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

Link para o meu mestrado (sobre Street Fighter :)

Pessoal, se quiser ler o meu mestrado: CLIQUE AQUI!!!!!!!!

Resumo do Mestrado
A relação entre os aspectos fílmicos e lúdicos dos jogos vão muito além 
da palavra videogame. Essa terminologia frente à humanidade é muito
 recente, apenas com algumas dezenas de anos, porém, trata-se de algo 
que converge em símbolos, técnicas e práticas, revestindo tais itens 
contemporâneos e impactando a sociedade significativamente. Logo, 
configura-se como um objeto de estudo capaz de promover reflexões 
diversas. No caso desta pesquisa, consideramos que nessa expressão 
do ato de jogar existe muito de game e pouco de vídeo.  As abordagens 
focando as narrativas e as mecânicas muitas vezes deixam uma lacuna 
referente aos processos audiovisuais. Em função desta observação, foi 
realizado um estudo de cunho hipotético-dedutivo e metapórico 
preconizando uma visão integradora de três métodos distintos: a 
Ludologia, a Narratologia e a Linguagem Audiovisual. A motivação do 
título escolhido para o estudo de caso, Super Street Fighter IV, ocorreu 
por ser um jogo popular, dentro de um gênero típico de jogabilidade, que 
há mais de duas décadas se reinventa para agradar os fãs. Além disso, 
dialoga diretamente com temas culturais (costumes asiáticos e artes 
marciais) e temas cinematográficos (filmes de luta e o ícone representado 
por Bruce Lee). O estudo focou os resultados visando contribuir
 para uma compreensão do videogame, de modo que a pesquisa realizada 
pudesse trazer parâmetros tanto para aprofundar elementos presentes em 
sua linguagem quanto para o desenvolvimento de 
questões de ligadas à sua realização.Resumo em português
Palavras-chave em inglês
audio-visual language
cinema
metapore
Street Fighter
videogame

Games e Xixi!

Pode parecer um absurdo, mas é a pura verdade... o lançamento recente da Sega, mostrou o quanto os games estão invadindo a nossa vida e por mais maluco que seja essa idea, ela tem uma série de coisas legais associadas, como sempre digo, game é a ponta do iceberg:

- fazer xixi e jogar, adiciona o lúdico ao trivial;
- a questão jogo/competitividade faz que haja um esforço maior para acertar a privada;
- possibilidade de inserção de advergames.

Isso não é novidade, no século 19 já existe relatos de moscas ou abelhas pintadas nos vasos para diminuir a incidência da urina fora do vaso, eu fico aqui pensando quantas novidades estarão por surgir, aliando conceitos, trazendo o lúdico ao cotidiano nas mais diversas situações... Alias, digo que estou louco para jogar e ganhar de todo mundo, rs...



Para quem não viu, aqui vai alguns videos da novidade



Moedas Criativas, está vindo ai! Veja como participar!

O evento Moedas Criativas ocorrerá dias 22 e 26 de março, organizado pela Cidade do Conhecimento em parceria com o Consório PRO-IDEAL (União Européia) e o Núcleo de Política e Gestão de Tecnologia e Inovação (PGT) entre os dias , na USP. O ciclo tem o patrocínio do BNDES e da Mozilla em parceria com a Fundação de Apoio à Universidade de São Paulo (FUSP) e a Associação de Apoio a Arte e Comunicação (ARCO).

Tendo a frente da iniciativa o professor @gilsonshwartz, acontecerão uma série de conferências/desconfrências/oficinas discutindo questões sobre economia, cultura e como o Brasil entrar nessa produção de conhecimento globalizado.

Com alegria, digo que fui convidado para estar lá também promovendo uma oficina sobre criação de personagens, qual abordarei minha experiência em sala de aula, projetos ligados a jogos que já participei e as soluções criativas/divertidas e eficazes que tenho sido o meu foco de desenvolvimento.

Quer participar?

Além das conferências/desconfrências/oficinas, haverá também uma seleção de ideias de projetos para pitching no "Mesh com Moedas Criativas" da Cidade do Conhecimento!

Mãe, pai, eu quero ser game design

Esta apresentação foi feita no evento chamado SAND (Swansea International Animation Festival), Swansea Festival Internacional de Animação), em novembro
de 2008, pelo Presidente Mundial da Employment Brand, Mateus
Jeffery. Neste vídeo ele fala sobre as competências que você precisa para ser um.

Abstração e game!!

Quem já viu minhas palestras de criação de cenários e personagens, sabe que eu dou um monte de exemplos, nestes exemplos, uma hora eu brinco com a possibilidade de reconhecer personagens diferentes atuando em tabuleiros, apenas uma abstração.

Imagem o Presidente estadunidense, Barack Obama, ele é um personagem histórico, seu cenário é a Casa Branca, reuniões com a Onu etc etc...certo? Agora vamos coloca-lo em um contexto de game, que tipo de jogo é o dele com o mundo? Quais as jogadas mais pertinentes que ele faz?

- Será que ele joga War? Ele e os outros dirigentes, cada um com sua carta, dominando territórios, tentando cumprirem seus objetivos nas cartas?;

- Será que ele joga Xadrez? Ele de um lado, o mundo, outros governantes no outro? Imagine o cheque, as manobras, o xeque pastor de uma nação, como será isso?

- Será que é o Jogo da Velha? Freneticamente fazendo X ou bolinhas contra seus adversários?

Enfim, creio que esse é um exercício divertido, de compreensão, abstração, uma forma de associar e traçar semelhanças, para compreender melhor o objeto em questão.

Agora na net, vejo esse vídeo para divulgar uma competição, fez um clip, super legal, falando de estratégias de guerra

Board Games no I PAD

Não tenho palavras para descrever o quanto fico empolgado quando vejo coisas assim.
Imagine, os jogos de tabuleiro migrando para o I PAD! Imaginem as ifinitas possibilidades!

Para da água na boca:

E a correria não para!

Mês passado mal pude postar, peço desculpas as pessoas que entraram aqui e viram o ritmo de posts quebrados!

Sabem como é, né?!Um monte de coisinhas que acumulam-se e viram coisonas, maaaaaaaaaas tudo bem estamos aqui firmes e fortes! Mas com novidades!

O mês começou no agito e retornei a FATEC, na Quarta Semana de Tecnologia de Carapicuiba!



Foi muito legal poder ver os alunos/amigos como o André Intentor, Robson, Professora Sílvia e Professor Álvaro.

Gostaria de deixar aqui um agradecimento ao Thiago Adamo o PXL DJ!

Por diversas razões ele é o cara:
- Lembrou da camiseta que eu pedi no SP Games Show! E trouxe uma para mim.
- Conversamos muito no caminho, junto com a Professora Sílva, mais de uma hora dentro de um túnel, por conta do trânsito.
- A palestra do @thiagotd foi muito ótima. Além de um argumento muito bem amarrado, aprendi bastante coisa, por exemplo: a diferença entre compositor, produtor, engenheiro e designer de som.
- Chegamos atrasados e ele correu com o conteúdo dele para eu poder conseguir falar.
Realmente um cara desse é mais que BRODA!


Os alunos nunca mais esquecerão sobre escolástica e maniqueismo.



Imagine como pode ser complicado abstrair e fixar conceitos e nomes em seus contextos filosóficos, históricos, etc.
Porém isso pode ser aproximado da linguagem dos alunos.

