Category: investigação
Publicar na Steam
Surgiu na comunidade um relatório que foi desenvolvido a partir das respostas a questões por parte de pessoas que publicam ou publicaram na Steam.
Algumas das sugestões que são feitas estão relacionadas com:
“1. Remove ability for users to delete developers’ comments on their reviews.
2. Clarify what a developer needs to do in order to qualify for various featuring opportunities.
3. Bug reporting/technical support should be built into Steam/Steamworks. Filter issues that are Steam issues to Steam support team instead of to the developer.
4. Devs should be able to have one unified landing page for all their games.
5. The Steam Community feature needs better ways to deal with toxic users.
6. Valve should increase the overall volume of sustainable middle class developers.
7. Make reviews on the frontpage representative of the game’s review percentage.
8. The “Upcoming Games” list is becoming useless.
9. Devs should have better tools and info for tracking and identifying players who abuse/hack multiplayer, bot/farm item drops, etc.
10. Devs should have the possibility to send messages to forum users.
”
+infos(análise ao estudo): LINK
+infos(estudo completo): LINK
The Indie Game Developer Handbook
Gostava de ter acesso a este livro: The Indie Game Developer Handbook
Os principais tópicos deste livro são:
Indie Game Development
Development Tools and Resources
Self-Publishing
QA, Localisations and Age Ratings
PR and Reaching Out to the Press
Marketing
Advertising
Websites, Forums and Source Control
Funding
Tax, Legal and Other Odds and Ends
+infos(loja): LINK
Livros a consumir (videojogos)
.2017
Metagaming Playing, Competing, Spectating, Cheating, Trading, Making, And Breaking Videogames de Stephanie Boluk e Patrick Lemieux
Fans And Videogames Histories, Fandom, Archives
.2016
A Lógica Do Jogo: Recriando Clássicos Da História Dos Videogames de Marcus Becker
How To Talk About Videogames de Ian, Prof. Bogost
Digital Games As History How Videogames Represent The Past And Offer Access To Historical Practice de Adam Chapman
Playback A Genealogy Of 1980s British Videogames de Alex Wade
.2015
Co-Creating Videogames de John Banks
.2014
Developer’S Dilemma The Secret World Of Videogame Creators de Casey O’Donnell
Videogames And Education de Harry J. Brown
.2013
Digital Games: A Context for Cognitive Development: New Directions for Child and Adolescent Development, Number 139
.2011
The Videogames Handbook de James Newman, David Surman e Iain Simons
How To Do Things With Videogames de Ian Bogost
.2010
Persuasive Games The Expressive Power Of Videogames de Ian Bogost
.2009
Beyond Game Design Nine Steps Towards Creating Better Videogames de Chris Bateman
.2008
Studying Videogames de Wayne O’Brien e Julian Mcdougall
Playing With Videogames de James Newman
.2006
Game Writing Narrative Skills For Videogames de Chris Bateman
Computer Games: Text, Narrative and Play de Diane Carr, David Buckingham, Andrew Burn, Gareth Schott
Estudos sobre videojogos: um portal
Aqui está um portal que agrega alguns trabalhos relacionados com estudos feitos sobre os videojogos.
+infos: http://gamestudies.org/
revista: Entertainment Computing
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
Specific areas of interest include:
• Computer, video, console and internet games
• Cultural computing and cultural issues in entertainment
• Digital new media for entertainment
• Entertainment robots and robot like applications
• Entertainment technology, applications, application program interfaces, and entertainment system architectures
• Human factors of entertainment technology
• Impact of entertainment technology on users and society
• Integration of interaction and multimedia capabilities in entertainment systems
• Interactive television and broadcasting
• Interactive art and entertainment
• Methodologies, paradigms, tools, and software/hardware architectures for supporting entertainment applications
• Mixed, augmented and virtual reality systems for entertainment
• New genres of entertainment technology
• Serious Games used in education, training, and research
• Simulation/gaming methodologies used in education, training, and research
• Social media for entertainment
In the area of empirical and experimental studies we are looking for contributions which are very well documented, innovative, and tested or evaluated in a particular entertainment domain.
