Cavaca Jc Me Assis.Pdf (1.579Mb)

Total Page:16

File Type:pdf, Size:1020Kb

Cavaca Jc Me Assis.Pdf (1.579Mb) JONATHAN CORDEIRO CAVACA Leitores transmídia: práticas de leitura e a relação entre leitura literária e jogos ASSIS 2021 JONATHAN CORDEIRO CAVACA Leitores transmídia: práticas de leitura e a relação entre leitura literária e jogos Dissertação apresentada à Universidade Estadual Paulista (UNESP), Faculdade de Ciências e Letras, Assis, para a obtenção do título de Mestre em Letras (Área de conhecimento: literatura e Vida Social). Orientador: Dr. Sérgio Fabiano Annibal. ASSIS 2021 Dados Internacionais de Catalogação na Publicação (CIP) Laura Akie Saito Inafuko - CRB 8/9116 Cavaca, Jonathan Cordeiro C376L Leitores transmídia: práticas de leitura e a relação entre leitura literária e jogos / Jonathan Cordeiro Cavaca. Assis, 2021. 216 p. : il. Dissertação de Mestrado - Universidade Estadual Paulista (UNESP), Faculdade de Ciências e Letras, Assis Orientador: Dr. Sérgio Fabiano Annibal 1. Leitura. 2. Transmídia. 3. Jogos. 4. Narratologia. I. Título. CDD 028 Dedicatória Dedico esta pesquisa à única pessoa que ficou do meu lado do início ao fim dela, discutindo ideias e teorias noite adentro: a voz em minha cabeça. Brincadeira, dedico à Grazzielle, que me acompanhou por todo este percurso e, vamos por muitos mais. Agradecimentos Agradeço à minha família, que esteve sempre presente em momentos de necessidade. Ao meu orientador, Sérgio Fabiano Annibal, pelos puxões de orelha e por me guiar o olhar para o caminho certo, e às (os) doutoras (es) Arlete dos Santos Petry, Raquel Lazzari Leite Barbosa e João Luís Cardoso Tápias Ceccantini, cujos pensamentos, críticas, ideias e sugestões tornaram possível a evolução e desenvolvimento desta pesquisa. Em especial aos voluntários que aceitaram dedicar seu próprio tempo para responder ao questionário, e à Ellie, Nami, D. V., ao Vesemir e ao Trinity, por estenderem sua generosidade ao limite, permitindo-me entrevistá-los. Sem vocês, esse trabalho não teria sido possível. Literalmente. Agradeço, também à Priscila, ao Fabiano, ao Matheus e ao Pedro, amigos que se interessaram pela pesquisa e me ajudaram com perguntas e insights. À tríade dos grupos que atuaram como meus gurus: o da pós em Games, como os gurus dos jogos na educação; o Geplenp (UNESP/Assis), como os gurus das práticas de ensino; e o Literatura e Tempo Presente (UFSCar), como os gurus da literatura digital. Por fim, mas não menos importante, agradeço às Entidades e Orixás que me acompanham e me ajudaram a tirar força do Olho de Thundera para conseguir ler Genette às quatro da manhã. CAVACA, Jonathan Cordeiro. Leitores transmídia: práticas de leitura e a relação entre leitura literária e jogos. 2021. 220f. Dissertação (Mestrado Acadêmico em Letras). – Universidade Estadual Paulista (UNESP), Faculdade de Ciências e Letras, Assis, 2021. RESUMO Este trabalho visa observar de que modo as práticas de jogar jogos narrativos digitais alteraram as práticas de leitura literária dos leitores-jogadores do curso de Letras da Universidade Estadual Paulista “Julio de Mesquita Filho”, Faculdade de Ciências e Letras, campus Assis, envoltos em um modelo de leitura que o permite percorrer certo texto com o auxílio de outras mídias, aqui intitulada leitura transmídia, praticada por leitores que cresceram em uma realidade transmídia, buscando auxílio de outra(s) mídia(s) para percorrer e fruir uma narrativa, denominamo-los leitores transmídia. Segundo a teoria de Jenkins (2009) acerca da transmídia, compreendemos a leitura transmídia como a leitura feita por meio de duas ou mais mídias, de modo que o conteúdo de uma não é o mesmo da outra, adicionando informações mutuamente, mas completas quando isoladas; e por leitores transmídia, leitores que transitam entre as mídias, buscando novas informações e/ou sensações sobre um mesmo tópico, enquanto mantém seu foco e interesse durante o percurso. Visamos investigar as práticas de leitura desses