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Demystifying Creativity On Originality in Game Development de Fawzi Mesmar
“This book is a study of the psychology, neuroscience and philosophy of creativity, originality and inspiration viewed from the lens of a seasoned game developer. It introduces the concept of creative sobriety, a practice that advocates better understanding our own sources of inspiration so that we can intellectually drive our creative voice closer to originality.
The creative process is not just a methodical sequence of steps – it’s organic in its nature. It’s an improvised dance between the conscious and the subconscious mind, where knowledge, experience, intuition, observation, imagination and projection meet in ways that are completely unique to each person. Presenting practical and theoretical approaches to originality and game concept generation, the book begins by offering a definition of creativity and exploring the notion of creative sobriety. It then moves on to chapters that blend theory and practice, covering topics such as innovation, the creative process, auteurship, collaboration, and creative vision.
Written by award-winning Creative Director and Game Designer Fawzi Mesmar, this book will be of great interest to students of game design and creative professionals working within industry, as well as those looking to learn more about the creative process.”
+infos(oficial): LINK


Video Games, Crime, and Control Getting Played de Kevin F. Steinmetz, Jonathan A. Grubb
“Discussing the state of play in contemporary popular culture, specifically the role of crime and crime control in the video game medium, this book discusses the criminological importance of video games.
Pulling together an international group of scholars from Brazil, Canada, Sweden, the United Kingdom, and the United States, this edited volume analyzes a wide range of noteworthy video games, including Bioshock, Death Stranding, Diablo 2, Beat Cop, The Last of Us, Disco Elysium, Red Dead Redemption, P.T., Spider-Man, Spider-Man: Miles Morales, Star Wars Jedi: Fallen Order, and Grand Theft Auto. The book thus seeks to advance dialog on video games as important cultural artifacts containing significant insights regarding dominant perceptions, interests, anxieties, contradictions, and other matters of criminological interest.
Covering policing, vigilantism, different forms of violence, genocide, mental illness, and criminological theory, Video Games, Crime, and Control will be of great interest to students and scholars of Criminology, Media Studies, and Sociology, specifically those focusing on Game Studies and Cultural Criminology.”
+infos(oficial): LINK

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