+infos(revista): LINK
Livros sobre videojogos..
(2013)Honoring the Code: Conversations with Great Game Designers de Matt Barton
(2003)The Video Game Theory Reader de Mark J. P. Wolf
(2005)21st Century Game Design de Chris Bateman e Richard Boon
(2013)Fundamentals of Game Design de Ernest Adams
(2009)Level Design: Concept, Theory, and Practice de Rudolf Kremers
(2014)An Architectural Approach to Level Design de Christopher W. Totten
(2014)Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game – with Unity and C# de Jeremy Gibson
(2008)Game Feel: A Game Designer’s Guide to Virtual Sensation de Steve Swink
(2012)Reality is Broken: Why Games Make Us Better and How They Can Change the World de Jane McGonigal
(2015)Uncertainty in Games de Greg Costikyan
(2012)Game Mechanics: Advanced Game Design de Ernest Adams e Joris Dormans
(2004)Game Design, Theory and Practice de Richard Rouse III
(2003)Rules of Play: Game Design Fundamentals de Katie Salen e Eric Zimmerman
(2008)Understanding Video Games: The Essential Introduction de Simon Egenfeldt-Nielson, Jonas Heide Smith, Susana Pajares Tosca
(2007)Videogame, player, text de Barry Atkins e Tanya Krzywinska
(2012)Characteristics of Games de George Skaff Elias, Richard Garfield, K. Robert Gutschera, Peter Whitley, Eric Zimmerman
(2008)Game Design Workshop: A Playcentric Approach to Creating Innovative Games de Tracy Fullerton
(2013)Videogames de James Newman
(2008)Challenges for Game Designers de Brenda Brathwaite, Ian Schreiber
(2011)Half-Real: Video Games between Real Rules and Fictional Worlds de Jesper Juul
(2014)Play Matters de Miguel Sicart
(2003)Designing Virtual Worlds de Richard A. Bartle
(2010)Replay: The History of Video Games de Tristan Donovan
(2008)The Ultimate Guide to Video Game Writing and Design de Flint Dille, John Zuur Platten
(2007)The Game Maker’s Apprentice: Game Development for Beginners de Jacob Habgood , Mark Overmars, Phil Wilson
(2014)Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques de Evan Skolnick
(2010)The Game Maker’s Companion (Technology in Action) de Jacob Habgood, Nana Nielsen, Martin Rijks
(2014)Game Design Workshop: A Playcentric Approach to Creating Innovative Games de Tracy Fullerton
(2012)A Mind Forever Voyaging: A History of Storytelling in Video Games de Dylan Holmes
(2001)The Ultimate History of Video Games: From Pong to Pokemon–The Story Behind the Craze That Touched Our Lives and Changed the World de Steven Kent
(2009)Games of Empire: Global Capitalism and Video Games de Nick Dyer-Witheford, Greig de Peuter
(2011)Extra Lives: Why Video Games Matter de Tom Bissell
(2008)Game Feel: A Game Designer’s Guide to Virtual Sensation de Steve Swink
(2003)Rules of Play: Game Design Fundamentals de Katie Salen Tekinbas, Eric Zimmerman
(2013)Theory of Fun for Game Design de Raph Koster
(2013)The Art of Failure: An Essay on the Pain of Playing Video Games de Jesper Juul
(2013)Critical Play: Radical Game Design de Mary Flanagan
(2012)Understanding Video Games: The Essential Introduction de Simon Egenfeldt-Nielsen, Jonas Heide Smith, Susana Pajares Tosca
(2011)Reality Is Broken: Why Games Make Us Better and How They Can Change the World de Jane McGonigal
(2014)A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design de Anna Anthropy, Naomi Clark
(2010)Persuasive Games: The Expressive Power of Videogames de Ian Bogost
(2011)How to Do Things with Videogames de Ian Bogost
(2012)Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form de Anna Anthropy
