Category: investigação

Livros interessantes… (e que gostava de ter acesso)

Já é possivel aceder gratuitamente (18 março de 2004) a este livro intitulado “StarCraft: Legacy of the Real-Time Strategy” de Simon Dor. O conteúdo passa pelas secções:
1. Decoding and Foreseeing
2. A Distinct Purity of Form
3. No rush
4. Path Of ascension
5. A distinct Purity of Essence

E ainda como texto de apresentação surge:
“StarCraft (Blizzard Entertainment, 1998) is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the game’s unanticipated effect by delving into the history of the game and the two core competencies it encouraged: decoding and foreseeing. Although StarCraft was not designed as an e-sport, its role in developing foreseeing skills helped give rise to one of the earliest e-sport communities in South Korea.

Apart from the game’s clear landmark status, StarCraft offers a unique insight into changes in gaming culture and, more broadly, the marketability and profit of previously niche areas of interest. The book places StarCraft in the history of real-time strategy games in the 1990s—Dune II, Command & Conquer, Age of Empires—in terms of visual style, narrative tropes, and control. It shows how design decisions, technological infrastructures, and a strong contribution from its gaming community through Battle.net and its campaign editor were necessary conditions for the flexibility it needed to grow its success. In exploring the fanatic clusters of competitive players who formed the first tournaments and professionalized gaming, StarCraft shows that the game was key to the transition towards foreseeing play and essential to competitive gaming and e-sports.”

+infos(oficial): LINK

Também encontrei este livro, “Assassin’s Creed in the Classroom History’s Playground or a Stab in the Dark?” dos editores Erik Champion e Juan Francisco Hiriart Vera. Do texto de apresentação surge:
“The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.”

O livro tem também os seguintes contributos:
Introduction: History’s Playground or a Stab in the Dark?
Chapter 1 Historical Video Games and Teaching Practices
Chapter 2 Discovery Tour Curriculum Guides to Improve Teachers’ Adoption of Serious Gaming
Chapter 3 Christian Vikings Storming Templar Castles: Anachronism as a Teaching Tool
Chapter 4 Ludoforming the Past: Mediation of Play and Mediation of History through Videogame Design
Chapter 5 Exploring History through Depictions of Historical Characters in Assassin’s Creed Odyssey
Chapter 6 Empathy and Historical Learning in Assassin’s Creed Valhalla Discovery Tour
Chapter 7 The Discovery Tour as a Mediated Tool for Teaching and Learning History
Chapter 8 Discovering the Past as a Virtual Foreign Country: Assassin’s Creed as Historical Tourism
Chapter 9 Classical Creations in a Modern Medium: Using Story Creator Mode in a University Assignment
Chapter 10 Assassin’s Creed @ The Carlos: Merging Games and Gallery in the Museum
Chapter 11 From the Sketchbook to Assassin’s Creed Valhalla: An Experiment in Architectural Education
Chapter 12 Assassin’s Creed As Immersive and Interactive Architectural History

+infos(oficial): LINK

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A guide to Movie Based Video Games 1982-2000


Eu não sou grande fã de videojogos que surgem pela via de filmes, pois normalmente não trazem nada de novo a não ser a experiência de ser uma personagem de um determinado filme, contudo também existem vários exemplos do inverso.. e na maioria das vezes os filmes não são grande coisa. Este é mais um livro que trata de apresentar esta temática e tem como resumo:

“Long before gaming came to the big screen, cinema arrived in the homes of millions in the form of licensed video games; playable merchandise that tied in to some of the major tentpoles of cinematic history. Many of these games followed the storylines of the movies on which they were based, as well as providing supplementary adventures to major franchises. Collected in this book are some of the biggest games to come from Hollywood adventures during the ’80s and ’90s.
In this comprehensive book, you’ll find over 300 games across 18 chapters, with sections dedicated to major movie franchises such as Star Wars, Jurassic Park, Top Gun, Pixar, Aliens and Indiana Jones, along with nearly 200 full-color screenshots of major releases. Showcasing the highs and lows of early computer gaming through the 16-bit era and onto the advent of 3D console gaming, A Guide to Movie Based Video Games: 1982 – 2000 covers two decades of video games with trivia, analysis and recommendations.”