A idéia é simples, reproduzir um jogo famoso e colocar uma máscara didática, no caso o jogo foi Street Fighter, e dois personagens históricos fazendo as vezes dos lutadores. De um lado São Thomás de Aquino e do outro Santo Agostinho, com suas respectivas filosofais em forma de ataque especial: Escolástica e Maniqueismo.

Serious Games no Brasil

Texto escrito por James Portnow, originalmente publicado aqui: http://networkedblogs.com/p25563591

Brazil's Video Game Ecosystem: Superior Serious Games Products


Serious Games are part of nascent Brazilian games market

Via: Gamasutra - Analysis: Inside Brazil's Video Game Ecosystem
by James Portnow

Gamasutra has posted on January 20 an in-depth analysis of Brazil's video game market, authored by Divide By Zero CEO - James Portnow. According to the article, Brazil's game dev. market is underdeveloped, but James Portnow believes it has "infinite possibility." In this detailed regional analysis, he explains why.

James also states that "The Brazilian government has been active in subsidizing, assisting, and incentivizing the creation of educational games". As a result, the Serious Games products coming out of Brazil are, in his opinion, superior to what he has seen come out of the US.

Here is the full article:

Recently, an unusual opportunity came across my desk. It required that I do some business in Brazil. I knew nothing of the Brazilian games industry, so I began to ask around. To my surprise, no one else seemed to know much about either, so I just took the leap and headed south.

Beyond my business dealings, I tried to do as much general fact finding as possible while there. Here’s what I learned.

Overview

Brazil is a place of infinite possibility. It has the drive, the wealth, and a large enough highly educated populace to become the next Korea. It has a large, well established "gamer" demographic and a remarkable desire to grow its own national industry. It is also unfettered by the traditions and mindset that many of the more established markets have developed.

I believe there are great opportunities for members of the US game industry in Brazil, but there are also great obstacles. Piracy is rampant, the industry is inexperienced, funding is almost nonexistent, distribution is next to impossible, and the government is either apathetic or hostile. It’s a risky place. My money says there will either be a boom in the next decade or the industry in Brazil will never start.

I’ll try to go over in depth what I see as the challenges facing the industry in Brazil, the possibilities on the horizon, and what we, the international development community, can do to help the Brazilian industry overcome the hurdles they face -- and how we benefit by doing so.

Hurdles and Possibilities

First, the elephant in the room...

Hurdles

Piracy in Brazil

I’ve long heard other people in the industry say Brazil simply isn't a viable market for games because of the piracy rate. This isn't true. It’s not a viable market for games because of the tax rate.

Games which are six months old in the US are being sold through legitimate vendors at 250 reais, or around $140 US dollars. This is an exorbitant price. It’s prohibitive. If you’re reading this article, you're probably pretty into games and know many people who are. Think about yourself and your friends. How many games would you purchase per year at $140? One, maybe two? Would you buy a console in the first place if you knew that every game you were going to buy was $140? All the consoles I saw in Brazil were sold at roughly one and a half to two times their price in the United States as well.

What if I then told you that you couldn't get on Xbox Live in Brazil? Would you buy an Xbox 360?

Even the very wealthy Brazilians with whom I spoke bought the majority of their legitimate games through Steam or other digital distribution services. For console games, Play Asia is by far the most popular choice (Amazon won’t even ship most games to Brazil), followed by Submarino.com (which still has exorbitant prices but occasionally has good sales), with the local retail outlets being a distant third.

The sad fact about all this is that the retail outlets seem almost exclusively to cater to parents who don't know where else to go. That's anecdotal evidence, but after spending several hours loitering in major retail game stores in several different states, it seemed universally to be the case.

All this isn’t to say piracy isn't an issue. Pirate stores sell games at 5-15 reais ($2.80-$8.50) and have better service. For the most part, pirate game dealerships are small local operations that know their clientele and are willing to go further for their customers than the large retail chains. Interestingly enough, I heard people say that their pirate dealers would let them buy a game and, if they didn't like it, come back a few days later and switch it for something else. That's the sort of service I wish we had in the US.

Regardless of the extra service, people seemed interested in legitimate versions of games so long as they came at a reasonable price. In general people told me they’d be willing pay $20 to $30 more for a legitimate game over the pirated version. That number went up to approximately $40 if the game had internet play and required a legitimate version of the game to play online.

If anyone has sales figures of PlayStation 3 games in Brazil, I’d like to know. PS3 games are currently un-piratable due to the Blue Ray discs.

Academia in Brazil

In the field of research, Brazilian academics far outstrip current US efforts, at least with respect to the cultural and artistic merits of games. There is a disproportional number of government grants and university-sponsored research positions available to those who wish to explore the sociological and historical aspects of our medium.

Unfortunately, in terms of educating future developers to be prepared for the rigors of a career in the industry, Brazilian schools are woefully behind US standards (with the possible exception of a program being set up by Ubisoft in southern Brazil).

Universities across Brazil are currently making a concerted effort to offer game development as part of the potential coursework for students. Unfortunately these nascent programs have met with little success. Given the level of passion and determination I saw in the teachers and the students, I believe these programs will grow and perhaps become the backbone of the Brazilian games industry. But right now, they face challenges unthinkable in the United States.

Brazilian professors have an incredible opportunity -- their game development programs have the chance to grow alongside the private sector aspect of the industry and thus be considered a vital part of the industry as a whole, as opposed to in the United States, where university efforts aren’t well integrated into the larger machinery of the industry. Unfortunately, this opportunity brings with it a monumental challenge: building development classes without a strong local development community.

Schools in Brazil do not have the existing industry from which to draw resources. They do not receive technology from game companies, they don't have internships available to their students, and, perhaps most importantly, they don’t have the opportunity to draw on the experience and talent of the industry to provide teachers and lecturers.

Additionally, interdepartmental cooperation in Brazil seems to be an even bigger hurdle in Brazil than in the United States. In many of the schools I visited, the game development courses were the purview of specific departments. (The split is fairly even between schools that had game development courses run by an art department and those run by the computer science division. Humorously enough, I ran into several programs that were essentially part of the fashion design track.) This means students rarely get to work in interdisciplinary groups, and we all know game development simply can't be taught in a useful manner without exposing students to the diverse specialties that go into game creation.

On top of these underlying challenges, many of these programs lack the resources and infrastructure vital to a successful game development degree. They lack commercial software, modern hardware and even, at times, proper lab and classroom space. If anyone reading this is interested in donating software or hardware to some of these Brazilian programs, feel free to contact me.

Oi Futuro Nave

There was one particular school I came across during my trip, a high school called Oi Futuro Nave. In it I saw the future.

Oi Futuro Nave may be the boldest educational experiment I've ever encountered. It is the child of a partnership between one of Brazil's largest cell phone carriers, Oi, and the government of Rio de Janeiro. The goal of their experiment is nothing short of preparing students for the technological culture of the future.

Every classroom in Oi Futuro Nave is equipped with the latest technology, from digital white boards to modern computers. Even the building is a reminder of and a monument to technology, for Oi Futuro Nave occupies part of one of Oi’s central switching stations. Students can see the massive banks of cables that keep their neighborhood connected through the windows in the cafeteria's walls.