(2012)Game Design Theory de Keith Burgun
(2008)The Game Inventor’s Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between! de Brian Tinsman
(2006)Game Design Reader: A Rules of Play Anthology de Katie Salen, Eric Zimmerman
(2001)Man, Play and Games de Roger Caillois, Meyer Barash
(2001)The Ambiguity of Play de Brian Sutton-smith
(2014)Fundamentals of Game Design, 3/E de Ernest Adams
(2015)Game Design Vocabulary, A: Exploring the Foundational Principles Behind Good Game Design de Anna Anthropy e Naomi Clark
(2015)Players Making Decisions: Game Design Essentials and the Art of Understanding Your Players de Zack Hiwiller
(2015)Learning 2D Game Development with Unity: A Hands-On Guide to Game Creation de Matthew Johnson e James A. Henley
.unity
(2013)Unity Game Development in 24 Hours, Sams Teach Yourself de Mike Geig
(2015)Unity in Action: Multiplatform Game Development in C# with Unity 5 de Joe Hocking
EPoGames 2016
EPoGames 2016
II Encontro Potiguar de Jogos, Entretenimento e Educação
I Escola Regional de Realidade Virtual
Natal, RN, 07-12 de novembro de 2016
O EPoGames é o principal evento do Rio Grande do Norte (RN) voltado ao
estudo do desenvolvimento e do uso de jogos digitais e mídia digital
interativa. Trata-se de um evento de caráter interdisciplinar que tem como
objetivo principal reunir estudantes e profissionais interessados na área
de jogos, com objetivo de entretenimento e/ou educação, a fim de
impulsionar a criação de uma cultura na área no RN. Esta área é
inerentemente interdisciplinar, envolvendo profissionais de computação,
artes, design, música, educação, mas igualmente de psicologia, saúde e
demais áreas que fazem uso de jogos digitais como ferramentas de
transformação individual e social. O EPoGames serve, então, como ponto de
encontro e de troca de ideias e saberes das diferentes áreas em um foco de
aplicação específico: o desenvolvimento e uso de jogos digitais. O evento
possui um viés acadêmico, sem deixar de lado o interesse do mercado,
procurando promover o empreendorismo na área.
Este ano a EPoGames acontecerá em conjunto com a Escola Regional de
Realidade Virtual.
A lista de assuntos de interesse no domínio dos jogos inclui, mas não está
limitada a:
Computação:
Arquiteturas e motores de jogos; Inteligência artificial aplicada a
jogos; Computação gráfica; Processos e ferramentas de desenvolvimento;
Interação humano-computador; Som interativo e 3D; Modelos e infraestrutura
para jogos em rede; Modelagem física; Modelagem procedural.
Realidade Virtual
Aplicações de realidade virtual; Aplicações de realidade aumentada;
Jogos em realidade virtual; Jogos em realidade aumentada; Inovações em
técnicas de realidade virtual e/ou realidade aumentada.
Artes e Design
Técnicas de modelagem e animação; Métodos, processos e ferramentas para
artes e design; Design conceitual; Criação de arte promocional; Processos
de criação; Narrativas; Quests e mecânicas; Design de níveis; Design de
interfaces; Gamificação de processos.
Educação
Ensino e aprendizagem com jogos; Ensino da programação de jogos;
Análise, projeto, desenvolvimento e avaliação de jogos educativos; Análise
da aprendizagem a partir de jogos; Simuladores para apoiar o
ensino/aprendizagem; Realidade virtual e aumentada na educação; Ambientes
tridimensionais para o ensino/aprendizagem; Gamificação na educação.
Cultura
História dos jogos; Impacto dos jogos em comunidades; Impacto dos jogos
em áreas diversas (Trabalho, Educação, Saúde, Psicologia, Mídia, Juventude,
Violência, Sociedade).
