Aug 282023

Gostava de ter acesso a estes livro:
Unboxed: Board Game Experience and Design por Gordon Calleja

de acordo com o autor:

An in-depth exploration of the experience of playing board games and how game designers shape that experience.

In Unboxed, Gordon Calleja explores the experience of playing board games and how game designers shape that experience. Calleja examines key aspects of board game experience—the nature of play, attention, rules, sociality, imagination, narrative, materiality, and immersion—to offer a theory of board game experience and a model for understanding game involvement that is relevant to the analysis, criticism, and design of board games. Drawing on interviews with thirty-two leading board game designers and critics, Calleja—himself a board game designer—provides the set of conceptual tools that board game design has thus far lacked.

After considering different conceptions of play, Calleja discusses the nature and role of attention and goes on to outline the key forms of involvement that make up the board game playing experience. In subsequent chapters, Calleja explores each of these forms of involvement, considering both the experience itself and the design considerations that bring it into being. Calleja brings this analysis together in a chapter that maps how these forms of involvement come together in the moment of gameplay, and how their combination shapes the flow of player affect. By tracing the processes through which players experience these moments of rule-mediated, imagination-fueled sociality, Calleja helps us understand the richness of the gameplay experience packed into the humble board game box.

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May 022023

Understanding Interactive Digital Narrative Immersive Expressions for a Complex Time” de Hartmut Koenitz
onde consta..
“This remarkably clearly written and timely critical evaluation of core issues in the study and application of interactive digital narrative (IDN) untangles the range of theories and arguments that have developed around IDN over the past three decades.

Looking back over the past 30 years of theorizing around interactivity, storytelling, and the digital across the fields of game design/game studies, media studies, and narratology, as well as interactive documentary and other emerging forms, this text offers important and insightful correctives to common misunderstandings that pervade the field. This book also changes the perspective on IDN by introducing a comprehensive conceptual framework influenced by cybernetics and cognitive narratology, addressing limitations of perspectives originally developed for legacy media forms. Applying its framework, the book analyzes successful works and lays out concrete design advice, providing instructors, students, and practitioners with a more precise and specific understanding of IDN.

This will be essential reading for courses in interactive narrative, interactive storytelling, and game writing, as well as digital media more generally.”

+infos(oficial): LINK

onde consta..
“Homo ludens presenta diferentes posiciones respecto al videojuego yplantea preguntas que obligan a poner en cuestión nuestras certezas. Adiferencia de otras exposiciones sobre el tema, basadas en aspectoshistóricos, simbólicos y visuales, esta adopta una perspectiva crítica:invita al espectador a reflexionar y a tomar partido, al tiempo quemuestra todas las interpretaciones y potencialidades de los videojuegos:desde su impacto en el mundo del arte, la computación y la ciencia a losindie games que aportan visiones alternativas que permiten romperestigmas y estereotipos y contribuir a la aparición de una nuevasensibilidad social o medioambiental.”

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Sep 172022

Gostava de ter acesso a “Teaching the Middle Ages through Modern Games Using, Modding and Creating Games for Education and Impact” editado por Robert Houghton

Da apresentação do livro faz parte: “Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress.

The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool.

This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.”

+infos(oficial): LINK

Jun 172022

Gostava de ter acesso a este livro:
Live Visuals, History, Theory, Practice dos editores BySteve Gibson, Stefan Arisona, Donna Leishman, Atau Tanaka

“This volume surveys the key histories, theories and practice of artists, musicians, filmmakers, designers, architects and technologists that have worked and continue to work with visual material in real time.
Covering a wide historical period from Pythagoras’s mathematics of music and colour in ancient Greece, to Castel’s ocular harpsichord in the 18th century, to the visual music of the mid-20th century, to the liquid light shows of the 1960s and finally to the virtual reality and projection mapping of the present moment, Live Visuals is both an overarching history of real-time visuals and audio-visual art and a crucial source for understanding the various theories about audio-visual synchronization. With the inclusion of an overview of various forms of contemporary practice in Live Visuals culture – from VJing to immersive environments, architecture to design – Live Visuals also presents the key ideas of practitioners who work with the visual in a live context.
This book will appeal to a wide range of scholars, students, artists, designers and enthusiasts. It will particularly interest VJs, DJs, electronic musicians, filmmakers, interaction designers and technologists.”

