Mostrando postagens com marcador brazil. Mostrar todas as postagens
Mostrando postagens com marcador brazil. Mostrar todas as postagens

segunda-feira, 3 de agosto de 2026

Connecting gaming ecosystems: Serbia & Brazil

Two weeks ago, I unlocked a new milestone in my professional life: I gave a presentation about the Brazilian Games Ecosystem at the Serbian Games Association in Belgrade, Serbia.

Long story short: my cousin, João Eduardo Martin, works as a diplomat at the Brazilian Embassy in Belgrade. He manages cultural projects in the country and opened the door for me to talk about games at SGA. Since I was already visiting my cousin on vacation, we combined tourism with business.



João and I spoke with Mihajlo Jovanović-Džaril (CEO of SGA) and Tatjana Ristić (Project Coordinator) about potential partnerships in industry, market, and education.

Now, we have pitched initial ideas for future gaming projects between Serbia and Brazil. What’s coming next? A book? A game? A podcast? Soon I’ll share the news here!

Epic win

#GoGamers

terça-feira, 7 de setembro de 2021

STENA - mobile game (teaser trailer)

In November I will launch my new mobile game: STENA! Final tests are on the run! STENA is a reimagined version of the classic PONG arcade; but, instead of horizontal paddles settled for a two-player match, STENA has a circular scenario where, in solo mode, the player must defend the core of each stage with multiple paddles rotating 360º.

Check the teaser traier below:



#GoGamers

sábado, 22 de dezembro de 2018

A Word About the Brazilian Gaming Market

(NOTE: this content is a teaser from my HCI's 2019 paper and the last post of this year)

The Brazilian gaming market is full of opportunities and peculiarities. The country is well-known abroad for being an emergent field where new game ideas can be explored, andalso for its high levels of piracy, unfortunately. In a certain way, the country is a unique “ecosystem” where different business models and creative processes can be explored, given the size and the diversity of its population, of almost 220 million people.

The gaming industry in Brazil is not consolidated though, and under many aspects it is still in an initial stage. As a first step into our discussion, we can highlight some attributes of the Brazilian gaming market, using as reference the data collected in an important survey named Game Brazil Research 2018 (Pesquisa Game Brasil 2018, in Portuguese), conducted by the company Sioux Games.



In its fifth edition, the research comprised interviews with 2853 people, in an attempt to investigate some demographic, consumption and behavioral aspects of the Brazilian gaming field. The first information we need to highlight is the fact that 75.5% of the Brazilian population plays games in a wide range of platforms, like smartphones, tablets, computers, consoles, portable consoles, etc.

According to this research, the gamer audience in Brazil is mainly cross-platform,with 74% of players experiencing games on more than one device. Smartphones lead the numbers as the most popular gaming platforms in Brazil (37.6%), while consoles occupy the second place (28.8%), followed by computers, in third place (26.4%).

Another interesting piece of information from Game Brazil Research 2018 concerns the self-image of the Brazilian gamer audience: only 6.1% of the respondents considered themselves to be “hardcore” gamers. Most of the interviewed people identified themselves as casual gamers.

It was also remarkable, in the research about mobile games, that 60.7% of respondents said they played while in transit (bus, subway or car).

Finally, it is noteworthy that 53.6% of Brazilian gamers are women, and among the female audience the favorite platform is mobile (59%), in which they spend an average of one to three hours a week playing games.

From these preliminary data, it is possible to understand that Brazil is a fertile ground for mobile games and a place with high potential for new gaming business in this field.

There are no massive game publishers in Brazil yet, and mobile platforms like App Store (Apple) and Play Store (Google) constitute interesting opportunities for game designers, indie studios and small gaming companies to showcase their work, in Brazil and abroad.

#GoGamers

domingo, 18 de fevereiro de 2018

Highlights from Brazilian gaming market & 10 facts about games and women in this scenario

The Brazilian gamer consolidates with a cross-platform profile - 74% play on more than one device. The smartphone remains the most popular (77.9%), followed by computers (66.4%) and consoles (49%). Despite all the popularity of the games, only 6.1% of the respondents consider themselves as "hardcore gamers". Most identify themselves as a casual consumer, who uses games only as a simple form of entertainment (54.1%).