Indústria
Empreendedorismo na área de jogos digitais; Estratégia organizacional
na indústria de jogos digitais; Formação dos profissionais para a indústria
de jogos digitais; Games, clusters e cidades criativas; Indies na indústria
de jogos digitais; Inovação na indústria de jogos digitais;
Internacionalização de empresas de desenvolvimento de jogos digitais;
Metodologias de gestão de projetos na indústria de jogos digitais; Modelos
de negócio nas empresas de jogos digitais; Políticas públicas na indústria
de jogos digitais.
*Existem quatro categorias para submissão de trabalhos:*
Artigos completos: trabalhos científicos com resultados originais
consolidados ou com análise de experiências (de 8 a 12 páginas);
Artigos resumidos: trabalhos científicos ou análise de experiências em
andamento com resultados parciais (de 5 a 7 páginas);
Minicursos: apresentações sobre temas de interesse para a comunidade de
Jogos Digitais (2 páginas).
Festival de jogos: jogos independentes concebido e desenvolvido por pessoa
física ou jurídica utilizando qualquer tecnologia para qualquer plataforma,
visando ou não fins lucrativos;
Para maiores informações, acesse o site do EPoGames 2016:
http://epogames.imd.ufrn.br/
Cronograma:
20/10/2016 ? prazo de submissão dos artigos completos, resumidos,
minicursos e festival de jogos
01/11/2016 ? notificação de resultados
05/11/2016 ? envio da versão final
07-12/11/2016 ? EPoGames 2016
Statista
Um bom site sobre estatística sobre o consumo de videojogos em Portugal e não só.
+infos: LINK
Europe in Crisis (eCrisis) Project Launch
De Malta para o mundo..
“The Institute of Digital Games would like to invite you to the launch of the new research project “Europe in Crisis” (eCrisis), funded through the Erasmus+ Programme. The 3-year eCrisis project aims to enable inclusive education through playful and game-based learning and, thereby, foster the development of social, civic and intercultural competences such as conflict resolution, creative thinking, and reflective debate in primary and secondary education students.
The project will launch with an opening address by the Minister of Education and Employment, Hon. E. Bartolo and the Rector of the University of Malta, Prof. A. Vella. A number of internationally established researchers and educators from Malta, Greece and Austria will also talk about game-based learning, creative thinking, conflict resolution, and social inclusion in education. Guests will also have the opportunity to try out the games that form the basis of the project and connect with the researchers.
Educators are particularly welcome! Through this event there will be the opportunity to collaborate with you over the coming 3 years.
Venue: Institute of Digital Games, University Campus
Date: 21th October 2016
Time: 16:00 – 18:00″
+infos: http://www.game.edu.mt/
Why is selling good games so hard? por Dave Toulouse
Bom artigo para ler e ter em atenção :)
- “It should seem obvious, but people keep doing it.
- Manage your risks. Do a game that can be done in 6-8 months, not one that takes 3-5 years!
- Built up a portfolio of games first. Start small and build up to larger successes.
- Don’t spend money on things you don’t understand or can’t handle properly.
- Players don’t care about your engine so make games instead. If existing engines don’t meet your needs then you should reconsider your project.
- Your main source of marketing power is your game itself. (Unless you somehow manage to get Sony to pay for it…)
- Don’t compare yourself to the big hits. What worked for them might not for you. If there was a recipe for success we’d all be following it.”
+infos(artigo): LINK
Grupo de investigação: GILT – Games, Interaction and Learning Technologies
No Porto, mais concretamente no ISEP (Instituto Superior de Engenharia do Porto, IPP) existe um grupo que investiga também sobre videojogos :) interessante..