do índice faz parte:
Chapter 1 – Inventing Instruments: Colour-Tone Correspondence to Colour-Music Performance (pre-1900) de Maura McDonnell
Chapter 2 – Moving Towards the Performed Image (Colour Organs, Synesthesia and Visual Music): Early Modernism (1900-1955) de Steve Gibson
Chapter 3 – Liquid Visuals: Late Modernism and Analogue Live Visuals (1950-1985) de Steve Gibson
Chapter 4 – Scratch Video and Rave: The Rise of the Live Visuals Performer (1985-2000) de Léon McCarthy and Steve Gibson
Chapter 5 – The Post-conceptual Digital Era (2000-present) de Paul Goodfellow and Steve Gibson

Chapter 6 – Cross-Modal Theories of Sound and Image de Joseph Hyde
Chapter 7 – Live Visuals in Theory and Art de Paul Goodfellow
Chapter 8 – Live Visuals: Technology and Aesthetics de Léon McCarthy
Chapter 9 – AVUIs: Audio-Visual User Interfaces – Working with Users to Create Performance Technologies de Nuno N. Correia and Atau Tanaka
Chapter 10 – A Parametric Model for Audio-Visual Instrument Design, Composition and Performance de Adriana Sá and Atau Tanaka
Chapter 11 – Presence and Live Visuals Performance de Donna Leishman

Chapter 12 – VJing, Live Audio-Visuals and Live Cinema de Steve Gibson and Stefan Arisona
Chapter 13 – Immersive Environments and Live Visuals de Steve Gibson
Chapter 14 – Architectural Projections: Changing the Perception of Architecture with Light de Simon Schubiger, Stefan Arisona, Lukas Treyer, and Gerhard Schmitt
Chapter 15 – Design and Live Visuals de Donna Leishman

Chapter 16 – Interview 1 – Tony Hill, Expanded Cinema pioneer
Chapter 17 – Interview 2 – Christopher Thomas Allen, Founder & Director, The Light Surgeons
Chapter 18 – Interview 3 - Greg Hermanovic, CEO, Derivative
Chapter 19 – Interview 4 – Markus Heckmann, Technical Director, Derivative; Programmer for Carsten Nicolai and others.
Chapter 20 – Interview 5 – Peter Mettler, Digital and Live Cinema Artist

+infos(oficial): LINK

May 012022

Da apresentação do livro “Code as Creative Medium: A Handbook for Computational Art and Design de Golan Levin, Tega Brain” em que:
“An essential guide for teaching and learning computational art and design: exercises, assignments, interviews, and more than 170 illustrations of creative work.
This book is an essential resource for art educators and practitioners who want to explore code as a creative medium, and serves as a guide for computer scientists transitioning from STEM to STEAM in their syllabi or practice. It provides a collection of classic creative coding prompts and assignments, accompanied by annotated examples of both classic and contemporary projects, and more than 170 illustrations of creative work, and features a set of interviews with leading educators. Picking up where standard programming guides leave off, the authors highlight alternative programming pedagogies suitable for the art- and design-oriented classroom, including teaching approaches, resources, and community support structures.”

