workplace
Educational simulations and video games
Social web and learning communities
Virtual reality, augmented reality, and mixed reality.
Inclusive learning and special education

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Evento “Speed Talks acerca de jogos de tabuleiro modernos”

Vai decorrer no próximo dia 18 de novembro um dia para falar acerca do uso de jogos de tabuleiro modernos.
O evento vai decorrer no anfiteatro da Lufapo HUB em Coimbra e do do programa consta:
Speed Talks – 10h – 13h
Networking – 14h30 – 16h30
Atividades envolvendo o jogo – 17h – 20h

Também estão abertas as inscrições para apresentar trabalhos..

+infos(inscrições): LINK

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Gostava de ter acesso/access to your book..

Gostava de ter acesso a um capitulo do livro “The Media and Communications in Australia”, nomeadamente a “The videogame industry” de Brendan Keogh e Rowan Tulloch

Em que:
“This chapter provides a history and analysis of videogame production in Australia. We trace the Australian videogames industry from its emergence out of the hobbyist scenes of the 1980s, through the work-for-hire years of the 1990s and 2000s, to a precarious and aspirational position in the wake of the Global Financial Crisis. We show how the Australian games industry has been shaped and reshaped by the flows of global capital, from the overseas corporate investment during the work-for-hire era, to the logics of platform capitalism that govern contemporary independent game development. Across this history, we look at how the changing videogaming landscape and the rise of smartphones, independent game development and digital-distribution services reconfigured the practices and possibilities of game development in Australia. The Australian videogames industry is both complex and ever-changing. In mapping its history, we look to contrast with, and complicate, dominant existing narratives that focus primarily on large-scale blockbuster projects. Australian game development is driven and defined by the labour of small independent teams with low budgets seeking global success. It is these developers, their games and the challenges they face that tell us about Australia’s place in the global videogames industry.”

+infos(oficial): LINK

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