+infos(oficial): http://gilt.isep.ipp.pt/
O game design document (GDD)
Ficam aqui algumas referências para a construção de um game design document:
A GDD Template for the Indie Developer por Jason Bakker – LINK
Game Design Document Sample por Chris Taylor – LINK
Game Design Document Examples por António Andrade – LINK
Sample outline for a Game Design Document, autor desconhecido – LINK
Creating A Great Design Document por Tzvi Freeman – LINK
The Anatomy of a Design Document, Part 1: Documentation Guidelines for the Game Concept and Proposal por Tim Ryan – LINK
The Anatomy of a Design Document, Part 2: Documentation Guidelines for the Functional and Technical Specifications por Tim Ryan – LINK
Elite Mercenary – Mobile single player fps por autor desconhecido – LINK
Your Game Name Here por autor desconhecido – LINK
Ferramenta online para ajudar no processo – http://www.dundoc.com/
Cursos no coursera.org
No plataforma do coursera.org encontrei os seguintes cursos na área do desenvolvimento de videojogos:
Story and Narrative Development for Video Games, com Dariush Derakhshani e cedido por California Institute of the Arts – LINK
World Design for Video Games, por Théotime Vaillant cedido por California Institute of the Arts – LINK
Eu gostava de ter acesso / I would like to have access..
eu gostava de ter acesso/I would like to have access to your article..
What We Can Learn About Digital Badges from Video Games de Rudy McDaniel
http://link.springer.com/chapter/10.1007/978-3-319-15425-1_18
Application to the StarCraft Game Environment de Seng-Beng Ho
http://link.springer.com/chapter/10.1007/978-3-319-32113-4_7
The Essential Components of Game Design in 3D Virtual Worlds: From a Language Learning Perspective de Yu-Ju Lan
http://link.springer.com/referenceworkentry/10.1007/978-3-319-17727-4_24-1
HISTORIA Y VIDEOJUEGOS
Repositório interessante em espanhol acerca da história dos videojogos:
http://www.historiayvideojuegos.com/?q=produccion
Gostava de ter acesso/access to your article
Gostava de ter acesso/access to your article,
Shaojung Sharon Wang and Shih-Jung Hsu (March 2016)
Not So Angry Birds: Psychological Benefits of Mobile Games
http://aisel.aisnet.org/pajais/vol8/iss1/4/
Netta Ganor and Dov Te’eni (January 2016)
Designing Interfaces for Older Users: Effects of Icon Detail and Semantic Distance
http://aisel.aisnet.org/thci/vol8/iss1/1/
Investigação
Tema: “Integration and deployment of video games in the classroom”, “Role of instructors”
Livro “Developments in Current Game-Based Learning Design and Deployment”: LINK
Livros sobre videojogos no MIT
Livros que gostava de ter acesso:
(2012)Characteristics of games
(2014)Computer games for learning: an evidence-based approach – 304p
(2014)Developers dilemma: the secret world of videogame creators – 352p
(2012)Engineering play
(2011)Handbook of computer game studies
(2011)In game: immersion to incorporation
(2014)Processing: a programming handbook 2nd ed
(2003)Rules of play: game design fundamentals
(2014)Values at play in digital games – 224p
(2015)Video games around the world – 720p
(2011)Educational Videogame Design – 120p – LINK
(2015)Uma Aula No Videogame – 288p – LINK
Livros sobre videojogos
Gostava de passar os olhos por:
Understanding Video Games: The Essential Introduction
+infos(amazon): LINK
+infos(google books): LINK
Os quatro primeiros dias de um videojogo.. (Sproggiwood)
Uma explicação sobre o que são os primeiros quatro dias de um videojogo.. o “Sproggiwood”
+infos: LINK
“The Player Lifecycle” por Ricardo Vladimiro
Um artigo que fala acerca da “promoção” do jogo junto do jogador..
+infos: https://ongamesndata.wordpress.com/2015/07/10/the-player-lifecycle/
Cognitive Benefits of Playing Video Games
Cognitive Benefits of Playing Video Games por Peter Gray
+infos(resumo): LINK
+infos(livro): LINK
coisas a ler sobre videojogos
Gostava de ter acesso a:
Game AI Pro 2: Collected Wisdom of Game AI Professionals – LINK
Is Playing Video Games Related to Cognitive Abilities? – LINK
Video games as civilizational configurations – LINK
Playing With The Past: Digital Games and the Simulation of History – LINK
Vários sobre videojogos – LINK
A ler:
U.S. Department of Education: The future of education includes video games in classrooms – LINK