quarta-feira, 27 de maio de 2015
segunda-feira, 25 de maio de 2015
Serious games: a definition
In this moment I'm reading the excellent book "Design and use of serious games". In this text I found a very objective and didactic definition of this kind of game. In the words of Kankaanranta and Neittaanmäki (2009, p.21) we can define serious games as
This idea helps us think games beyond entertainment. It is certainly an inspiration to understand games as tools in the areas of education, health and business training. Let's think about it and discuss.
#GoGamers
Reference:
KANKAANRANTA, Marja; NEITTAANMÄKI, Pekka (Eds.). Design and use of serious games. Jyväskylä: Springer, 2009.
games that engage the user, and contribute to the achievement of a defined purpose other than pure entertainment (whether or not the user is consciously aware of it). A game’s purpose may be formulated by the game’s designer or by the user her/himself, which means that also a commercial off-the-shelf (COTS) game, used for non-entertainment purposes, may be considered a serious game. The desired purpose, i.e. a serious game, can be achieved through a spectrum ranging from the mere utilization of game technology for non-entertainment purposes to development of specifically designed games for some non-entertainment purpose or the use and/or adaptation of commercial games for non-entertainment purposes. We also propose that any combination of the above would constitute a feasible way to achieve the desired effect
This idea helps us think games beyond entertainment. It is certainly an inspiration to understand games as tools in the areas of education, health and business training. Let's think about it and discuss.
#GoGamers
Reference:
KANKAANRANTA, Marja; NEITTAANMÄKI, Pekka (Eds.). Design and use of serious games. Jyväskylä: Springer, 2009.
Marcadores:
games,
gamification,
gaming concepts,
serious games
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.
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.
Marcadores:
advergame,
advertising,
brazil,
game,
ludic interface
terça-feira, 12 de maio de 2015
Thinking about iterative design
The idea of iterative design synthesized in a very didactic video. Check below:
My favorite subject of study today.
#GoGamers
My favorite subject of study today.
#GoGamers
Marcadores:
Design,
game,
game design,
gaming concepts,
iterative
terça-feira, 5 de maio de 2015
The computer games design process: a synthesis
Marcadores:
computer,
game design,
games,
gaming concepts,
graph,
video game
quarta-feira, 29 de abril de 2015
About formal analysis of gameplay
To construct meaning and understand the complex relationships of gameplay and player, it’s necessary to observe the ludic universe with an accurate vision. Gaming research helps us find some answers for this intricate industry, creating better experiences. In this context, it’s fundamental to remember that “(g)ames are seen as data and the research build understanding on games and how they work, provide experiences or information to its players” (LANKOSKI; BJÖRK, 2015, p.6).
One methodological form to observe the binomial relation gameplay-player is formal analysis. Formal analysis of gameplay, specifically in games, takes a basis in studying a game independently of context or platform, that is, without regarding which specific people are playing a specific instance of the game; although a specific group of players (independent of age, gender or social class) can be considered for the analysis, it’s important to highlight these are descriptions of players used for analyzing the gameplay and not descriptions of their gameplay (LANKOSKI; BJÖRK, 2015, p.23).
As an example, we can bring to our discussion the analysis of an analogical game (dice, card, board) and its rulebook to discover nuances about the underlying system. In this case, a formal analysis could be done purely by observing the gaming components and together with the understanding gained by playing; the experience of the players and how gaming dynamics operates processes in this context is another important point of the analysis (LANKOSKI; BJÖRK, 2015, p.23).
There’s a lack of books about methodological principles for games, but recently a very good one was launched for free on the Internet. Its name is “Game research methods: an overview”, a very complete compendium with many good articles that certainly will enlighten your thoughts about gaming research. CLICK HERE to download.
Reference:
LANKOSKI, Petri; BJÖRK, Staffan (Eds.). Game research methods: an overview. Halifax: ETC Press, 2015.
One methodological form to observe the binomial relation gameplay-player is formal analysis. Formal analysis of gameplay, specifically in games, takes a basis in studying a game independently of context or platform, that is, without regarding which specific people are playing a specific instance of the game; although a specific group of players (independent of age, gender or social class) can be considered for the analysis, it’s important to highlight these are descriptions of players used for analyzing the gameplay and not descriptions of their gameplay (LANKOSKI; BJÖRK, 2015, p.23).
As an example, we can bring to our discussion the analysis of an analogical game (dice, card, board) and its rulebook to discover nuances about the underlying system. In this case, a formal analysis could be done purely by observing the gaming components and together with the understanding gained by playing; the experience of the players and how gaming dynamics operates processes in this context is another important point of the analysis (LANKOSKI; BJÖRK, 2015, p.23).
There’s a lack of books about methodological principles for games, but recently a very good one was launched for free on the Internet. Its name is “Game research methods: an overview”, a very complete compendium with many good articles that certainly will enlighten your thoughts about gaming research. CLICK HERE to download.
Reference:
LANKOSKI, Petri; BJÖRK, Staffan (Eds.). Game research methods: an overview. Halifax: ETC Press, 2015.
Marcadores:
board game,
formal analysis of gameplay,
games,
gaming concepts,
video game
terça-feira, 21 de abril de 2015
The king of kong : A Fistful of quarters
A documentary about fanatic players, records and games. The king of kong is one of my favorites movies about the gaming industry and I want to share this content in this post. Watch the full video below:
Synopsis: Named "Video Game Player of the Century" in 1999, Billy Mitchell sets a record score in "Donkey Kong" that many felt would never be broken. In 2003 Steve Wiebe, who has recently lost his job, learns about the record, sets out to beat it and does. So both men embark on a cross-country battle for inclusion in the 2007 Guinness Book of World Records as the supreme king of the electronic game.
#GoGamers
Synopsis: Named "Video Game Player of the Century" in 1999, Billy Mitchell sets a record score in "Donkey Kong" that many felt would never be broken. In 2003 Steve Wiebe, who has recently lost his job, learns about the record, sets out to beat it and does. So both men embark on a cross-country battle for inclusion in the 2007 Guinness Book of World Records as the supreme king of the electronic game.
#GoGamers
Marcadores:
documentary,
games,
history of videogames,
old but gold,
The king of kong,
video game cultures,
video games
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