The preferred device to play is the smartphone, chosen by 37.6% of gamers, followed by consoles (28.8%) and computer (26.4%).

Their favorite game category is Strategy (50.9%), followed by Adventure (45%). An interesting fact is that these two types of games are among the preferred for both sexes, however, Action, Racing and Sports games are only present in the top 5 of men, while Cards, MatchThree and Trivia games are those that Complete the women's Top 5.

There are several places where the consumer plays. With the smartphones mobility, 60.7% of respondents say they play when they are in transit (bus, subway or car). However, contrary to previous research, this was not consecrated as the moment of greater consumption of games, since 71% of gamers also said to use the smartphone to play at home.

Source: Pesquisa Game Brazil 2017 (English version)

• • •



Fact #1
53,6% of Brazilian gamers are women.

Fact #2
59% define themselves as “casual gamers”.

Fact #3
Their favorite categories are:
1. Strategy (48,9%)
2. Adventure (38,9%)
3. Cards (36,1%)
4. Match Three (35,4%)
5. Trivia (33,5%)

Fact #4
Features that like most in a game:
1. Several levels;
2. Strategy definition;
3. That is ‘light’;
4. Big challenges;
5. That is beautiful.

Fact #5
Favorite Platform:
Mobile (59%)

Fact #6
Where do you play on mobile?
Home (64%)
Traffic (64%)
Work (37%)
Friend’s house (35%)

Fact #7
Favorite Brands:
Samsung in mobile
Xbox 360 in console
Windows 7 as computer so

Fact #8
Play videogame between 1 to 3 hours weekly.

Fact #9
44% of women gamers play at Facebook.

Fact #10
50% of players search for news about apps and games on social network.

Source: Pesquisa Game Brazil 2017 (English version)


#GoGamers

segunda-feira, 11 de dezembro de 2017

MIND ALONE: an experimental mobile game

1.Introduction

Mind Alone (2017/2018) is an experimental mobile game that I created in a partnership with Sioux, a Brazilian gaming publisher (it'll be launched in February). The main mechanics is puzzle-based (ADAMS, 2014) and most part of the gaming interface is built using alphabetical characters, only. Narrative is the main feature in this case and puzzle mechanics create the perfect blend for the gameplay. The main idea of the game is to follow the notion that “story, dialogue, character profiles, etc., should all be created in a way that add to the design of the gameplay” (INCE, 2006, p.36).



Based with slight modifications on the “High Concept Document” proposed by Adams and Rollings (2009, p.63), in this brief paper we aim to discuss some main features from Mind Alone’s game designing process, its business model conception, and how an experimental mobile game can be used to promote a gaming studio and become an example for game designing classes.

It is important to highlight that the “High Concept Document” (HCD) is an interesting exercise of “elevator pitch”; in other words: the document must be brief, objective, take no more than 10 minutes to read, and contain the essential features from the game. This kind of document is a good tool for game designers to register ideas for further consulting, and to explain ideas to studios/publishers/gaming companies.

Below we present the main features from Mind Alone described in the HCD format.

2.Mind Alone’s High Concept Document

Name of the game: Mind Alone
Team: Vicente Martin Mastrocola (game design, sound design, information architecture); Gabriel Romano (user experience, Unity programming); Guilherme Camargo (business model; planning strategy).
Publisher: Sioux
Country and year: Brazil (São Paulo), 2017/2018

Game summary: Mind Alone is a non-competitive single-player game based on plot/story-related. The player embodies the role of a character trapped in his own mind. It is impossible to say if they are dreaming, lying in a coma or dead. To reach the answer for this mystery, the player must solve a series of puzzles; each puzzle is a memory that brings hints of what happened. The memories start in the character’s childhood and advance until actual days. The player must solve all the puzzles to reach the surface of the conscience. Mind Alone is an authorial game and does not demand special licenses.