The students specialize in animation, script writing, or game programming. They work in multidisciplinary teams to create projects that incorporate each of these specialties. They spend long days, usually from 8am to 5pm (most Brazilian public high schools have a truncated school day of only four to five hours), working both on these projects and learning all traditional subjects.

t's a young school, having been around only three years, so it has yet to see a class graduate. When the first class enters college, the metrics they return in higher education will say a great deal about the success of the experiment, but so far what I saw there seemed like a testament to the power of technology and education.

Oi Futuro Nave is a public school. This means none of the students pay to go there and they all come from the public school system, which is otherwise notoriously awful. The engagement I saw from students who would may otherwise have simply checked out proves to me its success. Its value comes from the fact that, while the setup costs for the school exceeded other schools of its size, the year to year operating costs (as I understood it) are competitive with other schools of its size -- schools which offer a much worse education.

Oi Futuro Nave takes the mystery out modern technology for these kids, but it leaves the magic. This is the future of pedagogy.

Publishers

How do you finance a project in Brazil?

This question may present us with the biggest hurdle facing the Brazilian games industry. There are no major Brazilian publishers and none of the major Eastern or Western publishers have a large presence in Brazil, with the possible exception of Ubisoft. Venture capital for game development is even more difficult to acquire in Brazil than in the United States (I did not meet a single venture-backed developer, and all agreed that since the dot-com bubble, finding venture has been nearly impossible). Bank loans are equally difficult to get for Brazilian developers. All of the companies I encountered were either self-funded or backed by small private angels.

There is limited governmental support in the form of grants for edutainment games and simulations, which has lead to some growth in the serious games industry in Brazil, but there is little in the way of subsidies or matching funds available to traditional game developers.

Without financial support, many companies are reduced to relying on work for hire to stay in business. This means that their own projects drag on and rarely reach completion, which in turn hamstrings the growth of the Brazilian games industry.

Development

With the exception of Southlogic (the makers of Deer Hunter, recently acquired by Ubisoft) and perhaps Tendi Software (creators of TriLinea for Xbox Live Arcade Indie Games), most of the viable Brazilian industry is focused on smaller non-console titles. They have some incredibly strong mobile developers, including Gameloft and Glu Mobile, but -- much as in the United States -- the mobile game market is practically a separate industry to those creating experiences on any other platforms.

PC and console development in Brazil is in its nascent stages and the Brazilian games industry suffers from many of the problems that afflict the amateur and independent game development community in the United States. Primarily, they have no sense of scope (this is a gross generalization; there are plenty of exceptions, but not many that I encountered). Unlike in the US, where the industry had the luxury of growing up in the Atari era, when a game could be brought to completion by a single individual, game makers in Brazil expect to jump in and start making AAA experience like those they play. Given the funding and trained talent available in the Brazilian industry today, this is an impossibility.

The Brazilian industry is also plagued with too many people who want to be designers. The industry there hasn't coalesced enough yet to establish designer as a separate job. In many of the teams I encountered, most of the team members took part in the design (with perhaps a designated designer as the lead) and, while I believe everyone should have some input, this design by committee approach leads to massive amounts of scope creep and lack of a clear and unified vision. This is something the industry will mature beyond, but until it does, it will prevent the community from ever successfully developing larger products.

There is also something of a brain drain. The most talented and successful Brazilian developers tend to end up working in the US, which means that there aren't enough experienced leads available for beginning businesses. Many times I saw Brazilian developers reach outside the industry for their leads, looking to commercial software engineers and members of the advertisement industry, which uses a great deal of pre-rendered CG, for artists and developers.

On the positive side, wages are lower than in the US. Junior staff tended to receive roughly 20 percent of US wages, with more senior people (especially foreign employees) getting closer to parity with their US counterparts. Unfortunately for anyone hoping to set up a company there, it’s important to remember that you have to estimate wages to roughly double in total cost because of taxes and mandatory benefits.

Another difficulty facing the nascent Brazilian games market is the way the international community deals with Brazil. The few major multinational companies that have game development studios in Brazil seem to be focused on producing products for the international market rather than attempting to grow the national market. This is clearly the safer choice at this point, and may be the correct business decision, but it does curtail the growth of Brazil as a viable marketplace for games.

Several startup companies working on handheld projects mentioned to me they had difficulty getting dev kits and had to switch over to developing for the PC instead. I don’t know how prevalent this is, but without development kits, Brazilian talent will never learn to build for the consoles and will remain of little use to the triple-A console industry.

Distribution

The Brazilian games market also faces the lack of a dominant national retail chain devoted exclusively to games. Say what you will about GameStop, but they do us one service: They provide us with a single entity to work with.

uring my stay in Brazil I visited 31 different game stores. Each of these stores had different ownership, different stock, different displays, and different billing systems. Ensuring your product got into all of the small legitimate stores in Brazil would be a nightmare. Trying to ensure they all paid you on time -- well, that might be an impossibility.

Brazil lacks its own digital distribution structure as well. The majority of the Brazilian gamers I spoke with knew (and sometimes used) Steam. Some had heard of Impulse and Greenhouse. None could tell me of a Brazilian company that provided the same sort of service.This problem is compounded for the Brazilian developers. Most of the studios I talked to didn’t know how to, and didn't believe they even could, get distributed through US services.

Without distribution the internal market in Brazil is stillborn.

Possibilities

Despite all this, there are many ways for Brazil to bloom into an incredible market and a powerful development industry.

Online

The first and most obvious area of opportunity is the online space. I don't think Brazilian developers have the knowhow at this point to make a major Western-style MMO or even compete with second-tier MMOs coming out of Korea or China, but they do have the ability to create very powerful social network- or browser-based MMOs.

The market for traditional MMOs in Brazil is deceptively small. There are about 1.5 million players playing traditional MMOs on legitimate servers in Brazil, but there are a great number of people in Brazil who play MMOs on pirate servers. For many MMOs, Brazil is second only to Russia in its number of pirate servers. While this may seem like a negative, it proves two things: one, that there is interest in MMOs, and two, that there is a lot of rudimentary knowledge of how the back end for MMOs works. After all, if you can figure out how to set up a pirate server from the packets sent to your client, you’ve got to know something.

Brazil also has a highly wired culture, with a great deal of wi-fi-based internet access in the urban centers and 2,000 to 3,000 major internet cafes plus an additional 20,000 smaller unlicensed internet cafes. The problem with the internet in Brazil is that it's not always reliable.

All these facts, as well as the limitations of the hardware available at the internet cafes, suggest to me the possibility of a vibrant web-based MMO community fueled by microtransactions or even more creative monetization methods. Anything that could leverage the man hours and human labor available in Brazil rather than charge hard currency could be incredibly powerful there.

Outside Political Pressure

At relatively low cost, I believe international corporations could work with the industry in Brazil to get the protective tariff on games removed, which would allow game retailers to drop the prices of consoles and console games to US standards, which would in turn go a long way to help eliminate piracy. Without such a step, I believe eradicating piracy or reducing it to manageable levels will be impossible.

There is already such a bill in front of the Brazilian senate, but it is currently languishing in committee.

I also believe the Brazilian government could be convinced to begin incentivizing foreign investment in the games industry. The government is amenable to both cultural programs and to technological investment.

Once piracy decreases, the Brazilian development community and the internal Brazilian market can become viable within a few years. As it takes publishers much longer to coalesce than development houses, I see an opportunity for major Western (or even Eastern) publishers to become the dominant force and the exclusive publishers for Brazil. Foreign publishers could then exploit the comparatively lower development costs in Brazil to turn out culturally relevant (that is, locally successful) titles for all of Latin America, Spain, and Portugal.