+infos(loja): LINK

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The Routledge Companion to Video Game Studies

Gostava de ter acesso a este livro que é uma coleção de textos de vários autores. “The Routledge Companion to Video Game Studies” editado por Mark J.P. Wolf, Bernard Perron

+infos(oficial): LINK

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How has Vilnius Established Itself as Europe’s Newest Gaming Hub?

“Vilnius, the capital of Lithuania, is quickly establishing itself as the gaming industry’s newest hub, with acclaimed titles such as Human: Fall Flat and Cooking Fever under its belt. The sector generated €200 million in revenue in the past few years, largely due to the efforts of businesses such as Nordcurrent, Wargaming, Belka Games, Melsoft, and Unity, to name a few. The main drivers of this expansion include a supportive business climate, a thriving tech and IT industry, and a highly trained workforce, which even passes Poland and France in the number of women employees.

Video games are currently played by over 3 billion people worldwide, with the industry surrounding them evolving faster than it ever has before. Video games and mobile apps are increasingly permeating everyday life and reaching new cohorts, with the average age for a gamer now rising to 35. Against this backdrop, Vilnius, the capital of Lithuania, has emerged as a central hub for developers and publishers.

The GameDev industry in Vilnius presents opportunities for further growth — it generated over €200 million in revenue over the last few years, includes around 115 companies, and employs over 2,500 people, according to data from Invest Lithuania, a public sector agency that provides free support for international companies. As more gaming industry giants relocate here, new professional opportunities arise, and the entertainment business burgeons even further.

Around 90% of the companies in Lithuania’s gaming industry are located in Vilnius, including several business giants. Nordcurrent — an international publisher and developer of casual games such as Cooking Fever, Happy Clinic, and Pocket Styler — continues to grow despite an already successful history as Lithuania’s biggest game studio. Wargaming — a developer that partially relocated to Vilnius in 2020 — develops the wildly popular games World of Tanks and World of Tanks Blitz for smart devices, as well as servicing other Wargaming projects out of the office in Vilnius. The company also plans to increase the number of employees in their new facilities to several hundred. Furthermore, the game development ecosystem Unity — currently valued at €5.5 billion — chose Vilnius as the first city outside of Denmark to set up operations. Other notable companies include Belka Games — which attracts over 100 million players monthly — and No Brakes Games, which developed the hit game Human: Fall Flat. While these are but a few examples, they portray that each GameDev company in the country offers something unique.

“We founded our company in Vilnius back in 2002, when video games were a niche sector here. Interest in the gaming industry has since grown every year and especially recently. The main reason is the accessibility of games to much wider audiences than it was in the early 2000s before the pervasion of 4G, mobile app stores, and free-to-play models. Mobile games are quickly becoming a media channel outperforming television and cinema production,” said Victoria Trofimova, CEO at Nordcurrent.

Some of the main reasons for gaming companies relocating to Vilnius are its favorable business environment, leading tech and IT sector, as well as growing gaming scene. In addition, with GameDev courses offered in 3 institutions, a talent pool that has the highest ICT literacy in the EU, along with almost 100% English proficiency among young professionals, Vilnius’ workforce meets most of the criteria modern businesses look for.

With just 9% of employees engaged in administrative tasks and the other 91% of staff members actively participating in game production, Lithuanian gaming businesses are mostly concentrated on game creation. Local game studios are continuously seeking to employ budding talent, with specialists in technology, engineering, animation, and game and sound design in especially high demand.

A key driver for the expansion of Vilnius’ gaming industry is a large amount of collaboration that takes place through its ecosystem. Around 42% of businesses are members of the Lithuanian Game Developers Association, which aims to unite and represent the interests of Lithuanian game developers at a national level. It is especially welcoming of game developers who have moved from abroad, the number of which is currently around 800.

“The gaming community in Vilnius is friendly and cheerful. There are plenty of opportunities to meet each other at events and also discuss various issues on community channels. The Lithuanian Game Developers Association plays an important role in strengthening ties between developers, publishers, and creatives,” explained Trofimova. “They also organize events and social gatherings, like Gamedev BBQ, professional meetups, and partner with international events such as the DevGamm conference, which attracted over 900 industry professionals in its first year.”