Gaming references: The Witness (Thekla Inc., 2016); Dark Room (Doublespeak Games, 2013); Lifeline (Three Minute Games, 2016). Games with a focus in narrative features and a clear invitation to players become “co-creators” of the plot.

Player’s motivation: the character needs help to wake up from the prison of their mind, in which they are confined in an infinite loop of disconnected memories. Players must solve the puzzles, which have different difficulty levels, to reach the surface of conscience.

Keywords: puzzle game; mystery; terror; enigma; mobile, transmedia; immersive; narrative

Target audience: 16+ year-old players, fans of puzzle/enigmas, escape the room games, and horror/terror literature.

Highlights: game 95% created using only alphabetical characters with interesting artistic interface. Freeware. Some puzzles offer transmediatic features inviting players to explore blogs and sites. Fast. Dual language: Portuguese and English.

Platform: mobile game developed for iOS and Android systems (created with Unity programming).

Game designing goals: through dark/mysterious narrative and puzzle-based gameplay, offers the players an experience of immersion, fear and tension. Generates thought-provoking puzzles with a simple interface.

Music and sound design: dark ambient soundtrack with incidental sounds (doors opening, moans, screams, piano notes, etc.). Some sounding references come from projects like Lustmord, Robert Rich and Zoät·Aon.

Business model: freeware. The goal of the game is to participate in game designing contests, festivals and gaming fairs to promote Sioux studio. As a freeware game, another goal is to use Mind Alone in game designing classes.

Mechanics examples: Mind Alone uses various smartphone features to constitute its gameplay. There are puzzles that use touch screen, assembly of elements, movement of the device (through accelerometer and gyroscope) and puzzles with textual responses. Below, we can analyze some puzzle wireframes with mechanics:

Puzzle example 1:

Solution: turn the smartphone to 90o to move the words from the shelf to the ground.

Puzzle example 2:

Solution: touch the dots in order to create a star pattern. If the player does not touch in the right sequence, the lines will disappear.

Puzzle example 3:

Solution: the player must search and touch the word “ON” in the middle of the characters. The screen will become white and the next puzzle will appear.

Puzzle example 4:

Solution: this puzzle is a transmedia enigma; the answer is outside of the game. Players must access the URL https://imoldforthis.blogspot.com.br/ to verify the image of some trees and type the answer in the blank field.

3.Final thoughts

Despite being a free mobile game, Mind Alone is one important tool for Sioux studio to present its work and participate in game designing contests and gaming fairs. The game is also a case to be used in the classroom and to discuss how to create independent experimental/artistic games, and to digress on how the gaming industry is plural in this sense. The strategy of distributing a free game could guarantee other profits like posts in specialized gaming websites, discussions in academic articles, and prizes in gaming contests etc.

Following the thoughts of Fullerton et al. (2008, p.15-16), Mind Alone used one very synthetic game design process based on stages: 1) conceptual stage: to define the game’s theme; 2) brainstorm stage: to think how the theme will materialize on the gaming interface; 3) Physical prototype/pre-prototype stage: to create a fast pre-visualization of the game using paper, pen and simple components; 4) Layout stage: to establish the initial concepts of the interface; 5) Digital prototype and test stage: with the previous mechanics and first layouts, it is possible to develop a simple version to be played on browser or in smartphones. In this stage, it is possible to start the beta-testing sessions; 6) Production stage: the feedbacks from the digital prototype beta-test sessions are the main information to produce the final version of the game; 7) Evaluation stage: to make the final tests to assure it is error-free; 8) Launching stage: to put the game available for download in mobile platforms (Android and iOS). It is important to highlight that, during this whole process, the game is documented using specific files (like the “High Concept Document” discussed previously).

By discussing the creative process and the business model structuration of Mind Alone, we hope to demonstrate how strong is the relationship between players and gaming companies in the contemporary digital gaming ecosystem. We claim it is of utmost importance to use a methodological process, even for small productions. We can see the importance of working with a consistent methodology and it is possible to imagine the iterative process applied in bigger projects. We hope we can contribute to the field of gaming studies and that this paper earns future developments and inspire new relevant discussions.

