Jun 282022

Gostava de ter acesso a este livro “Fifty Key Video Games” editado por Bernard Perron, Kelly Boudreau, Mark J.P. Wolf, Dominic Arsenault

Do conteúdo consta: “This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day.
This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies.
With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.”

da lista de jogos consta:
1. Adventure (1979),
2. Angry Birds (2009),
3. Animal Crossing (2001),
4. Assassin’s Creed Origins (2017),
5. Bejeweled (2001),
6. BRAID (2008),
7. Call of Duty: Modern Warfare 2 (2009),
8. Dance Dance Revolution (1998),
9. Diablo (1996),
10. Donkey Kong (1981),
11. DOOM (1993),
12. Dragon’s Lair (1983),
13. The Elder Scrolls II: Daggerfall (1996),
14. Elite (1984),
15. EVE Online (2003),
16. FarmVille (2009),
17. FIFA 14 (2013),
18. Final Fantasy VII (1997),
19. Fortnite Battle Royale (2017),
20. Grand Theft Auto III (2001),
21. Guitar Hero (2005),
22. Half-Life (1998),
23. Journey (2012),
24. King’s Quest (1984),
25. The Legend of Zelda (1986),
26. Minecraft (2009),
27. Mortal Kombat (1992),
28. Need for Speed III: Hot Pursuit (1998),
29. No Man’s Sky (2016),
30. The Oregon Trail (1971),
31. Pac-Man (1980),
32. Pokémon Go (2016),
33. PONG (1972),
34. Portal (2007),
35. Resident Evil (1996),
36. Riven (1997),
37. Sid Meier’s Civilization (1991),
38. SimCity (1989),
39. The Sims 4 (2014),
40. Space Invaders (1978),
41. StarCraft (1998),
42. Super Mario 64 (1996),
43. Super Mario Bros. (1985),
44. Tetris (1984),
45. This War of Mine (2014),
46. Ultima IV: The Quest of the Avatar (1985),
47. Wii Sports (2006),
48. Wing Commander III: Heart of the Tiger (1994),
49. World of Warcraft (2004),
50. Zork (1980)

+infos(oficial): LINK

May 012022

How to take notes for research: the slip-box method

Understanding note-taking – Zettelkasten

e com ajuda de software:
Obsidian for Beginners: Start HERE — How to Use the Obsidian App for Notes (1/6)

Obsidian for Beginners: 6 Keys to Markdown (2/6) — How to Use the Obsidian App for Notes

Obsidian for Beginners: 8 Key Settings (3/6) — How to Use the Obsidian App for Notes

Obsidian for Beginners: Custom Themes (4/6) — How to Use the Obsidian App for Notes

Obsidian for Beginners: 8 Important Hotkeys (5/6) — How to Use the Obsidian App for Notes

Obsidian for Beginners: Just Start. Now. (6/6) — How to Use the Obsidian App for Notes

Obsidian Publish (0.9.2) — The World is Your Oyster

e ainda sobre tirar notas:
Linking Your Thinking

How to turn your notes into published articles and books using the Obsidian app with Eleanor Konik

Feb 132022

Gostava de ter acesso a este artigo:
“Do Real-Time Strategy Video Gamers Have Better Attentional Control?”
Do real-time strategy (RTS) video gamers have better attentional control? To examine this issue, we tested experienced versus inexperienced RTS video gamers on multi-object tracking tasks (MOT) and dual-MOT tasks with visual or auditory secondary tasks (dMOT). We employed a street-crossing task with a visual working memory task as a secondary task in a virtual reality (VR) environment to examine any generalized attentional advantage.

Similar to action video games, RTS video games require players to switch attention between multiple visual objects and views. However, whether the attentional control advantage is limited by sensory modalities or generalizes to real-life tasks remains unclear.

In study 1, 25 RTS video game players (SVGP) and 25 non-video game players (NVGP) completed the MOT task and two dMOT tasks. In study 2, a different sample with 25 SVGP and 25 NVGP completed a simulated street-crossing task with the visual dual task in a VR environment.

After controlling the effects of the speed-accuracy trade-off, SVGP showed better performance than NVGP in the MOT task and the visual dMOT task, but SVGP did not perform better in either the auditory dMOT task or the street-crossing task.

RTS video gamers had better attentional control in visual computer tasks, but not in the auditory tasks and the VR tasks. Attentional control benefits associated with RTS video game experience may be limited by sensory modalities, and may not translate to performance benefits in real-life tasks.

+infos(oficial): LINK

Jul 312020

“New ACM Journal to Cover Games and Gaming
Forthcoming in 2020, the ACM Games Review: Research and Practice will be a research and practice journal that publishes and publicizes major scientifically rigorous and practically useful research related to games. The journal covers the following topics in relation to games: games computing; games AI and analytics; graphics and visual art; audio, design and UX; interactive narrative; production and business; user research and HCI; education; society; audience and communities; immersive experiences; applied gaming; and alt.play. The new journal will be led by Sebastian Deterding of University of York, UK, together with a board of leading international academic and practice researchers.

The goal of the journal is to focus on scientifically rigorous major contributions in the field of games. The journal encourages a combination of original research papers, practitioner reports, critical reviews, special issues, tutorials, and more. All contributions will be reviewed carefully and will be transparently grounded in evidence and argument, valid and reliable against the standards of the particular methods employed, and novel against the body of knowledge it builds on.”

+infos(oficial): LINK

Sep 242019

We cordially invite you to submit a manuscript for consideration and
possible publication in a Special Issue on “Advances in Mobile Gaming
and Games-based Leaning” to be published in an EI,
ESCI and Scopus-indexed open access journal Information

The submission manuscript deadline is 31 January 2020. For more
details, please visit the website:

You may share this invitation with your team members and colleagues;
co-authors are most welcome.

Please let me know within a month or as soon as possible if you and your
colleagues are interested in submitting a manuscript for this special
issue. If more time is needed, please feel free to tell us
(information@mdpi.com). Your contribution would be most welcome.

Information is fully open access. Open access (unlimited and free access
by readers) increases publicity and promotes more frequent citations, as
indicated by several studies. Open access is supported by the authors
and their institutes. An Article Processing Charge (APC) of CHF 1000
currently applies to all accepted papers. You may be entitled to a
discount if you have previously received a discount code or if your
institute is participating in the MDPI Institutional Open Access Program
(IOAP), for more information see: http://www.mdpi.com/about/ioap.

For further details on the submission process, please see the
instructions for authors at the journal website

Sep 052019

Dois textos interessantes sobre a grande problemática que hoje existe e que está relacionada com a publicação que é paga..

The false academy: predatory publishing in science and bioethics” por Stefan Eriksson e Gert Helgesson

“This paper describes and discusses the phenomenon ‘predatory publishing’, in relation to both academic journals and books, and suggests a list of characteristics by which to identify predatory journals. It also raises the question whether traditional publishing houses have accompanied rogue publishers upon this path. It is noted that bioethics as a discipline does not stand unaffected by this trend. Towards the end of the paper it is discussed what can and should be done to eliminate or reduce the effects of this development. The paper concludes that predatory publishing is a growing phenomenon that has the potential to greatly affect both bioethics and science at large. Publishing papers and books for profit, without any genuine concern for content, but with the pretence of applying authentic academic procedures of critical scrutiny, brings about a worrying erosion of trust in scientific publishing.”

+infos(o texto): LINK

Write-Only Publication IGI Global and Other Vampire Presses” por Ian Bogost

“For those of you who have become cynical in the face of academic publishing, an enterprise sometimes accused of supporting itself in spite of rather than in support of the ideas contained in the books that are its product”

+infos(o texto): LINK