Vilnius’ GameDev industry also enthusiastically welcomes women specialists — they make up around 27% of industry employees. This statistic is quite reassuring since it shows that Lithuania is surpassing economies like France (22%) or Poland (25%), which are regularly regarded as industry leaders. Another significant statistic is that 47% of game development companies have women in managerial positions inside their organizations.

With a highly literate workforce, advanced IT and tech sectors, and a tight-knit GameDev community, it is predicted that Lithuania will continue to expand as a regional gaming hub. To pursue this growth and further the exchange of knowledge, the city’s GameDev sector became part of the Vilnius TechFusion ecosystem, where they can more actively collaborate with other leading businesses.”

+infos(oficial): LINK

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The Rules We Break : Play games. Solve problems. Design better.

Vai estar brevemente disponivel o livro The Rules We Break : Play games. Solve problems. Design better de Eric Zimmerman. De acordo com o autor o livro:
“Games and exercises to help designers understand how people think, how systems work, and how a design process can unfold.
Exercises in Play, Systems, and Design is a collection of hands-on, real-world exercises for designers of all kinds. Games and play can help designers understand how people think, how systems work, and how a design process can unfold. The exercises are sometimes played on a tabletop, and sometimes are physical and social games, but they are all thought-provoking and (of course!) very fun to play. The book is divided into three sections, games that can be played in 30 minutes, 2 hours, and a day or more. They are valuable for anyone who wants to know more about how people think, how systems work, how to create meaningful experiences, and how to redesign the world for the better.
Short, inspirational essays begin each section, where readers learn about productive collaboration, creative problem solving, how to communicate ideas, and analyzing how systems work.”

O livro tem um site do qual se podem retirar alguns documentos para serem impressos. Tratam-se dos extras/tabuleiros para serem jogados porque quem vai ler o livro :)

+infos(oficial): https://theruleswebreak.com/

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Homeworld, uma história de um GameDev

Um história na primeira pessoa em como surgiu o jogo Homeworld :)

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Ensino de videojogos em Portugal

Esta informação foi retirada do site da Sociedade Portuguesa de Ciências dos Videojogos (SPC videojogos):
Licenciaturas em Portugal
Licenciatura em Design de Jogos Digitais, IPB, Bragança
Licenciatura em Engenharia e Desenvolvimento de Jogos Digitais, IPCA, Barcelos
Licenciatura em Games and Apps Development, Universidade Europeia, Lisboa
Licenciatura em Jogos Digitais e Multimédia, IPL, Leiria
Licenciatura em Videojogos, Universidade Lusófona de Humanidades e Tecnologias, Lisboa
Licenciatura em Videojogos e Aplicações Multimédia, Universidade Lusófona, Porto

Mestrados em Portugal
Mestrado em Computação Gráfica, Universidade Aberta + Universidade do Porto + Universidade de Coimbra (online)
Mestrado em Comunicação Multimédia – Multimédia Interactivo, UA, Aveiro
Mestrado em Design e Desenvolvimento de Jogos Digitais, UBI, Covilhã
Mestrado em Engenharia de Desenvolvimento em Jogos Digitais, IPCA, Barcelos
Mestrado em Engenharia Informática e Computadores – Especialização em Jogos, IST-Taguspark, Oeiras
Mestrado em Multimédia – Especialização em Tecnologias Interativas e Jogos Digitais, UP, Porto

Pós-Graduações em Portugal
Curso de Especialização em Design de Interação, Web e Jogos, UP, Porto
Pós-Graduação em Aplicações Móveis Multimédia, Universidade Lusíada, Lisboa