The Brazilian gaming market, as an emergent market, reveals itself as a privileged ambient to observe these game design processes. We welcome the opportunity to present this relevant discussion as a means of contributing to the on-going efforts in exploring the gaming market in contemporary culture.



References:

ADAMS, Ernest. Fundamentals of puzzle and casual game design. San Francisco: Pearson, 2014.
ADAMS, Ernest; ROLLINGS, Andrew. Fundamentals of game design. New Jersey: Pearson Prentice Hall, 2009.
FULLERTON, Tracy, et al. Game design workshop: a playcentric approach to creating innovative games. Burlington: Morgan Kaufmann Publishers, 2008.
INCE, Steve. Writing for video games. London: A & C Black Publishers Limited, 2006.

sexta-feira, 1 de setembro de 2017

Teaser trailer: MIND ALONE

In a partnership with SIOUX Studios from São Paulo I'll launch my new mobile game soon (end of October probably)! MIND ALONE is a text-based ludic interface. It is an experimental puzzle game that uses different functions from smartphones to create an immersive suspense/terror narrative. It is a “scape the room” game, but the room is your own mind. Each memory is a puzzle. The aim is to solve the puzzles, recover your memory, reach the surface and wake up from this mysterious nightmare.

Check the teaser trailer:



Wait for news here!

#GoGamers

domingo, 9 de outubro de 2016

Horizon Chase – a Brazilian game

As a Brazilian game designer, I like to discuss and bring some Brazilian gaming examples to this blog. Today, I want to talk about Horizon Chase, one very cool game that is a tribute to classic arcade racers.

Created by Aquiris Games Studio and launched in 2015, the game won many prizes and it’s a master class on how to use mobile media to give players a good experience. Check the trailer and gameplay below:



Some important game features to highlight:

1) Horizon Chase is a causal game and its gameplay is created in a simple and intuitive way;
2) Graphics are completely adjusted to the gameplay – the roads, cars and landscapes work together in a very intuitive mechanics;
3) Freeware model for gaming distribution (the studio created this product to win prizes and acquire “symbolic currency”);
4) Horizon Chase dialogues with new and old gamers with its retro mechanics, with a cool, modern layout.

The Brazilian gaming market is coming up with great ideas every year and mobile platforms are a good possibility for many companies. We don’t have a triple A industry here, but there are other options to show the work to the world.

Click here to access the site and download it for free on Apple and Android platforms.

#GoGamers 
#GoBrazilianDevs

quinta-feira, 19 de maio de 2016

SHARING THE GOOD NEWS

Cengage Learning has just launched my new book in Brazil, today. GAME CULTURA: COMUNICAÇÃO, ENTRETENIMENTO E EDUCAÇÃO (GAMING CULTURE: COMMUNICATION, ENTERTAINMENT AND EDUCATION) is a study addressing educational aspects, narratives, questions and marketing strategies involving games. The final words were written by Uruguayan game designer and researcher Gonzalo Frasca (¡Gracias!, @frascafrasca!).



CLICK HERE TO BUY!

#GoGamers

terça-feira, 28 de julho de 2015

My approved proposal to "The Videogame Cultures Project: 7th Global Meeting" (Oxford, UK)

Observing iterative design on the mobile indie game Dominaedro

Author:
M.A. Vicente M. Mastrocola (Postgraduate Research student and graduation level teacher at ESPM/São Paulo, Brazil; vincevader@gmail.com)

Smartphones and tablets are leading sales of electronic devices around the world, and became a rich field to explore gaming initiatives. Mobile media created a ludic ecosystem in which large publishers and small studios coexist; the new ways of digital content distribution allowed a gaming market with big productions and indie experiments to live in the same platforms. In this scenario, we seek to analyze a development process involving an independent Brazilian mobile game named Dominaedro, launched by Ludofy Studio in 2014.

