Diegese, circulo mágico e as categorias estéticas no universo transmídia de Diablo
Diegese, circulo mágico e as categorias estéticas no universo transmídia de Diablo
Neste artigo, tencionamos abordar uma das características presentes em certas atividades lúdicas, em particular os videogames, que é a agência. Mais especificamente, buscamos relacionar a agência nos videogames à possibilidade que ela... more
This chapter explores the ways in which the field of Game Studies helps shape popular understandings of player, play, and game, and specifically how the field alters the conceptual, linguistic, and discursive apparatuses that gamers use... more
Entropia Universe (EU) is a science-fiction themed massively multiplayer online roleplaying game (MMORPG), with a real-cash economy. The cash economy means that players can deposit and withdraw money from the game, at a fixed exchange... more
In this paper we present Vancouver Maneuver, a game for mobile devices using Augmented Reality software to create a cooperative board game experience. Utilizing principles from both digital and analogue board game design, a hybrid game... more
A brief discussion of magic circles in Jewish magical texts
This paper is concerned with challenges and solutions related to the use of smartphones as a location-based mobile gaming (LBMG) platform. We present here a summary of our experiences from building a feature-rich story-driven LBMG for the... more
The tasks of Comparative Studies: dealing with the widespread narrativity Comparative Studies were born under the banner of transmediality. In the inaugural lecture of the French Literature course he held at the University of Marseille in... more
This chapter explores the ways in which the field of Game Studies helps shape popular understandings of player, play, and game, and specifically how the field alters the conceptual, linguistic, and discursive apparatuses that gamers use... more
RESUMO Este estudo objetiva, por meio da pesquisa bibliográfica e do relato etnográfico, discutir o conceito de fronteira no âmbito dos larps (live action role play) desenvolvidos por palestinos e executados em países como Brasil e... more
Este trabalho propõe uma discussão sobre o círculo mágico, conceito bastante debatido nos últimos anos no âmbito dos jogos em geral, e em particular dos videogames. Através de um diálogo com autores dos game studies, como Johan Huizinga e... more
This article deals with establishing and discussing the concept of magic circleoften present in game studies-and ponder the possible relations with the concept of liminality, worked in cultural anthropology from the rites of passage... more
In this paper we present Vancouver Maneuver, a game for mobile devices using Augmented Reality software to create a cooperative board game experience. Utilizing principles from both digital and analogue board game design, a hybrid game... more
Tento článek vznikl v rámci projektu Specifického vysokoškolského výzkumu Institutu politologických studií Fakulty sociálních věd Univerzity Karlovy, č. 260 461/2017, „Zájmy, moc a instituce v politickém rozhodování“.Using the case of the... more
Diegese, circulo mágico e as categorias estéticas no universo transmídia de Diablo
In this paper we explore how mobile devices and co-location in mobile contexts contribute social play in game design, addressing the limited understanding of social interactivity in mobile games. Using the Mechanics-Dynamics-Aesthetics... more
Intermediality can be defined as the phenomenon in which a work of art appropriates the linguistic resources of two or more media, resulting in something that is potentially new and initially difficult to classify. The understanding of... more
El metajuego y la subversión de la narrativa tradicional en The Stanley Parable Laksmy Irigoyen Regueiro * RESUMEN: The Stanley Parable es un ejemplo magistral de metajuego, por medio del cual se realiza una reflexión paródica sobre el... more
Intermediality can be defined as the phenomenon in which a work of art appropriates the linguistic resources of two or more media, resulting in something that is potentially new and initially difficult to classify. The understanding of... more
Intermediality can be defined as the phenomenon in which a work of art appropriates the linguistic resources of two or more media, resulting in something that is potentially new and initially difficult to classify. The understanding of... more
Approaching poker in terms of storytelling, both the stories told about the game and the stories told within the game, this chapter works to establish a connection between poker and fictionality, connecting poker with the (i) construction... more
Principles for organizing and making use of a laboratory with material computing resources are articulated. This laboratory, the Trope Tank, is a facility for teaching, research, and creative collaboration and offers hardware (in working... more
There is an interesting category of digital games particularly challenging consumer electronics: pervasive games. On the one hand, pervasive games appear extremely promising for purposes such as learning and for encouraging players to... more