Serious Games

The Brazilian government has been active in subsidizing, assisting, and incentivizing the creation of educational games. As a result, the Serious Games products coming out of Brazil are, in my opinion, superior to what I've seen come out of the US.

While subjects that fall under the liberal arts are harder to translate across international lines, the sciences are universal. I saw products that could easily be integrated into American classrooms or shipped around the world as top-tier educational games. In the world of edutainment, Brazil will undoubtedly be an international player in the years to come.

Interactive TV

The last and perhaps most interesting prospect for kick-starting the games industry in Brazil is the country's version of digital cable. Its system is designed for interactivity to a much greater degree than ours is in the US. In 2016 they will stop using analog signals entirely, forcing a nationwide switch to digital, and, given television's incredible 90 percent-plus penetration rate, there will be roughly 150 to 170 million digital televisions in Brazilian homes as soon as the switch occurs.

This means that in 2016 there will effectively be a new console with an install base of at least 150 million -- higher than the install base of every current-generation console on the market combined right now -- with software that is totally unpiratable, which lends itself to smaller games, and which is free from outside competition. You can see where I'm going with this.

The only question is how the content will be monetized. None of the developers that I spoke with could tell me if the government or cable companies would simply pay for content then freely distribute it, or if there would be some sort of App Store-like model. If they go with the latter, I believe it will single-handedly infuse the Brazilian industry with the capital it needs to get off the ground.

There might also be incredible opportunities here for foreign developers. I am currently exploring the possibility of getting foreign content onto the system.

Conclusion

Now is the time to get into Brazil. The margin is right. If I were a betting man, I'd say the odds are about three to one that the Brazilian industry never gets off the ground. But at the same time, I'd say the return on resources invested in Brazil at this point will be at least ten to one if the industry does get past its infancy. I also believe that foreign entities have an opportunity to better those odds of the Brazilian industry becoming successful.

But Brazil is not a place for the risk-averse. You can't walk into Brazil assuming things operate there the way they do in the US. It's an easy place to lose your money and wind up with absolutely nothing to show for it. Things there will be the wild west for at least another five years. On the other hand, companies can test the waters right now at little expense, and if things go the right way, a little money now could be a lot of money in the near future.

For what it’s worth, I’m going to commit a little down there. Not enough to leave me busted, but enough that if it goes well, I'm in on the ground floor.

If you have any further questions or inquiries about the Brazilian video game industry, please contact me. I will respond to the best of my ability, or at least see that they get forwarded to the right people.

Referência! O segredo de boas criações...

Você gosta de criar histórias?
Hoje em dia com games, quadrinhos e cinemas, a concorrência obriga você a ter criatividade, uma boa lógica que amarre os elementos e com certeza boas referências de criação.
Hoje muitas histórias são colchas de retalhos, formação se transforma em informação (vide os exemplos filosóficos de Matrix) e clássicos são adaptados aos padrões modernos ( James Bond e Sherlock Holmes, hoje tem artes marciais e lê parkuor), o modelo parece bem simples: ter referências e como relaciona-las.
Existem milhares de exemplos que expressam isso, Starwars, Thundercats, Os Simpsons, Ben 10, Cowboy Beebop, Samurai Champloo.
Precisa estar em constante atualização, ler os clássicos e fazer a lição de casa: decompor os elementos de uma determinada história, reagrupa-los em ordens diferentes.

Algumas coisas aguçam meu senso criativo, ultimamente alguns vídeos do youtube e o conceito de criação SteamPunk (se quiser saber mais clique aqui).

Joseph Campbell, o camisa 10 do monomito.

Joseph Campbell estudioso da mitologia, elaborou o Monomito ou a Jornada do herói, baseado na seguinte fórmula: conceito dos arquétipos de Jung + forças inconscientes de Freud + sistematização de Arnold van Gennepdos para ritos de passagem.

Muitos roteiristas beberam e bebem nessa fonte, Star Wars, Diney e Matrix são exemplos notórios.

Os 12 Estágios da Jornada do Herói
Mundo Comum - O mundo normal do herói antes da história começar.
O Chamado da Aventura - Um problema se apresenta ao herói: um desafio ou a aventura.
Reticência do Herói ou Recusa do Chamado - O herói recusa ou demora a aceitar o desafio ou aventura, geralmente porque tem medo.
Encontro com o mentor ou Ajuda Sobrenatural - O herói encontra um mentor que o faz aceitar o chamado e o informa e treina para sua aventura.
Cruzamento do Primeiro Portal - O herói abandona o mundo comum para entrar no mundo especial ou mágico.
Provações, aliados e inimigos ou A Barriga da Baleia - O herói enfrenta testes, encontra aliados e enfrenta inimigos, de forma que aprende as regras do mundo especial.
Aproximação - O herói tem êxitos durante as provações
Provação difícil ou traumática - A maior crise da aventura, de vida ou morte.
Recompensa - O herói enfrentou a morte, se sobrepõe ao seu medo e agora ganha uma recompensa (o elixir).
O Caminho de Volta - O herói deve voltar para o mundo comum.
Ressurreição do Herói - Outro teste no qual o herói enfrenta a morte, e deve usar tudo que foi aprendido.
Regresso com o Elixir - O herói volta para casa com o "elixir", e o usa para ajudar todos no mundo comum.

Segue algo para explicar/inspirar/identificar.





Transmidia, Games e Educação

Um texto longo, porém ótimo que aborda Transmidia, Games e Educação.


Originalmente publicado no link http://vgalt.com/2009/10/13/reading-comprehension-as-a-transmedial-sub-medial-trait/


Reading comprehension as a transmedial (sub-medial) trait.