Unidades Curriculares em Cursos em Portugal
Mestrado em Ciências da Comunicação, variante Internet e Novos Media, UCP, Lisboa
– Videojogos e entretenimento [obrigatória]
Mestrado em Design de Comunicação, e Mestrado em Arte Multimédia, FBA/UL, Lisboa
– Game Design [Opcional]
Mestrado em Design e Multimédia, UC, Coimbra
– Diversas unidades que o aluno pode combinar para fazer a sua especialização em jogos: Design de Jogos, Modelação, Animação, Design de Som, Design Generativo, Design de Interação, Tecnologias de Interface, Arquitectura de Interface; com projeto especializado na área e componente de investigação.
Mestrado em Engenharia Informática, UBI, Covilhã
– Tecnologias de Jogos de Vídeo [Obrigatória]
Mestrado em Engenharia Informática, UC, Coimbra
– Design de Jogos
Mestrado Integrado em Engenharia Informática e Computação, FEUP, Porto
– Desenvolvimento de Jogos de Computador [Opcional], com projetos desenvolvidos em conjunto com Seminários de Design II – Modelação (Licenciatura em Design de Comunicação, FBAUP) e Design de Som para Media Digitais (Mestrado em Multimédia, UPorto).
Mestrado em Multimédia, FEUP, Porto
– Jogos Digitais [Opcional]
– Diversas unidades para trabalhar na área: Sistemas Digitais Interativos, Sistemas Gráficos e Animação 3D, Interfaces Multimodais, Design de Som para Media Digitais
Mestrado em Tecnologia e Arte Digital, UM, Braga
– Narrativas Digitais [Obrigatória]
Licenciatura em Arte Multimédia, UL, Lisboa
– Metodologia Projetual Multimédia
– Sistemas Interativos
Licenciatura em Audiovisual e Multimédia, ES Comunicação Social, Lisboa
– 3d Interactivo [Opcional]
– Multimédia e Jogos [Opcional]
Licenciatura em Ciências da Comunicação e da Cultura, ULHT, Lisboa
– Cibertexto e Videojogos [Opcional]
Licenciatura em Design de Comunicação, ISMAT, Portimão
– Videojogos e Médias Interactivos [Opcional]
Licenciatura em Design e Multimédia, UC, Coimbra
– Diversas unidades para trabalhar na área: Design de Meios Interactivos, Computação Gráfica, Inteligência Artificial, Projeto de Comunicação Multimédia e Projeto Multimédia Interactivo.
Pós-graduação em Media e entretenimento, UCP, Lisboa
Jogos Digitais [obrigatória]

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Boss Fight Books

Acerca deste grupo de trabalho:
“Boss Fight Books, founded in Los Angeles in June 2013, publishes nonfiction documentary-style books about classic video games. Each of our books takes a critical, historical, and personal look at a single game.
Some books focus on the history of the game’s creation, some focus on particular elements like level design, story, and music, some investigate the subculture that has formed around a game, and some reflect on the game’s role in the author’s own life.
Each book is written by a different author from in or out of the video game industry. We work with game designers, game journalists, novelists, voice actors, film critics, musicians, and artists. Most of the time, a book’s subject is chosen by the author because they are passionate and curious about the game.”

da lista de livros constam os seguintes:
EarthBound by Ken Baumann
Chrono Trigger by Michael P. Williams
ZZT by Anna Anthropy
Galaga by Michael Kimball
Jagged Alliance 2 by Darius Kazemi
Super Mario Bros. 2 by Jon Irwin
Bible Adventures by Gabe Durham
Baldur’s Gate II by Matt Bell
Metal Gear Solid by Ashly and Anthony Burch
Shadow of the Colossus by Nick Suttner
Spelunky by Derek Yu
World of Warcraft by Daniel Lisi
Super Mario Bros. 3 by Alyse Knorr
Mega Man 3 by Salvatore Pane
Soft & Cuddly by Jarett Kobek
Kingdom Hearts II by Alexa Ray Corriea
Katamari Damacy by L. E. Hall
Final Fantasy V by Chris Kohler
Shovel Knight by David L. Craddock
Star Wars: Knights of the Old Republic by Alex Kane
NBA Jam by Reyan Ali
Breakout: Pilgrim in the Microworld by David Sudnow
Postal by Brock Wilbur & Nathan Rabin
Red Dead Redemption by Matt Margini
Resident Evil by Philip J Reed
The Legend of Zelda: Majora’s Mask by Gabe Durham
Silent Hill 2 by Mike Drucker
Final Fantasy VI by Sebastian Deken

+infos(oficial): https://bossfightbooks.com/

 

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20th International Federation for Information Processing – International Conference on Entertainment Computing (IFIP-ICEC 2021)

“IFIP-ICEC is the longest lasting and prime scientific conference series in the area of Entertainment Computing. It brings together practitioners, researchers, artists, designers, and industry on the design, creation, development, use, application and evaluation of digital entertainment content and experience systems. In addition, it brings together research on education and entertainment. This event covers a diverse array of related research issues, including game-based learning and other learning experiences associated with entertainment.”