Do índice consta:
Part One: Assignments
Iterative Pattern
Face Generator
Generative Landscape
Virtual Creature
Custom Pixel
Drawing Machine
Modular Alphabet
Data Self-Portrait
Augmented Projection
One-Button Game
Collective Memory
Experimental Chat
Browser Extension
Creative Cryptography
Voice Machine
Measuring Device
Personal Prosthetic
Parametric Object
Virtual Public Sculpture
Extrapolated Body
Synesthetic Instrument

Part Two: Exercises
Computing without a Computer
Graphic Elements
Conditional Testing
Time and Interactivity
Text and Language
Machine Learning

Part Three: Interviews
Teaching Programming
to Artists and Designers
The Bimodal Classroom
Encouraging a Point of View
The First Day
Favorite Assignment
When Things Go Wrong
Most Memorable Response
Advice for New Educators

Classroom Techniques


Authors and Contributors
Notes on Computational
Book Design


Mar 262022

A autora Marina Umaschi Bers lançou mais um livro acerca de crianças e pelo facto delas aprenderem a escrever código, com o titulo “Beyond Coding HOW CHILDREN LEARN HUMAN VALUES THROUGH PROGRAMMING” e que tem como conteúdo:
1 Coding, Robotics, and Values 1
2 The Coding Wars 23
3 The Rise of STEM 45
4 Coding as Another Language 63
5 From Theory to Practice 87
6 Coding Character 117
7 The Palette of Virtues 137
8 Coding Bridges 183
Further Readings 203
Resources 205

do texto de apresentação surge:
“Today, schools are introducing STEM education and robotics to children in ever-lower grades. In Beyond Coding, Marina Umaschi Bers lays out a pedagogical roadmap for teaching code that encompasses the cultivation of character along with technical knowledge and skills. Presenting code as a universal language, she shows how children discover new ways of thinking, relating, and behaving through creative coding activities. Today’s children will undoubtedly have the technical knowledge to change the world. But cultivating strength of character, socioeconomic maturity, and a moral compass alongside that knowledge, says Bers, is crucial.

Bers, a leading proponent of teaching computational thinking and coding as early as preschool and kindergarten, presents examples of children and teachers using the Scratch Jr. and Kibo robotics platforms to make explicit some of the positive values implicit in the process of learning computer science. If we are to do right by our children, our approach to coding must incorporate the elements of a moral education: the use of narrative to explore identity and values, the development of logical thinking to think critically and solve technical and ethical problems, and experiences in the community to enable personal relationships. Through learning the language of programming, says Bers, it is possible for diverse cultural and religious groups to find points of connection, put assumptions and stereotypes behind them, and work together toward a common goal.”

+infos(oficial): LINK

Feb 122022

Minor Platforms in Videogame History de Benjamin Nicoll
Videogame history is not just a history of one successful technology replacing the next. It is also a history of platforms and communities that never quite made it; that struggled to make their voices heard; that aggravated against the conventions of the day; and that never enjoyed the commercial success or recognition of their major counterparts. In Minor Platforms in Videogame History, Benjamin Nicoll argues that ‘minor’ videogame histories are anything but insignificant. Through an analysis of transitional, decolonial, imaginary, residual, and minor videogame platforms, Nicoll highlights moments of difference and discontinuity in videogame history. From the domestication of vector graphics in the early years of videogame consoles to the ‘cloning’ of Japanese computer games in South Korea in the 1980s, this book explores case studies that challenge taken-for-granted approaches to videogames, platforms, and their histories.

+infos(oficial): LINK

Perspectives on the European Videogame, editores Víctor Navarro-Remesal, Óliver Pérez-Latorre
The history of European videogames has so far been overshadowed by the global impact of the Japanese and North American industries. However, European game development studios have played a major role in videogame history, and many prominent videogames in popular culture, such as Grand Theft Auto, Tomb Raider, Alone in the Dark, and The Witcher, were made in Europe. This book proposes an inquiry into European videogames, including both analyses of transnational aspects of European production and close readings of national specificities. It offers a kaleidoscope of European videogame culture, focusing on the analysis of European works and creators but also addressing contextual aspects and placing videogames within a wider sociocultural and philosophical ground.
The aim of this collective work is to contribute to the creation of a, until now, almost non-existent yet necessary academic endeavour: a story and critical exploration of the works, authors, styles, and cultures of the European videogame.

+infos(oficial): LINK

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.”


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(amazon): LINK