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

sábado, 30 de novembro de 2024

3rd International Conference of Video Games Studies

On December 17th, I will be presenting the paper 'Leveraging Generative AI for Enhanced Game Design Document Creation: A Case Study with the Brazilian Video Game Stygma' at the 3rd International Conference of Video Games Studies. The event will be held in Novi Sad, Serbia, although I will be presenting remotely. This marks another significant academic achievement to conclude the year 2024.



Below, you can find the abstract of my paper. The full paper will be published here following the conference:



The advent of generative artificial intelligence (AI) has revolutionized various fields, including game development. This paper explores the potential of generative AI for text and images in the context of creating a Game Design Document (GDD). By leveraging AI's capabilities, game designers can enhance the comprehensiveness, creativity, and efficiency of the GDD creation process. We present a case study analyzing a mobile game currently in production from the Brazilian studio Abysstrakt Games named Stygma - a narrative-driven horror puzzle game, to demonstrate the practical application of generative AI in GDD creation. Utilizing Google’s Gemini (for texts) and Leonardo.Ai (for images), we can observe generated detailed text descriptions of game mechanics, narrative elements, and character profiles, while also creating concept art, character designs, and environmental elements. Our findings highlight the significant benefits of employing generative AI for GDD creation. This approach proved particularly valuable for a short game created by a small studio and the integration of generative AI into game design workflows holds immense potential for the future of game development. By embracing AI's capabilities, game designers can create more comprehensive, creative, and efficient GDDs, ultimately leading to the development of more immersive and engaging gaming experiences – even in small teams.

Keywords: generative AI, game design document, game design, Brazil, mobile game



#GoGamers

segunda-feira, 14 de setembro de 2015

About "The Videogame Cultures Project: 7th Global Meeting"

The 7th edition of "Videogame Cultures and the Future of Interactive Entertainment" (Oxford, 2015) was awesome. There were epic days full of good people and good presentations about the ludic universe. I want to thank Daniel Riha and the other organizers for the chairman invitation. It was an honor to moderate the Player Behaviors' session. Thanks to all participants for the inspiring speeches and for the good company. Thanks Shauna Ashley, Alexia Bhéreur-Lagounaris, Vanessa Erat, Thomas Faller, Veit Frick, Thomas Hale, Declan Humpreys, Bradley James, Ewan Kirkland, Britanny Kuhn, Amanda Marie LeBlanc, David Mizzi, Simon Murphy, Dariusz Poczekalewicz, Daniel Riha, René Schallegger, Felix Schniz, Attila Szantner, Nick Webber, Kieran Wilson. Waiting anxiously for 2016! May the force be with you! #GoGamers

Some good pics from the conference below:







I want to share my paper presented in the meeting: Observing iterative design on the mobile indie game Dominaedro >> Click here for download.

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

terça-feira, 23 de julho de 2013

Off-topic: Misinformation and trust on the social networking site Instagram

Well, this is not about games but it is about digital/social media. Here it goes: my paper to the ICA (International Communication Association) 2013 congress that happened in Málaga (Spain) last week.



I wrote this stuff alongside with my doctorate ‘mastermind’. =)

Check the content below:

***


Misinformation and trust on the social networking site Instagram
Related area 5: Trust in the media

Dr. Gisela G. S. Castro (Professor of Postgraduate Studies on Communication and Consumption Practices at ESPM/Sao Paulo, Brazil; castro.gisela@gmail.com)
M.A. Vicente M. Mastrocola (Postgraduate Research student and graduation level teacher at ESPM/Sao Paulo, Brazil; vincevader@gmail.com)

Taking communication and consumption as leading and intertwining landmarks of contemporary culture, this presentation discusses a relevant issue regarding misinformation and trust within the context of social media. Acknowledging the prominence of digital networks in today’s mediapolis (SILVERSTONE 2006), where mass self communication (CASTELLS 2009) poses new challenges to understanding current modes of sociability and consumption, our focus will be directed to Instagram, a mobile photo based application for Android and iOS systems, in the light of a recent hoax episode involving Brazilian Internet users of this social networking site.

Some figures may help illustrate Brazil’s role in the global consumption market. The country is the fifth largest in the world, it has the sixth largest population and it ranks seventh in terms of Internet usage. Brazilians are heavy Internet users, spending the largest average number of hours in the Internet (23 hours a week). The country currently has 240 million active mobile devices (30% smartphones and 70% mobile phones), for a population slightly over 190 million (link here).

The circumstances that trigger our discussion began to take place in 2012. On one occasion, rumor was spread on the web alerting users that Instagram Host Company actually owned and was willing to sell content posted on the digital social network. As information quickly spread, thousands of Brazilian web users reacted angrily against the site.

The misunderstanding occurred because company officials had recently published new rules and part of the textual information had been misunderstood. Moments after the negative buzz had spread virally through major digital social networks, company co-founder Kevin Systrom issued a statement explaining that the pictures would not be sold under any circumstances (link here).

Even after the official clarification had been delivered, a significant number of Brazilian users remained skeptical about the application causing Instagram to suffer a heavy impact on its levels of trust.

Due to its huge popularity, Instagram quickly formed an active community of Brazilian users, many of whom are keen fans of the application. Therefore, small changes in its interface or protocols will generate immediate response from its fan based community. As Sandvoss and Harrington (2007) remark, for better or for worse fans tend to engage with their passions not in a rationally detached but in an emotionally involved and invested way. Even the slightest conflict of trust may trigger the display of anger and revolt involving fan communities in social media networks.

With this work we aim to highlight how tarnished corporate image may be as a result of distrust generated by misinformation spread among social media users. As Castro (2012: 188) notes, as more and more people spend hours online, digital technology plays a key role on levels of affection, trust or mistrust, it is important for companies to engage their consumers as partners and fans. In this attempt, social media networks can pose as an opportunity as well as a potential risk.

Informed by academic studies on communication and consumer culture, with special emphasis on digital social networks, our empirical research is based on the virtual ethnographic approach (HINE 2000; KOZINETS 2009). The challenge here is to explore the process of making connections while crisscrossing boundaries related to online and offline corporate as well as interpersonal routines and sensibilities.

We welcome the opportunity to present this relevant discussion as a means of contributing to the ongoing efforts in exploring the role played by the media – especially social media – in constructing and deconstructing ever shifting levels of trust and distrust in today’s culture of consumption.



References:

CASTRO, Gisela G. S. Entretenimento, sociabilidade e consumo nas redes sociais: ativando o consumidor-fã. IN: CASAQUI, V. e ROCHA, R. M. Estéticas midiáticas e narrativas do consumo. Porto Alegre: Sulina, 2012, p. 187 - 206.

CASTELLS, Manuel. Communication Power. Oxford, N. York: Oxford Press, 2009.

FEATHERSTONE, Mike. Consumer culture and postmodernism. London: Sage, 2007.

GRAY, J.; SANDVOSS, C.; HARRINGTON, L. (eds.). Fandom: identities and communities in a mediated world. NYU Press, 2007.

HINE, Christine. Virtual ethnography. London: Sage Publications, 2000.

KOZINETS, Robert V. Netnography: doing ethnographic research online. London: Sage, 2009.

SCHOLZ, Trebor (Ed.). Digital Labor: the internet as playground and factory. Routledge, 2013.

SILVERSTONE, Roger. Media and Morality: on the rise of the mediapolis. Cambridge, UK: Polity Press, 2006.