Tópicos:
Design and Analysis
Game Design: Theory, Creation & Testing
Interactive Narratives & Digital Storytelling
Entertainment Robots, Toys & Smart Gadgets
Social Media / Social Computing Entertainments
New Genres of Interactive & Digital Entertainment
Interactive Art, Performance and Novel Interactions

Digital Art & Installations
Virtual/Augmented/Mixed Reality & Entertainment
Ubiquitous/Pervasive Entertainment
Sound, Music & Performance
TransMedia and Entertainment
Entertainment Devices, Platforms & Systems

Digital Entertainment Hardware & Devices
Entertainment for Nomadic Users
Ambient Entertainment
Digital Broadcasting and Digital Cinema
Interactive Television and Broadcasting
Theoretical Foundations and Ethical Issues

Experiential Aspects in Entertainment
Emotions and Affective Interaction
Theoretical Basis of Entertainment
Social / Cultural Impacts of Digital Entertainment
Issues of Public Relations & Advertising Through Entertainment
Entertainment for Purpose & Persuasion

Serious Games
Games for Learning, Health & Well-Being
Games For Change & Social Impact Games
Exergaming
Advergames and Digital Marketing

Computational Methodologies for Entertainment
Artificial Intelligence & Machine Learning for Entertainment
Procedural Content Generation
Computer Graphics & Visual Effects
Big Data in Entertainment
Security & Privacy in Entertainment

Algorithmic research on board and card games
New types of entertainment using information technologies
Hardware technology research and development to implement entertainment systems
Non-traditional human interface technologies for entertainment

+infos(oficial): https://ifip-icec2021.dei.uc.pt/

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Previsões.. por Joost van Dreunen

encontrei uma previsão do que supostamente vai acontecer em 2021 :P .. interessante perspetiva, mas..

+infos(fonte): https://superjoost.substack.com/p/predictions-new-rev-models-and-the

+infos(livro do autor): LINK

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Palestras sobre jogos e videojogos (online)

Encontrei umas palestras acerca de jogos e videojogos que são “patrocinadas” pelo The Birmingham Centre for Media and Cultural Research (BCMCR). Das próximas destaco as seguintes:
Rethinking PC Games Pricing, por Oscar Clark
Truth, Contingency and Necessity: the rhetoric of historical games

E também pela Georgetown University Wargaming Society (GUWS) do qual destaco:
Game Design & Self-Publication by Brian Train
Play to Learn: Historical Board Games as Educational Tools

+infos(BCMCR Research Events): https://www.bcu.ac.uk/media/research
+infos(Georgetown University Wargaming Society): https://www.guwargaming.com/
+infos(eventbrite, as sessões): LINK

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Pós-Graduação em Game Design (em Oeiras)

Estam abertas as candidaturas para a Pós-Graduação em Game Design na IADE – Faculdade de Design Tecnologia e Comunicação da Universidade Europeia (IADE) em Oeiras. Do plano de estudos faz parte:

Intro – Introduction to Game Design
Introduction to Game Development, por Nélio Códices (Co-Fundador e Diretor, Battlesheep e Docente no IADE)
History of Ideas, por Flávio Almeida (Docente no IADE)
Game Design, por Lexicon Wilson Almeida (Game Designer, Bica Studios e Nerd Monkeys)

M I – Game Design Foundations
Game Engines & Level Editors, por Filipe Pina (Game Designer e Motion Designer)
Game Design, por Wilson Almeida (Game Designer, Bica Studios e Nerd Monkeys)

M II – Visual Design in Games
Visual Culture, por Chris Solarski (Game Designer, Gestor do IGDA – Swiss Game Developers Association).
User Experience & Humane Design, por Lara Reis (Designer Gráfica e Docente no IADE)*Online module

