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

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.

quinta-feira, 16 de maio de 2013

Made for Play: Board Games & Modern Industry

Excellent content. Brilliant documentary. One master piece about the board games industry in Europe.



Jettingen Germany is home to Ludo Fact, one of the world's largest manufacturers of board and card games.

This documentary shows how a board game makes the leap from an idea to your table. You'll see every aspect of the manufacturing process: the technology and machines, the many detailed steps, and the hundreds of people that are involved in the production of a single game.

Mostly, we hope the film gives you a greater appreciation of the time, effort and investment that goes into every quality board game that makes it to the marketplace and your home. The business of fun requires a lot of hard work!

For more information on The Spiel and our media coverage of the game playing world, visit thespiel.net

terça-feira, 27 de novembro de 2012

The games of tomorrow needs answers that last

By Vince

Two weeks ago I was in Europe visiting some universities and making contacts for my future doctorate. I visited the University of Antwerpen (Belgium) to have a talk with Dr. Karolien Poels, and the IT University of Copenhagen (Denmark) to talk with Dr. Espen Aarseth.

I presented some highlights about Brazilian ludic interfaces to the researchers (you can see the files on THIS LINK). Both conversations were awesome and I got a lot of new good references for my research in the field of game design and gaming concepts. It’s very good to listen to the ideas of great minds from this area.



Nevertheless, I reached a conclusion after these two meetings: it’s important to discuss the impacts of the game culture in the contemporary world and understand those consequences for the future. We – from the gaming research field – need to be somewhat clairevoyant to identify the answers that will help us in the future. The games of tomorrow need answers that last.

A broad viewn is required to understand the game, the player, the gaming culture, the language and all things related to this subject. We need researches that give us a horizon to work better and create more accurate experiences.

Technology is an important piece in this context, but it is nothing without relevant content.

The game is only in the beginning. Let’s keep on rockin. Let’s undertand this wide world of possibilities. Let’s make good researches.

May the force be with us.

Go gamers!