Gostava de ter acesso a este livro..

Gostava de ter acesso a estes livro “Game Design for Free-to-Play Live Service” de Stanislav Stanković.

Do autor surge o seguinte texto:
“”Game Design for Free to Play Live Service” is the ultimate guide to designing successful free-to-play mobile games. Based on a decade of experience at companies like Rovio, EA, and Supercell, the author provides practical advice on gameplay mechanics, monetization strategies, and player engagement. With case studies and expert insights, this book is essential reading for any game developer looking to create a hit mobile game.”

E tem como capítulos:
Introduction
Business Model
Player Psychology
Target Audience
Understanding Time
Mathematics of Game Design
Social Gameplay
Game Design Methods
Live Service
Practical Design Examples
Back Matter

+infos(oficial): LINK

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Gostava de ter acesso a este livro..

Gostava de ter acesso a este livro “How and Why We Make Games The Creative Confusion” por Marta Fijak e Artur Ganszyniec.
Segundo autores do livro:
“The book analyzes why we should put politics in our games and how hyperrealism may be a trap. It also proposes a new framework for thinking about game narrative and a different paradigm for the production altogether. Topics tackled are approached from a multidisciplinary perspective, so be prepared to read both about Peter Paul Rubens and John Carmack. There are also graphs, system rhetorics discussions, and the market reality—stakeholders, return on investments, and the gaming bubble bursting.”

dos capítulos surgem:
Games as a Medium
Why Do People Make Games?
The Myth of the Universal Audience
Traps of Realism
Authorial Voice and Intent in System Design
The Topography of Narrative
Playing with Authorship
Why Games Will Always Be Political
How It Feels to Be One of 500 Voices
Slow Games
Games of the End Times

+infos(oficial): LINK

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Gostava de ter acesso/access to your article..

Augmented Reality in Educational Innovation: A Literature Mapping Review
de Davis Velarde-Camaqui, Jorge Sanabria-Z, Maria Soledad Ramírez-Montoya e Manuel Cebral-Loureda
“Among the emerging technologies that have been best received in education so far in the first quarter of the twenty-first century, Augmented Reality has been widely positioned. Despite its popularity, the characteristics of its influence and application are unknown in detail. This study focused on the context of Augmented Reality in education. Based on the PRISMA methodology, a systematic mapping was carried out from 70 articles published in the Scopus and Web of Science databases between the years 2011–2021. It was identified that: there is a preference for empirical studies; Spain has the highest scientific production; the studies were mostly directed at university students; and that virtual reality, education, educational technology, entrepreneurship and innovation are the main topics addressed. It is interpreted that there are opportunities in terms of: (1) Studies with mixed methodology; (2) Application in non-university population; and (3) Integration of Augmented Reality in the curriculum. Finally, it is deduced that the economic impulse of local organizations could support the geographic decentralization of Augmented Reality.”

+infos(oficial): LINK

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A ler este livro..

Mais um livro interessante sobre design de jogos e videojogos: “The Rule Book , The Building Blocks of Games” por Jaakko Stenros e Markus Montola

De acordo com o autor o livro:
“How games are built on the foundations of rules, and how rules—of which there are only five kinds—really work.
Board games to sports, digital games to party games, gambling to role-playing games. They all share one thing in common: rules. Indeed, rules are the one and only thing game scholars agree is central to games. But what, in fact, are rules? In The Rule Book, Jaakko Stenros and Markus Montola explore how different kinds of rules work as building blocks of games. Rules are constraints placed on us while we play, carving a limited possibility space for us. They also inject meaning into our play: without rules there is no queen in chess, no ball in Pong, and no hole in one in golf.
Stenros and Montola discuss how rules constitute games through five foundational types: the explicit statements listed in the official rules, the private limitations and goals players place on themselves, the social and cultural norms that guide gameplay, the external regulation the surrounding society places on playing, and the material embodiments of rules. Depending on the game, rules can be formal, internal, social, external, or material.
By considering the similarities and differences of wildly different games and rules within a shared theoretical framework, The Rule Book renders all games more legible.

Este livro está open source na versão PDF..
+infos(oficial): LINK

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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.”

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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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