VIDEO GAMES, READING , AND TRANSMEDIAL COMPREHENSION.
Games represent a high interest accessible medium to build comprehension, and in using games we can continue to engage in topics that are complex, provocative and motivating, and not often found in texts designed to be simplified for the sake of decoding. Games will also help to get these students to reconnect with reading and learning, and create a basis for developing and using comprehension strategies. With this in mind, this knowledge and experience of theory can provide an opportunity for educators to bootstrap traditional print-based literacy and engage students in comprehension development.
Brock Dubbels
The University of Minnesota
The Center for Cognitive Sciences
305 Elliott Hall
Minneapolis, MN 55408
(612) 747-0346
(612) 626-7253
Dubbe003@umn.edu
Abstract: In this qualitative study, literacy practices of “struggling” seventh and eighth graders were recorded on videotape as they engaged in both traditional and new literacies practices in an after school video games club. These recordings were analyzed in the context of building comprehension skills with video games. The students struggled with reading and are characterized as unmotivated and disengaged by the school, which may be at the root of their inability to use comprehension strategies. Playing video games is viewed here as a literate practice, and was seen to be more engaging than traditional activities (such as reading school text, writing journals, etc.). The conclusion of this observation makes connections to current research in comprehension and provides a basis for teachers to use games to develop comprehension and learning.
Key Terms: situation, event indexing model, causal integration model, ludic, interaction, comprehension, knowledge act, decoding, agency, engagement, identity, self-monitoring, metacognition, transmedial, walk-through, level-up, button-mashing
This selected excerpt comes from:
Dubbels, B.R. (2008) Video games, reading, and transmedial comprehension. In R. E. Ferdig (Ed.),Reference. Information ScienceHandbook of research on effective electronic gaming in education.
Why games?
Regardless of whether we are talking about comprehension in novels, articles, sculpture, or dance, comprehension comes from dialogue and interaction, where the learner gathers information and must act upon it in some way—feedback and reflection are essential.
Feedback and interaction were central to the work of Lev Vygotsky, as depicted here in Figure 1. (Tharp & Gallimore, 1988, p. 35).
In this model called the Zone of Proximal Development, the external dialogue created by interaction in stage 1, eventually becomes internalized, and through this internalization individuals go through a process where they learn to self-monitor, learn to observe, learn to practice, learn to receive feedback, and ultimately they learn to refine the process of comprehension through questioning and verifying what they know in what can be called a knowledge act.
Vygotsky (1978) maintained that children imitate what they see adults do, and this gradually develops into the ability to do certain tasks without help or assistance. In teaching something new, we need to start with where the student is at with their ability to solve problems, and then under the guidance of a more experienced problem solver, their ability is extended—this is called the Zone of Proximal Development. The mentor’s role, according to Herb Simon is to align a problem so that the solution can become transparent, and this can then be extended and deepened.
Games can provide this interaction, provide relevant feedback, help to create and align a problem, and demand mastery in the same way a competent instructor can scaffold a learner through the Zone of Proximal Development. In a classroom situation, where a teacher has thirty or more students, and fifty-five minutes to work with them–an interactive game can be quite effective, as it is often unlikely that teacher will be able to work one-on-one with each student in a meaningful way every day. But it is possible that games can provide the kind of accessibility, interaction, and instruction to develop comprehension that young people who struggle to decode might benefit from, but more importantly, games may give incentive to reengage in developing essential reading skills.
What makes the idea of a game so compelling as a method for developing comprehension is the amount of regular feedback and the necessity of mastery of complex situations that might offer a variety of solution sets from combinations and permutations of different tools, rules, cooperation, and knowledge of the narrative goals and character arcs. This complex interaction scaffolds the player through difficulties until they are able to perform the task with knowledge through the developing awareness that failure and recovery from it (learning) are part of developing knowledge, strategy, and competence.
What Teachers Need to Know
The big idea here is that games are built upon many of the same comprehension elements that are incorporated in reading printed text. There is a tradition of consideration of video games as new narratives; Laurel (1993), Murray (1997), Aarseth (1997), Frasca (2003) and Crawford (2005) agree that there are narrative elements, but that games are also designed to be interactive in the way that they tell stories. As Frasca (2003) describes, the aspects of simulation and problem solving components of the game are also very compelling, and are what he called the ludic aspects of the game: the elements that instigate play—see also Salen & Zimmerman (2004).
These elements create the feedback and demand knowledge acts, where the player must gather information, decide what is useful, and use it to act to get through a puzzle. This process of game play demands that the player acquire and act upon the information they gather. This view of games, play, and learning presents a highly flexible and powerful form of comprehension, and it is generally instinctual, but often needs mentoring, modeling, and practice to develop.
The table above to the right shows a direct and close relation to situation model research– typical literary categories often used in reading comprehension assessments; I am familiar and have worked on the Minnesota MCA2 for four years– and state and national standards. This alignment of the dimensions of a Situation Model from the Event Indexing Model allows for close proximity and correlation between what are often considered traditional and customary literary terms and an empirically validated comprehension models such as from Walter Kintsch (1968) and participants in the Discourse Processing tradition.
Although these connections have not been made yet on the level of the state and nationwide assessments, as I believe they should, this study assumed that connecting empirical comprehension research from the Discourse Processing tradition would be useful in connecting the culturally mediated competencies of the state assessments (that are often only validated through inter-rater reliability: selected teachers sitting around a table rating and compromising about what is what) and language arts standards to an empirically validated theory of reading comprehension. This enables a more regimented look at comprehension, narrative, discourse, and connection to problem solving and decision making as made popular by Kahneman and Tversky (2001).
In addition. this connection makes the case for The Compensation Model (Stanovich, 2000), and also connects to more recent work on the Indexical Hypothesis and Embodiment Theory (Borghi 2005; Glenburg, 1997; Zwann 2003; Barsalou 1999).
Learning and Play are Inseparable
With this connection to discourse processing and comprehension, play might be seen as an evolutionary adaptation (Sutton-Smith, 1997) useful in transferring culture, knowledge, and developing proficiency in tool use, as well as the creation of knowledge, culture, and tools, (Mumford, 1945). Above all, play represents an opportunity for exploration and inquiry in a context where the cost of failure is the opportunity to learn from a mistake. In play, knowledge is gathered and acted upon, a very powerful process to develop experience and comprehension. Play is visible evidence of comprehension. It is an expression of and toward comprehension. It is a knowledge act.