Pervasive games form a problematic digital games category. On the one hand, they appear extremely promising for purposes such as learning and for encouraging players to engage in healthy outdoor activities. They widen the horizon of game... more
Mundos virtuais e identidade social: processos de formação e mediação através da lógica do jogo Resumo: O presente artigo pretende discutir o processo de formação de identidades sociais online nos 'mundos virtuais'-nossa hipótese é a de... more
Popular online computer games, like World of Warcraft, are full-fledged virtual worlds brimming with ancient religious narratives, mystical worldviews and magical powers. Nevertheless, they are rarely discussed in sociological debates... more
This chapter considers the process of online social identity construction and how it is presented in virtual worlds-environments that although carrying a solid heritage of the pure online interaction tools, such as chat rooms, are still... more
Agon, alea, mimicry, ilinx: the four types of game/play distinguished by Roger Caillois (1958/2001) have become classic terms in game studies. Now Artur Skweres is aiming at introducing Caillois’ concepts to film studies, and he is... more
Mundos virtuais e identidade social: processos de formação e mediação através da lógica do jogo Resumo: O presente artigo pretende discutir o processo de formação de identidades sociais online nos 'mundos virtuais'-nossa hipótese é a de... more
Twin particle projector cannons (PPCs) fizz with electricity. Jets of energised lightning pulse forward, crashing into the centre torso of my prized Mech, 1 a 'Hatchetman' HCT-3F. A brief silence holds before an ominous 'pop' and a burst... more
O presente trabalho busca explorar os debates presidenciais de 2014 no Twitter, através das métricas de Análise de Redes Sociais. Buscamos analisar e discutir como os candidatos apareceram nas conversações estabelecidas pelos atores... more
http://dx.doi.org/10.5007/1807-9288.2015v11n1p173O artigo mostra o longo caminho feito até agora pela palavra e pela imagem através dos séculos para enfatizar a importância de conhecer a história como uma maneira de avançar até o futuro.
Intermediality can be defined as the phenomenon in which a work of art appropriates the linguistic resources of two or more media, resulting in something that is potentially new and initially difficult to classify. The understanding of... more
When playing video games, there is a certain amount of information and sensory stimuli that players need to process, interpret, and act upon in order to play the game successfully. This can vary from simple visual cues to complex systems... more
This article explores the world-building activities of players of the tabletop game Blood Bowl—a game that parodies American Football within a fantasy setting. It utilizes a ritual framework to focus on players’ activities relating to the... more
We discuss how instructors and game-design students, for whom playing games for fun makes up a significant part of their self-definitions, made sense of transformations in perceptions of games, play and work during socialization into... more
В статье на примере неиммерсивных игр (тамагочи, дигимонов, Pokémon Go, первазивных игр) рассматривается предложенное Й. Хейзингой понятие магического круга, то есть границы между игрой и не-игрой. Неиммерсивные медиа рассчитаны на особый... more
Die Deutsche Nationalbibliothek verzeichnet diese Publikation in der Deutschen Nationalbibliografie. Detailliertere Informationen sind im Internet über <http://dnb.d-nb.de> abrufbar.
Este artigo discute o fenômeno de power creep no card game digital Hearthstone (Blizzard, 2012), problematizando-o a partir das perspectivas da midiatização, serialização e capitalismo tardio. O objetivo central é politizar a questão,... more
Recent advances in the technologies of virtual and augmented reality give a rise to discussions of legal problems both in serious and seemingly unserious contexts. As for the serious, one may recall a case of 2019 where a British soldier... more
Johan Huizinga’s concept of the ‘magic circle’ – a space that is separate from the reality of the world outside of a game/play - was applied to digital games by Salen and Zimmerman, and it has since been debated and re-evaluated to this... more
The brigand Procrustes dispatched his victims by stretching or trimming their bodies in order that they be made to fit his bed. Considered as a scientific theory, McLuhan's four "laws of media" risk violating communications research in a... more
Os estudos de jogos eletrônicos (em inglês, game studies) ganham cada vez mais espaço nas pesquisas em Ciências da Comunicação, especialmente na área de Cibercultura; contudo, acreditamos que parece haver uma falta de pensamento mais... more
This book presents the story of a unique collection of 140 manuscripts of ‘learned magic’ that was sold for a fantastic sum within the clandestine channels of the German book trade in the early eighteenth century. The book will interpret... more
Art of Inclusion – an Examination of the Circle is the master thesis of the artist Åsa Maria Hedberg. It retells the process of an examination of the circle, used as a conceptual and visual tool in two public art acts: IMPRINT and... more