Our focus in this work will be to discuss iterative design – a design methodology based on a cyclic process of prototyping, testing, analyzing, and refining a work in progress. In this context, we understand iterative design as a methodological tool to create a game. We intend to observe this kind of developing process, giving emphasis to the analogical prototyping phase that gives us some feedbacks from the beta-testing players, like in a qualitative research. Finally, we present the importance of the iterative design to quality assurance in the digital version of the game.

Data collected through 20 beta testing sessions showed the importance of iterative process to improve a gaming experience and to facilitate the production of the digital product. Based on this content we will demonstrate the whole process of creating a mobile game – from the idea, passing through the prototypes, until the final version.

We conclude highlighting the current tendency to create indie games using accurate design methodologies to gain audience in a very competitive scenario, and how indie games could be a learning point for aspirational game designers and small publishers; we will also emphasize the importance of using digital social networks and specialized media to publish and support an independent game.

Keywords: entertainment, mobile, iterative process, Dominaedro, indie game, Brazil

segunda-feira, 18 de maio de 2015

Adding some entertainment in advertising campaigns

I like to show Brazilian examples of advergaming. First of all, because I’m Brazilian. Second, because Brazil has a rich field of excellent examples to illustrate this contemporary kind of advertising, which uses games in its core.



Today, I bring one very interesting example to discuss here: one app created for Vivo (one of the big mobile companies in our country) that mixes gaming language, educational concepts and rewarding. The app’s name is UNLOCK LESSONS, and the idea is to put some serious content in children’s mobile devices for everyday life. Every time the child will unlock their phone, they must answer a quiz question about some scholar content.

Check the video below to understand:



This kind of advertising piece proves a possibility to transform serious content in a funny content with relevant results. About this subject, Miller (2004, p.69) says “The special qualities of games and stories are equally valuable when it comes to projects that are designed to be more functional—works that marry entertainment to some other task. Such projects are used for education (edutainment), information (infotainment), and advertising (advergaming). They also serve a role in training, promotion, and marketing. Game and story elements can make such interactive works far more palatable to the target users, and more successful at accomplishing their intended mission”. I’m gathering some good examples of Brazilian advergames for a more complete post. Wait for news.



References:

MILLER, Carolyn Handler. Digital storytelling: a creator’s guide to interactive entertainment. Oxford: Focal Press, 2004.

quarta-feira, 25 de junho de 2014

Talking about my new mobile game DOMINAEDRO

Last week my new game, DOMINAEDRO, landed at the App Store. The game is a strategic puzzle that mixes dominoes and tic-tac-toe. It’s is an abstract battle between two players that uses pieces of domino as weapons.

The game, originally, was analogic and was launched as an independent title in the beginning of this year. After lots of positive reviews from Brazilian (and even European) sites I decided to transform the analogic version into a digital game.

The game is very simple and I will share the main idea of the rules below. The game’s grid is arranged with nine numbers randomly selected by the system. In a decreasing order: the highest number will be allocated in the center, intermediate values will be around the highest one, and lower values will be on the corners.



Your starting hand has 3 domino pieces. The player with the lowest sum of numbers in a single piece starts the game. On your turn, you must try to put a single piece in the grid respecting the following rules:

1) A number in a domino can only touch a piece with the same number, or lower, in the grid.
2) Like in a domino game, pieces connected on the grid must have the same numbers.
3) Every time you choose a piece, the system will point out the spaces allowed for allocating on the table.



You earn points by dominating a sum on the grid. For that, you should be the player with the highest sum of numbers around a value. In case of a tie, the sum of the second values of dominoes sets the winner. In case of a tie in both sides of the dominoes, the winner will be the player with more pieces.

The game ends when you cannot allocate more pieces on the grid. Each piece not allocated is worth -1 point. Values of the grid that were not completely surrounded by pieces are scored normally.