Play is one of the building blocks of comprehension, and games are the way that we ground cognition and pass on cultural knowledge and skills sets through off-loading cognitive work into the environment, thus making he environment part of the cognitive system through place-holders and computational devides like toys and tools–Vygotsky (176) called these pivots.
With play, children and adults seek and explore through observation, manipulation, and imitation. When we play, we take our prior knowledge and attempt to create order and demonstrate competence. With toys, children are interacting with a representation of something that adults use.
My own son likes to play with cars. He makes engine sounds and drives them around with screeching tires. He also likes to take on roles and imitate with toys that are representations of the tools we use for productivity. Above we saw him in his own office with the same tools mom and dad use. What he was doing was building a repertoire of how things work and what they are used for in his memory.
From an evolutionary perspective, he is using his imagination to prepare for a time when he will drive and also to share, communicate, and produce culture through knowledge of cultural artifacts like cars and computers. This process of visualization, belief systems and cultural roles are important aspects of learning. Williamson Shaffer (2006) in his description of Epistemic Games provides depth and detail on how these elements work in games (and this is exemplified and contextualized later in Figure 2).
Games are a structured form of play, and what teachers need to understand is that play is learning, and by structuring play, we can create a higher degree of engagement and effort. Games allow for the kind of learning that encourages mastery, builds resilience and tenacity, innovation and creativity, as well as practice solving problems. Play creates comprehension through knowledge acts, whether the learner is performing or investigating.
Games, Play, and Learning are Inseparable.
As children develop and grow, their play becomes more complex, and we begin to see imaginative play, with language and visualization, use of complex ideas, actions, tools, and language, and interaction and shared play with others.
If you look at a game, it generally is composed of a number of elements that are structured to create the interaction and experience that children and adults enact in play (such as imagination, role playing and identities, rules, branching and choice, as well as incorporating the use of probability and chance.
Games are tools for learning, but what is important for educators to know is how to use games that structure and extend play and create reflection. Often tools are useful in helping individuals to learn complex problem solving and pass along cultural knowledge, but what we often fail to account for is that tools are not as powerful until used in an activity with intention. Kids may have grown up in a digital age, but this does not make
them digital natives. They may just be strangers in a strange land that they want to know more about—we can provide the passport.
We need to consider play as the foundation in an approach to using video games, and we need to recognize that games may represent an activity that is complex and relevant enough to engage students in learning and developing comprehension skills.
But games are not enough. In education, we often talk about the tools, because the tools are often the measure of what we take to be progress in education. Often the tools we use such as tests and software are thought to be capable of definitive assessment. And if the software helps improve test performance, it must be improving learning over all. This is not always the case, and more often than not, it is the way the tool is used that is important.
We are foolish to think we can just give out the tools and easily replicate this (Cuban, 1986),. It is important to understand that tools are only as powerful as the way they are employed. The central role of the tool may be one of the major obstacles educators will need to overcome in the classroom if schools and teachers are going to remain relevant for preparation of young people for the new global labor force. Games should not be seen as a panacea, but they may be used as powerful tools.
Play and the way that we learn to use tools should be the focus. Play changes the discourse around learning. It implies making mistakes, trying new things, and creativity, and innovation— traits necessary for knowledge workers. It also takes the pressure off children who are already under tremendous pressure to perform in school settings that regularly insist on going faster and covering more ground because we are all so far behind.
Play can bring some more humanity into our classroom teaching, and it is also a proven method for learning and developing cultural competency—and games represent more formalized and structured approaches to this cultural learning often found in informal learning environments often known as the wilds away from school.
The take home message
Play is how we share and transfer physical and intellectual tools to our young and other community members. Johann Huizinga (1938), the author of Homo Ludens, stated that play is the basis of culture. According to Lewis Mumford (1954), it was imitation, role play, the creation of miniature environments and the symbolic fields of play where every function of life was modeled as a game to develop competency and advance what was known and will be known.
Perhaps play and representation are the factory of our conceptual abilities, and if play involves the creation of abstractions and models of the world, then sharing play necessitates complex communication as well as a means for innovation and production. This makes it the perfect method for developing comprehension.
A Model for Comprehension
In terms of understanding the elements of comprehension, the tradition of Discourse Processing provides ample opportunity to look at comprehension as transmedial. Kintsch (1988, 1998) in presenting the Construction Integration Model suggested that there were three levels of representation of text.
Two additional levels of discourse processing were later added by Zwann, Langston, & Graesser, (1995), and account for literary elements often associated with genre and the author’s purpose and style that are used for top-down processing. These levels are:
The text genre level, which accounts for the kinds of information presented, how the information is presented, and the ways in which the information is to be interpreted,
And the communication level, which involves the reader constructing a representation of the writer of the text.
The Event Indexing Model, which includes all five boxes from Figure 3, provides insight on events, or situations as portrayed in a variety of media, which are the made up of the interrelated elements. This level can be very useful for teachers to know how to develop comprehension in their students and create transfer between different media experiences; and it is the basis for the transmedial nature of comprehension.
If students have struggled to decode, games and film can provide a more accessible entry point at the situation model level, (level 3 experiences), where they can interact with complex texts and narratives without the cognitive load of decoding text and making meaning from it (bottom up processing).
With games, much of the action, the context, and the actors are depicted ( they are shown in pictures), and also described through the action and narrative text in the print and audio of character dialog and narration. This depiction with description allows for clarification for how we should view the context and understand the situation with the directing of our attention (Kress, 2003) and may lessen demand on the propositional level from the text to make a mental image representing what is being described in the text.
This contextualization of images with printed traditional text informs and focuses the player, and offers the experience and information to embody the reading and comprehension experimentally. Thus, the learner makes a more robust model of the situation to develop and build the representation as the narrative evolves. This might allow for the student to draw from prior experience and use top-down processes to make meaning of the events and comprehend without the taxation on processing from decoding, therefore utilizing and further developing comprehension.
But how does this help decoding?
When a reader has well-developed comprehension skills, they can recruit prior knowledge to bootstrap lower level processes (Stanovich, 2000) and this is an important idea for making a case for using more accessible texts that are relevant and interesting to the learner. Once again, the reader can use higher-level process in order to support lower level process (Stanovich, 2000).
What makes teaching with games to develop comprehension meaningful are the second and the third level, called the Propositional and Situation Levels. The Propositional Level is where we decode communications into the Situation Level. The Situation level is where the reader represents many of the elements and descriptions that go into making a mental model of a situation. On this level, the learner constructs a mental representation of the situation experienced, remembered, read, perceived, or described in a real or imaginary world, (Zwann, Langston, & Graesser, 1995; Zwann & Radavansky, 1998).
When working to teach reading with this information, it is important to connect to prior knowledge and build and compare the new information to prior situation models, or prior experience. Consider a story board, or a comic strip where each scene is defined and then the next event is framed. Readers need to learn to create these frames when comprehending text. Each event in a text should then be integrated and developed as an evolution of ideas presented, as each scene builds with new information, the model is updated and expanded.
“If the event that is currently being processed overlaps with the
events in working memory on a particular dimension, then a link
between those events is established, then a link between those
events is stored in long-term memory. Overlap is determined based
on two events share an index, (i.e., a time, place, protagonist, cause,
or goal).”
(Goldman, Graesser, & van den Broek, 1999, p. 94).
Thus, we must build our understanding. The attributes of a situation model can be made much more robust and much more easily accessible when prior knowledge is recruited and connected into what we already know, and less effort will be made of finding the familiar.
Two types of prior knowledge that support this in the Event Indexing Model are:
· General world knowledge (pan-situational knowledge about concept types, e.g.,
scripts, schemas, categories, etc.)
· Referent specific knowledge (pan-situational knowledge about specific entities).

These two categories represent experience in the world and literary elements used in defining genre
and style as described from the Event Indexing Model. The theory posits that if a reader has more
experience with the world that can be tapped into, and also knowledge and experience about the
structure of stories, they are more likely to have a deeper understanding of the passage.

Genre Expectation
It is possible that when we are familiar with “once upon a time”, we will be familiar with the structure
and purpose of fairy tale stories. Thus we begin to expect certain events, characters, and settings that
we may be able to predict, and can therefore be surprised and entertained when the story has a twist,
or an element that was unexpected is presented.

Further, van den Broek et al (2001) reports that readers engage in a different style of reading according to genre expectations, and, that reading purpose will inform the notion that readers differentially allocate their processing resources according to their expectations about the genre of the text—so when readers have familiarity, they generally have a tactic or strategy for engaging with the text. It would be expected that a reader with little or no familiarity would use a button mashing style of trial and error when playing a game just as a reader would cast about for meaning when trying to comprehend a passage in a challenging text.
To sum this up, comprehenders parse clauses of texts into events on five situational dimensions: time, space, causation, motivation, and the protagonist. There are four central assumptions this model is built upon:
1. Events are the central units of situation models ( the event-centrality assumption)
2. Events can be linked on five dimensions
3. The events are either related or not related on a particular dimension
4. All dimensions are equal.
With this in mind, the Event Indexing Model is an equal opportunity model of comprehension. It works across media and is just as applicable with pictures as it is with text. It is transmedial — or perhaps sub-medial, working as a form of categorical organization to go from high fidelity, fine-tooth detail, to more generalized levels of organization — chunking and schema building. That we create the same types of memory based upon pattern recognition, and that print-text is not the only way to develop reading comprehension. In this sense, reading is thinking queued by text, and that the key to being a successful reader is not automaticity with decoding, but the ability to match new information with prior experience.
When, for example, a learner is presented with
Once upon a time . . .
They often expect other narrative features like
Happily ever after.
These elements of story structure and narrative are called Story Grammars,
and these exist based upon our prior experience with text and our ability in
pattern recognition.If you think about a narrative as a labyrinth or maze
you may want to consider the view from the top to accelerate the journey

