Oct 282023
 

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

Oct 112023
 

Gostava de ter acesso ao livro: “Using Video Games to Level Up Collaboration for Students – A Fun, Practical Way to Support Social-emotional Skills Development, de Matthew Harrison”

de acordo com o autor:
“Using Video Games to Level Up Collaboration for Students provides a research-informed, systematic approach for using cooperative multiplayer video games as tools for teaching collaborative social skills and building social connections. Video games have become an ingrained part of our culture, and many teachers, school leaders and allied health professionals are exploring ways to harness digital games–based learning in their schools and settings. At the same time, collaborative skills and social inclusion have never been more important for our children and young adults.

Taking a practical approach to supporting a range of learners, this book provides a three-stage system that guides professionals with all levels of gaming experience through skill instruction, supported play and guided reflection. A range of scaffolds and resources support the implementation of this program in primary and secondary classrooms and private clinics. Complementing this intervention design are a set of principles of game design that assist in the selection of games for use with this program, which assists with the selection of existing games or the design of future games for use with this program.

Whether you are a novice or an experienced gamer, Level Up Collaboration provides educators with an innovative approach to ensuring that children and young adults can develop the collaborative social skills essential for thriving in their communities. By using an area of interest and strength for many individuals experiencing challenges with developing friendships and collaborative social skills, this intervention program will help your school or setting to level up social outcomes for all participants.”

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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.”

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HOMO LUDENS (ESP) VIDEOJUEGOS PARA ENTENDER EL PRESENTE” de CARRUBBA, LUCA (ED.)
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