If a player has dominated all values in a row, column or diagonal, they win 4 extra points for each line. The player with the most points wins the game. Check a short video demo with the game mechanics below:



You can download DOMINAEDRO for free. Click here for more information. I’m waiting for your suggestions, critics and improvements.

Go gamers!

quarta-feira, 14 de maio de 2014

Article: Brazilian Gaming Market

Craving to disseminate information about the Brazilian gaming market, my friend Mauro Berimbau and I wrote a brief article explaining some peculiarities of this environment with many relevant research data. We want to share our feelings with you.



Click here to download the PDF. We are waiting for your opinions!

quarta-feira, 6 de novembro de 2013

Recreating game mechanics

One important thing about game design is the ability to learn from games. The act of creating a repertory full of different references and mechanics is fundamental for the work of a game designer.

With great knowledge of these points it is possible to recreate game mechanics. To demonstrate this, I will use as an example in this post a game that I created: ÁLMOK.



ÁLMOK is a card game for 2 to 4 players that uses an oneiric world as a scenario. Players need to find combinations of dreams to escape from a nightmare dimension.

The game mechanics were based in the classic memory game, with some modifications. In the original memory game, the idea is to find a pair of equal images, but in ÁLMOK, the players need to find three of a kind. After a player finds a “combo” of three cards, he or she earns a special coloured gem. Each gem has a special power (like discard cards from the table, see hidden cards, etc.) that could be used in the turn of a player.

So, in essence, it’s a memory game, but we have some “turbo” modifications.

The game is played with a 64 deck of cards in a 8x8 grid that offers a major challenge for the player’s mind.

Ceilikan Games launched the game in Brazil in February 2013. The art made by me and ÁLMOK means “dreams” in Hungarian language.

At this moment, I’m working on a translation into English for the rules and a print and play version to make available for download to non-Portuguese speakers. Wait for news!

quarta-feira, 2 de outubro de 2013

F.R.O.G (Future and Reality of Gaming) Congress - Vienna, September 2013

Last week I was at Vienna (Austria) presenting a poster at the F.R.O.G (Future and Reality of Gaming) congress. Awesome keynotes and fantastic content in three days full of games in this beautiful city.



Vienna’s annual Games Conference offers an open and international platform for leading game studies researchers and scholars, game designers, researchers and scholars from various other fields, education professionals, and gamers from around the world. The main objective of FROG13 was to explore the “Context Matters” in regard to questions of player communities, challenging or problematic play settings, game theory and development, impact of games and cultural facets of play.

And now I would like to share the content that I presented at the congress. I hope you enjoy.


ECOLOGICAL CONCEPTS IN A BOARD GAME: How to discuss serious causes using ludic interfaces

Author: MsC. Vicente Martin Mastrocola (ESPM/Brazil)
E-mail: vincevader@gmail.com


MINI-ABSTRACT

In this presentation we seek to analyze the use of game mechanics for serious causes. We discuss, using a brazilian board game named Climate Game, how we can use a playful and ludic interface to cast a message for a serious cause and how a game could work with ideas about global warming in a fun/educational way. In this context, we use the idea of magic circle proposed by Johan Huizinga, author of the book Homo Ludens, in which the author explains how a physical space could be a place for playing, meaning and experience.

In this presentation we also discuss the impact of a ludic interface in the mediatic scenario, the gaming culture and how important it can be for the contemporary world.


SLIDES




TEXT

Homo Ludens, entertainment and games

First of all, the notion of homo ludens, introduced by the dutch historian Johan Huizinga, is the conceptual backbone for this work, where we seek to analyze the use of game mechanics, ludic concepts, and game thinking applied to a brazilian board game with ecological theme named Climate Game. This game uses a playful and ludic interface to cast a message for a serious cause, and works with ideas about global warming in a fun/educational way.

In his book "Homo Ludens" (1955) Huizinga discusses the possibility that playing is the primary formative element in human culture. The author also presents the idea of the magic circle, one important subject for our discussion.