This is what Daedalus did for Icarus, in helping him to escape the labyrinth– and this use of to-sight may be useful through improving the knowledge of novice narrative comprehenders through teaching with more accessible and high-interest media which offers feedback, interaction, and multi-modal sensory input, as well as inference making, resource management, and strategy generation. In addition, games can provide the social capital that will reinforce engagement and quality time on task. In addition, games provide a much more complex narrative.
Just consider as a branching example a game as simple as Chutes and Ladders (Snakes and Ladders to UK folks):

The game movement can influence the narrative attributes and remove the barriers of decoding to the generation and development of literary elements and pattern recognition for cognitive chunking and schema building reflected in the categories listed in the Event Indexing Model. It was this exploration of theory that led to the study of struggling readers using video games as methods for observing upper levels in student comprehension and the ideal of using high motivation narratives such as video games like Metroid Prime to examine the comprehension abilities of students who had been removed from traditional classroom instruction for reading comprehension issues,who were self-reported gaming enthusiasts to see how they did with a complex game. In this sense, if a novel is a linear experience where the choices of context lead from one scene to the next based upon the author’s order of choice, a game can be offered based upon player choices, and may offer multiple possible arcs of experience, thus:

More to come . . .

Nós já sabiamos, a confirmação das tendências!

Hoje no Yahoo, foi postado sobre a utilização dos games de modo mais sério. Inclusive como um filão.
O que isso significa?

Duas coisas:
- Primeiro, as nossas profecias estão se concretizando (brincaderia!);
- Segundo, a atenção das grandes mídias estão se voltando para a temática. Com certeza podemos esperar desdobramentos disso.

Matéria originalmente publicada em: http://br.noticias.yahoo.com/s/02092009/48/tecnologia-noticias-novo-filao-dos-jogos.html

Qua, 02 Set, 08h38
Por EFE Reportagens

Em uma indústria que se alimenta de sensações e que esgotou há muito tempo o filão das superproduções de Hollywood, tanto as grandes companhias como os pequenos criadores abraçaram o velho ditado de "a realidade supera a ficção", impulsionados pela crescente espetacularização dos telejornais.

Assim, aproveitando o auge do formato flash e sua fácil implantação nas plataformas web, cada vez mais produtoras se apressam para desenvolver jogos para que estejam disponíveis em poucos dias, após ser publicada a última informação sobre o assunto.

Embora jogos como "Sock and Awe" - que permite agredir Bush como fez o jornalista iraquiano Montazer al-Zaidi - cheguem ao público a partir da paródia e do sensacionalismo, muitos criadores de jogos asseguram que o que os inspira atualmente é o desejo de educar.



"Madrid", a história de uma tragédia.
É o caso do uruguaio Gonzalo Frasca, responsável pelo desenvolvimento de "Madrid", que trata os atentados terroristas do dia 11 de março de 2004 na capital espanhola a partir de uma ótica de empatia com as vítimas e seus familiares. "Eu vivia na Dinamarca quando aconteceram os ataques e, frente à indignação, decidimos fazer um jogo que recuperasse um aspecto emotivo e solidário", disse Frasca em entrevista à Agência Efe.

A NewsGaming conseguiu terminar "Madrid" em menos de dois dias, apresentando uma aventura gráfica simples que lança ao jogador o desafio de manter vivas as chamas das velas acesas em homenagem às vítimas. "Muitas pessoas nos escreveram dizendo que era um dos poucos jogos que as tinha feito chorar", se orgulha Frasca.

A produtora suavizou em "Madrid" o caráter político impresso na sua primeira incursão no mundo dos jogos de atualidade: "September 12th", uma reflexão sobre as consequências dos ataques terroristas no World Trade Center de Nova York. "A ideia era mostrar de uma maneira moderna o velho conceito de que violência gera violência. Teve um sucesso incrível, milhões de pessoas o jogaram. Mas também gerou muita controvérsia, e inclusive recebemos muitas críticas e ameaças", lembrou. Segundo Frasca, os pais podem parar de se preocupar com o clássico tópico de que os videogames estimulam a agressividade nos adolescentes.



Erradicar a indiferença diante da informação.
Para o uruguaio, os jogos baseados na atualidade podem constituir uma nova forma de se informar, mais interativa e mais efetiva na hora de erradicar a indiferença diante da informação. "São como as caricaturas políticas dos jornais tradicionais. Parece-me que chamam a atenção das pessoas, pois permitem ver notícias de uma maneira mais entretida, mas não necessariamente simplista", explicou à Efe.

Mesmo assim, não faltam os críticos que opinam que jogos como "Saving Captain Phillips", sobre o capitão do navio americano sequestrado em abril por piratas somalis, ou "Swinefighter", cujo fim é vacinar os porcos que se tornam verdes, não são mais que uma trivialização de temas que deveriam ser levados mais a sério.

Entre os jogos que despertaram mais suscetibilidades estão os baseados na crise econômica, como "Trillion Dollar Bailout", que permite conceder hipotecas-lixo (subprime) a proprietários arruinados, ou "Made Off", sobre o famoso caso de fraude protagonizado pelo financista americano Bernard Madoff.

"A ideia de 'Made Off' surgiu de nosso desejo de reagir às emoções dos milhões de pessoas afetadas pela crise financeira, e proporcionar a elas um pouco de educação ao mesmo tempo", disse à Agência Efe Neil Edwards, presidente de Cellufun, a produtora do polêmico jogo. "'Made Off' é uma forma divertida e educativa de compreender como funcionam as fraudes piramidais, sem arriscar dinheiro real", acrescentou. No jogo, projetado para "o grande público", os jogadores podem adotar o papel ativo de gerentes de fundos ou outro passivo de investidores.

Embora não negue que os jogadores possam se aproximar do jogo atraídos principalmente pela possibilidade de conspirar e enganar, Edwards considera que também lhes ensina "a serem criativos e estarem prontos quando investem"."Ao contrário das tramas de corrupção reais, nas quais os participantes são enganados, os jogadores de 'Made Off' conhecem as regras do jogo antes de entregar seu dinheiro virtual", explicou.

O diretor da Cellufun minimizou a possibilidade de que o jogo tenha ferido a sensibilidade daqueles que Madoff roubou cerca de US$ 50 bilhões. "Ao nos dirigir a pessoas reais com emoções reais, é possível que tenhamos incomodado alguém, mas não era nossa intenção. Para atrair os usuários utilizamos uma linguagem publicitária um pouco agressiva, mas o que queríamos era ser satíricos, não ofensivos", assegurou.

Para Scott Steinberg, editor da revista on line DigitalTrends.com, este tipo de jogo que se apoia em uma visão leve e satírica da realidade se liga à necessidade do público de se desligar do formato informativo sério. "Há tantas notícias devastadoras por dia que estes jogos representam uma via de escape divertida. Servem para rir um pouco, e, ao contrário do que acontece na vida real, ninguém sai ferido", explica. No entanto, as produtoras reconhecem que estes jogos, cujo atrativo está em seu imediatismo, costumam perder o interesse no momento em que a notícia perde destaque.

Mas pouco importa a estes especialistas criar aventuras em poucas horas, que se conformam em atrair milhões de usuários enquanto as manchetes ainda estão frescas, conscientes de que, dentro de três anos, serão poucos os que vão continuar capturando piratas somalis ou erradicando a gripe A.