M III – Applied Game Design
Level Design, por Edgar Jesus (Game Designer e Organizador de Game James)
Interactive Storytelling, por Filipe Pina (Game Designer e Motion Designer)
Game Design II, por Wilson Almeida (Game Designer, Bica Studios e Nerd Monkeys)

M IV – Game Design Project
Game Production, por Nélio Códices (Co-Fundador e Diretor, Battlesheep e Docente no IADE)
Final Project
Filipe Pina (Game Designer e Motion Designer)
Edirlei Lima (Docente no IADE)
Edgar Jesus (Game Designer e Organizador de Game James)

+infos(oficial): https://www.iade.europeia.pt/cursos/posgraduacoes/game-design

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Games Research Positions

É sempre bom quando existe uma lista organizada onde podemos consultar e verificar que tipo de trabalhos de investigação/estudos podemos realizar um pouco por todo o mundo. A totalidade dos casos apresentados estão relacionados com cursos superiores em universidades/instituições publicas e privadas que se dedicam a trabalhar com videojogos nos mais diferentes contextos.

+infos(lista original): LINK

+infos(lista atualizada): LINK

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Making Games, uma revista

Encontrei esta referência de uma revista que conversa/faz reportagens com a malta que anda a desenvolver ou que já desenvolveu videojogos, muito interessante, tive acesso ao último número mas gostava de espreitar todos os outros. Normalmente só temos acesso a estas informações em blogs oue m alguns livros, não sabia que também haviam revistas. É uma revista alemã, que sai de dois em dois meses, e escrita em inglês.

+infos(oficial): https://shop.computec.de/pc-magazine/making-games/

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Fusion ZX (acesso gratuito)


A malta do site retro-now.com disponibilizou gratuitamente o acesso a uma dos números da revista Fusion. O grande mentor e impulsionador deste formato é o senhor Chris Wilkins,que tem apresentado nos últimos anos várias revistas e livros sobre a família do ZX Spectrum

e o conteúdo deste número é o seguinte:

+infos(revista): LINK

 

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Project Horseshoe

“Solutions to some problems require the efforts of more than one person. Some problems are simply too big to be fully understood by any individual working alone. Project Horseshoe provides a unique think-tank atmosphere that nurtures deep discussions and collaborative problem solving efforts. Since 2006, Project Horseshoe has formed a strong and supportive community of brilliant and talented games industry professionals who are deeply interested in exploring and pushing the frontiers of game design.”

Encontrei este grupo de trabalho que se reúne anualmente para conversar e discutir assuntos relacionados com o game design. Têm disponibilizado alguns relatos que são de acesso gratuito.

+infos(oficial): https://www.projecthorseshoe.com/

+infos(oficial reports): https://www.projecthorseshoe.com/reports/

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ukie, you-key, (UK Interactive Entertainment)

Mais um grupo relacionado com a industria dos videojogos, com algumas referências para investigação feita.. um grupo organizado no UK.

+infos(oficial): https://ukie.org.uk/

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European Games Developer Federation Ekonomisk Förening (EGDF)

Mais um grupo relacionado com a industria dos videojogos, não têm referências para investigação feita.. mais parece um aglomerado de empresas para obter uma força positiva para esta industria!

+infos(oficial): http://www.egdf.eu/

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Repositório para investigação sobre videojogos

Encontrei mais um repositório de investigação :)

+infos(Tampere University of Technology): LINK

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Um grupo de trabalho, acerca de videojogos

Encontrei, durante o trabalho que estava a realizar, um grupo de trabalho, o Game Hub Scandinavia,  que tem desenvolvido um trabalho muito interessante dedicado ao perfil de saída dos alunos de três países: Noruega, Dinamarca e Suécia. Das leituras dos documentos dá para perceber que todos os alunos acabam por ficar nestes países a trabalhar e que tem havido uma melhoria no ensino e que talvez por esse motivo, nestes países têm saído para o mercado um grande número de videojogos com grande qualidade.