As described by Adams and Rollings (2009, p.8), Huizinga did not use the term as a generic name for the concept: his text refers to the actual playground, or a physical space for playing, meaning and experience. As the authors says, inside the magic circle, real-world events have special meanings. In the real world you kick a ball into a net but in the magic circle you score a goal.

Huizinga (1955, page 10) wrote that the arena, the card-table, the stage, the screen, etc, are all function playgrounds. They are all temporary worlds within the ordinary world, dedicated to the performance of an act apart.

As Ehrmann says (1968, p.55) in an antropology of play, the latest cannot be defined by isolating it on the basis of its relationship to an a priori reality and culture. To define play is, at the same time and in the same movement, to define reality and culture.

The Climate Game

The Climate Game is a production from a brazilian company named Games For Business that works in the area of serious games, that, following the thoughts of Nick Iuppa and Terry Borst (2007), may be explained as games with a professional, educational or pedagogical use. Climate Game is a game that challenges its players to save the world from global warming. This game is both of competition and cooperation. It promotes competition because the player who emits no carbonic gas at all wins. But the integrated work of all the other participants is essential in order not to exceed the gas limits of the greenhouse effect.

Therefore, participants have lots of puzzles to solve together and, as Juul says (2005, p.8) games are usually well-structured problems, and this has led them to be used in several other fields.

This kind of game will not transform a player into a specialist in ecology or in global warming, but it can reinforce important concepts about the planet’s health. This game can teach basic ideas and stimulate the players to search for more information about the theme.

By this brief overview we can conclude that game mechanics can be a meaningful space for significative experiences. It seems that these ideas are essential to study and understand the gaming universe and the impacts of the game culture in the contemporary world.

Poster





REFERENCES

ADAMS, Ernest; ROLLINGS, Andrew. Fundamentals of Game Design. New Jersey: Pearson Prentice Hall, 2009

EHRMANN, Jacques. Homo Ludens Revisited. Yale French Studies, No 41. Game, Play, Literature (1968). pp. 31-57. (click here for download)

HUIZINGA, Johan. Homo Ludens: A Study of the Play-Element in Culture. Boston: The Beacon Press, 1955.

IUPPA, Nick & BORST, Terry. Story and simulations for serious games: tales from the trenches. Burlington: Focal Press, 2007.

JUUL, Jesper. Half-Real: Video Games between Real Rules and Fictional Worlds. USA: MIT Press, 2005.

Climate Game english site >> click here.

sexta-feira, 30 de novembro de 2012

Brazilian gaming market

Good content to share: high level game facts from the brazilian national gamers survey.
Source: NEWZOO (2011)

terça-feira, 16 de outubro de 2012

Nintendo Wii U: First Impressions

Last week I tried the new Nintendo console Wii U at the Brasil Games Show fair (by the way, the biggest videogames fair in Latin America). After a long waiting, my friend Mauro Berimbau and I played a few games on the new platform. I'm going to share some opinions in this post.



In forty minutes we tried three games: New Super Mario Bros U, Nintendo Land (with the shuriken mini game) and Zombie U.

However, I don't want to make an analysis on the games. I want to highlight my very first impressions about the Wii U:

1. The tablet joystick is a little bit strange and big in a first moment. I really like the idea of a "second screen", but it's not very comfortable.

2. The graphics are average. New Super Mario Bros U is beautiful, but Zombie U could be better.

3. Everything made for Wii also works on Wii U (games, joysticks, accessories). That's a positive point.

4. It's clear to me: the Wii U focuses on families and casual players.

5. The tablet has a camera (there are games with camera interaction), the internet connection operates well, and the idea of the console is to be a kind of media hub. However, in my humble opinion, Nintendo is far from Xbox Live in the field of social networking.

6. The tablet joystick has potential with the second screen mode. But even PS Vita and Surface (Microsoft's tablet) have already been doing it.

I really want to buy the new console to play at home. I think I'll have new points of view about the product. Until there, let's enjoy a video about Wii U below.