Agora é a vez do Learning 2.0

Vídeo da Case Western Reserve Univesity sobre a diversidade cada vez maior de ferramentas da Web 2.0 e consequência disso na Educação de níveis superiores.

javascript:void(0)

Símbolos cotidianos (da natureza) nos jogos.

Em homenagem ao dia Mundial do Meio Ambiente.

Na série a Era do Vídeo Game, a primeira frase do programa diz: “O segredo dos códigos de nossa época estão nos games que jogamos”.
Após ouvir isso, comecei observar o que poderia estar codificado em todo esse contexto, pois todo game em seu roteiro tem algo (muito ou pouco) do momento em que foi criado. Isso acompanha a ficção de uma maneira geral, porque a realidade sempre deixará sua marca, independente do seguimento: Meio Ambiente, Política, Economia, Religiosidade, etc.
Um exemplo que gosto muito, são as formas da natureza alternativa na representação de valores.
Uma idéia largamente abordada, inclusive por acadêmicos na questão da percepção da paisagem como o geógrafo Y Fu Tuan, com seu livro Topofilia, ou de maneira mais sci-fi como George Lucas em Guerra nas Estrelas, na qual o meio-ambiente torna-se um cenário que acompanha a dinâmica da história, bem como o caráter dos personagens.
Outro aspecto o qual podemos observar é o Pokemon e todos os seus genéricos. Afinal qual o fascínio desses bichinhos polimórficos? Trata-se de um não-animal doméstico, pelas seguintes razões:
- nasceu para viver dentro de uma bola, uma vez que animais reais dão trabalho e ocupam espaço, sem contar o quão ilegal é aprisionar animais;
- este ser é fofinho e também feroz e constantemente é posto ao combate. Isso é algo muito comum na Ásia, onde senhores criam insetos, em gaiolinhas de junco e nas praças ao se encontrarem colocam os bichinhos para lutar e fazem apostas;
- os traços que desenham esses personagens são uma mistura de animais que remetem a natureza, porém em escalas distorcidas e muitas vezes com implantes cibernéticos.
Com isso temos uma natureza alternativa, uma não-natureza, que é gerada buscando associar o que é politicamente correto, com a identidade e herança ligada a tradições culturais antigas.
Obviamente que existem temas/jogos independentes, com orçamentos menores, mas mesmo assim podemos extrair uma série de coisas interessantes.
Por exemplo: Hurricaine Katrina, Tempest in Crescent City, que tem como elementos:
- uma menina, em seu sonho, corre pela cidade de Nova Orleans avisando pessoas sobre o furacão que está chegando;
- ela tem que pular, ou abaixar de objetos que estão voando por conta da tempestade, que caso acertem-na, lhe tira energia até que ela acorde.
Ao analisarmos, por mais simples que seja a produção, temos coisas muito interessantes que podemos listar:
- Pessoas que não vivem essa realidade de furacões, é uma forma de tomar contato com os riscos, logo, o jogo pode ser uma forma de compreender o que acontece em realidades distantes;
- Conscientização de riscos, rajadas de ventos a centenas de quilômetros por hora podem arremessar objetos e com isto trazer riscos inclusive à vida;
- Necessidade de uns ajudar os outros, mas com devida segurança.

Imaginem a quantidade de elementos que podemos encontrar em cada jogo que analisarmos?

Jogos de Lutas e suas influências

Jogos de Luta representam um capitulo a parte na história dos videogames.
Tem uma trajetória muito peculiar, que pode ser considerada um eco de um imaginário social muito presente.
Em nosso passado tivemos diversas guerras. Além das Mundiais, guerras nacionais e coloniais. Cresci ouvindo histórias dos pelotões das guerras de 30 e 32 nas quais meu avô lutou, e outros ancestrais que estavam na Guerra dos Farrapos ou do Paraguai com o décimo oitavo pelotão de lanceiros de São Borja e meu bisavô na Coluna Prestes enquanto a família era torturada e saqueada pelo governo, entre outros exemplos. Fatalmente quanto mais você conseguir levantar seu passado histórico, mais heróis descobrirá, cada qual com sua tradição, sejam samurais, soldados napoleônicos, combatentes do Vietnam, legionários no deserto e tudo mais.
Obviamente que essa idéia se modernizou, assumiu outras formas.
A sociedade moderna tem a ampla prática das artes marciais, revelando este desejo pela luta, mesmo que controlada ou adaptada, em diversos estilos com regras, equipamentos de proteção, videogames e campeonatos pela TV.
Porém quem inaugurou a era e oficializou o modelo, foi Bruce Lee. Que foi reverenciado no ocidente como um lutador e na Ásia como um herói, não apenas pela luta, mas pela arte.
Os diversos fatores do seu legado que continuam perpetuando-o como um ícone Pop foram:
- A primeira produção do continente filmada no ocidente.
- Foi o primeiro asiático a ser um astro, em uma cultura que Gengis Khan havia sido John Wayne e diversos vilões de gibi eram chineses.
- Além ao mundo a produção dos filmes orientais. Na calçada da fama em Hong Kong é o único astro a ter uma estátua com placa reconhecendo-o por isso.
- Abriu as portas do cinema oriental e principalmente no que se refere ao gênero dos filmes de luta.
- Influenciou a carreira de diversos astros.
- Instituiu uma moda na prática das artes marciais.

Quando houve essa explosão, surgiram diversos personagens de gibi baseados na figura do Bruce Lee, como o Punhos de Aço, Rei do Kung Fu entre muitos outros. A onda de lutadores negros do Bronx, etc.
Enfim, houve uma super-estruturação de um paradigma, de um estilo de vida e elementos ao nosso imaginário.
Filmes de luta vão e vem, mas nunca somem, seja em seções de reprise, ou com produções modernas. Agora, Will Smith está produzindo uma versão do Karatê Kid que se chamará Kung Fu Kid e Stallone com o Jet Li estão no Brasil filmando os Mercenários.
É muito interessante observar como tudo influenciou os games.
Quem não se lembra quando a única coisa que se pensava era jogar Street Fighter 2, com certeza quem viveu nessa época sabe que nas rodinhas de bate papo, era sempre uma descoberta, comentários sobre um golpe novo, os chefes e os finais.
Depois vieram outros jogos: Mortal Kombat, Virtua Fighter, Samurai Showdown, entre outros. Cada um tinha algo diferente, uns melhores, outros plágios. Uma produção intensa.
Hoje em dia vemos uma série de inovações em função da criatividade e tecnologia. Constrói-se novos ápices como narrativas elaboradas em Soul Calibour e os gráficos 2,5 D em Street Fighter 4.
Uma relação de mão dupla foi estabelecida, pois estes jogos até certo ponto tiveram suas influencias, mas depois também influenciaram alguns ramos, por exemplo:
- a narrativa de filmes de lutas em arenas após a consolidação deste gênero de games;
- na vida de muitas pessoas que através deles, descobriram o gosto pelas artes marciais.
Creio que os jogos de luta, além de mexer com algo que está associado ao subconsciente vem a ser uma expressão do imaginário, também, trás algo da cultura marcial focado na interatividade, principalmente com a identificação do ideal do lutador, ou mesmo a questão filosófica do Bushido (de um modo mais light).

Você se lembra como comemorou quando acabou o Street Fighter 2 a primeira vez? Garanto que para todos foi a mesma emoção de uma medalha olímpica.

Quem quiser ver, um vídeo super bacana sobre a evolução dos games de luta.