leituras que recomendo:
Working with Serious Games, de Björn Berg Marklund, Marcus Hellkvist, Per Backlund, Henrik Engström, e Marcus Toftedahl
Game Localization
Swedish game Education: 2001-2016, de Björn Berg Marklund
Higher Video-Game Education in Scandinavia
New handbook for indie game devs and educational institutions

+infos(oficial): LINK

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5th International Conference on Game Jams, Hackathons and Game Creation Events (conferência)

Chamada de trabalhos até 26 de abril, sendo que os temas são:
Communication skills
Games Done Quick
Community building
Group dynamics
Creativity
Ideation
Educational dimension of game jams and hackathons
Incentives and rewards in game jams and hackathons
Game design issues in game jams
Learning in game jams and hackathons
Game jam and hackathon attendance: who and why?
Makerspaces
Game jam and hackathon impacts
Rapid game development
Game jam and hackathon methodologies
Team formation
Game jam and hackathon resources and assets
Theme development

Os trabalhos apresentados nesta conferência podem ser consultados, em:
ICGJ 2016 (LINK)
ICGJ 2017 (LINK)
ICGJ 2018 (LINK)
ICGJ 2019 (LINK)

+infos(oficial): LINK

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Game Documentation (mais um video)

Mais um video encontrado para relembrar alguns dos aspectos acerca do desenvolvimento de um videojogos, que é o de manter um histórico acerca do que se vai fazendo.

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Archiving Online Video Games

Algumas referências sobre o tema “Archiving Online Video Games”:

    • Adrienne Shaw’s Rainbow Arcade exhibition – LINK
    • Strong National Museum of Play (where the International Center for the History of Electronic Games (ICHEG) is housed) – LINK
    • Software Preservation Network helpful – LINK
    • Rhizome collective – LINK
    • The reports from the Trope Tank at MIT – LINK
    • Galloway, P. K. (2011). Retrocomputing, archival research, and digital heritage preservation: A computer museum and ischool collaboration. Library Trends, 59(4), 623-636. – LINK
    • Newman, James. Best before: Videogames, Supersession and Obsolescence. Routledge, 2012. – LINK
    • Lowood, Henry. “Perfect Capture: Three Takes on Replay, Machinima and the History of Virtual Worlds.” Journal of Visual Culture 10, no. 1 (April 1, 2011): 113–24. – LINK
    • Stuckey, Helen, Melanie Swalwell, Angela Ndalianis, and Denise de Vries. “Remembrance of Games Past: The Popular Memory Archive.” In Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death, 11. ACM, 2013. – LINK
    • Brown, Samantha, Samantha Lowrance, and Catherine Whited. “Preservation Practices of Videogames in Archives,” 2018. – LINK
    • Winget, Megan A. “Videogame Preservation and Massively Multiplayer Online Role-Playing Games: A Review of the Literature.” Journal of the American Society for Information Science and Technology 62, no. 10 (2011): 1869–1883. – LINK
    • Nylund, Niklas. “Walkthrough and Let’s Play: Evaluating Preservation Methods for Digital Games.” In Proceedings of the 19th International Academic Mindtrek Conference, 55–62. AcademicMindTrek ’15. New York, NY, USA: ACM, 2015. – LINK
    • Flashpoint – LINK
    • Game Preservation Initiatives – LINK
    • Archaeogaming – LINK
    • 100 New Arcade Machines Added to the Internet Arcade – LINK
    • Strong Museum of Play – LINK
    • Preserving Virtual Worlds I and II. – LINK
    • Kaltman, Eric, et al. “A unified approach to preserving cultural software objects and their development histories.” (2014). – LINK
    • Dutch sound& vision institute – LINK
    • Video “Games as a service” is fraud. – LINK

 

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A história dos jogos produzidos na Finlândia (livro grátis)

Para quem gosta de estudar e aprender sobre o Game Design é sempre bom conhecer algumas das histórias relacionadas com o desenvolvimento de videojogos. Este livro retrata um pouco das histórias na Finlândia. O título do livro é “The Praised, The Loved, The Deplored, The Forgotten : A View into the Wide History of Finnish Games” dos autores Annakaisa Kultima, e Jouni Peltokangas, com referências ao período de 1918 a 2016.

+infos(oficial): LINK 

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