Go gamers!

quarta-feira, 10 de outubro de 2012

New data about the brazilian gaming market

Brazil doesn’t have a formal gaming industry, and the country holds high levels of piracy. However, a recent survey made by a brazilian research institute shows that:

1 - There are 46 million gamers in Brazil (23% of the population);
2 - The most frequently used platforms: 67% console, 42% computer, 17% smartphone or tablet and 7% portable consoles.
3 - 47% of the gamer audience are women.
4 - The current market is US$ 500 million, but in 2016 the brazilian market is expected to reach US$ 2 billion.



There is no doubt that we have a potential market.

Then there is the question: why doesn't the market grow anymore?

The answer is: the lack of government incentives is delaying the development of the brazilian gaming industry. High taxes hinder progress. Bureaucracy keeps foreign companies away from our territory.

Isolated initiatives do not gain strength. What remains is to wait for better times.

quarta-feira, 26 de setembro de 2012

Ecological concepts in a game

By Vince (@vincevader)

Today I’ll talk a little bit about Climate Game a game that I developed for a brazilian company named Games For Business (check out the english site here >> http://www.games4b.com). Games For Business works in the area of serious games, that, following the thoughts of Nick Iuppa and Terry Borst, may be explained as a game with a professional, educational or pedagogical use. It's a kind of game that mixes storytelling with mechanics that mean to send a serious message to the players involved in the process.

Climate Game is a game that, when played with strategy, negotiation and diplomacy, challenges its players to save the world from imminent destruction. With everyone’s effort and awareness, the emission of carbonic gas can be reduced before it is too late.



This game is both of competition and cooperation. It promotes competition because the player who emits no carbonic gas at all is the winner. But the integrated work of all the other participants is essential in order not to exceed the gas limits of the greenhouse effect that the planet can put up with. If this limit is exceeded, the Earth’s temperature will have risen to a level where human life is not possible and everyone dies/loses.

Therefore, participants must have a good degree of knowledge regarding gas emission and the greenhouse effect and also be very good at negotiating and formulating strategies.

This kind of game won’t make you a specialist in ecology or in global warming, but can reinforce important concepts about the health of the planet. The game can teach basic ideas and stimulate the players to search for more information about the theme. I think this is the core of a good serious game.

And if you want to play good serious games with a lot of contemporary concepts, check this URL: http://www.molleindustria.org/ .

SZIA!



Reference:

Iuppa, Nick & BORST, Terry. Story and simulations for serious games: tales from the trenches. Burlington: Focal Press, 2007

sexta-feira, 14 de setembro de 2012

Social causes and ludic mechanics

This post is about a recent Brazilian advertising campaign for blood donation named “Meu Sangue Rubro Negro” (something like “My Red and Black Blood”). A friend of mine – Rodrigo Jatene from Leo Burnett agency – was the creative director of this campaign.

Basically, the idea was to use a football team (the Brazilian team “Vitória”) as a platform to encourage people to donate blood. For this, the team uniform was changed.

The red colour of the t-shirt was replaced with white, and only with blood donations the color will (gradually) change. The image below shows this process.



And the video below explains the campaign better (subtitles in english).



We can see the ludic element used in a social cause in this case. The idea of bringing the color back to the t-shirt based on the number of liters of donated blood is a fun way to mobilize people to get involved in a real social problem.

Maybe it's correct to say that with ludic interfaces even serious messages may become entertainment.

And you? What do think about that?

quinta-feira, 16 de agosto de 2012

A brief presentation of gaming market in Brazil

I received a mail from an american user asking me to put some information about gaming market in Brazil. So, I'll share some brief ideas about this subject.



First of all, Brazil doesn’t have a formal industry of games. In Brazil we have high levels of piracy, high taxes for foreigners products, and a Playstation 3 game could cost around U$ 90.

However, Brazil is a wide country (190 million people) and is the country with greatest navigation time in the internet of the world (22 hours a week). Brazil is the country has 200 millions of active mobile devices (30% smartphones and 70% mobile phones) so, internet and mobile are good platforms to develop games and entertainment.

I'll try to find some researches about our market (in english) to publish here.

Szia!