leitores-jogadores por meio de entrevistas e, para que isso nos fosse possível, dedicamos três capítulos anteriores a este momento para o desenvolvimento teórico de três pontos base, e fundamentais, à pesquisa: percorremos os conceitos de Eagleton (1997) e Compagnon (1999) acerca do que é literatura e como suas nuances se desenvolveram pela história, adentrando as vozes de Genette (1998, 1972), Barthes (1972) e Todorov (1972) quanto à narratologia segundo os Formalistas Russos, resgatando-os na averiguação da literariedade presente nos jogos narrativos digitais, de modo a validar o encontro das duas mídias (livro e jogo); em seguida, o desenvolvimento das práticas de leitura na sociedade, nos valendo de Chartier (1997), Cavallo (1997), Manguel (1996) e Fischer (2003) para trafegar entre a leitura declamada, a leitura silenciosa e a leitura fragmentada, culminando no universo transmídia possibilitado pelo ciberespaço, às cores de Lévy (1998, 2010 e 2017), Rheingold (1993), Jenkins (2009) e Roberts (2013), cenário que favorecera o crescimento e desenvolvimento dos leitores transmídia; o último ponto base trata do jogo em si e seus elementos narrativos, como a literatura ergódica de Aarseth (1997), os labirintos narrativos cujos modelos labirínticos foram tratados por Doob (1992), Eco (1983), Hocke (1974) e por mim, e os intensificadores de leitura – o épico, o estado de flow, ações multimídias e a ilusão de incorporação, postas por McGonigal (2010), Chou (2010), Nakamura e Csikszentmihalyi (2009), Zichermann (2010, 2011), Løvlie (2005) – e seus efeitos na fruição da leitura, no contato com a escrita, e no engajamento em ajudar a evoluir o mundo científico, culminando, finalmente, nas práticas de leitura literária dos leitores transmídia. Todo esse percurso nos disponibilizou uma visão mais pontual em relação às entrevistas, onde fora possível observar uma expansão no que se considera fazer parte do universo literário, abrangendo-o a jogos, filmes, músicas e peças; a influência mútua das práticas de jogar e das práticas de leitura, a construção de seu percurso literário pela afinidade entre jogo e livro; e a utilização de práticas transmídia para lidarem com atividades monomídia. Palavras-chave: Práticas de Leitura, Leitores Transmídia, Leitura Transmídia, Práticas de Jogar, Narratologia CAVACA, Jonathan Cordeiro. Transmedia Readers: reading practices and the relation between literature reading and games. 2021. 220f. Dissertation (Masters in Languages). – São Paulo State University (UNESP), School of Sciences, Humanities and Languages, Assis, 2021. ABSTRACT The purpose of this dissertation is to observe the ways of which the digital narrative gaming practices modify the literature reading practices of the reader- players in Languages at São Paulo State University “Julio de Mesquita Filho” (UNESP), School of Sciences, Humanities and Languages, campus Assis, surrounded by a reading model that allows them to go through a given text with the aid of other media, addressed here by transmedia reading, practiced by readers who grew up in a transmedia reality, seeking the aid of other media to course and enjoy a narrative, we denominate them transmedia readers. According to Jenkins’ (2009) theory regards transmedia, we understand transmedia reading as the reading performed with two or more media in a way that the content of one is not the same from the other, mutually adding information, but completes when apart; as for the transmedia readers, readers who transit between two media, seeking new information and/or sensations about the same topic, whilst maintaining the focus and interest along the way. We aim to investigate the reading practices of those reader-players through interviews and, so that could be possible, we have dedicated three chapters prior to that moment for the theoretic development of three base points, therefore fundamentals, to this research: we went through Eagleton’s (1997) and Compagnon’s (1999) concepts of Literature and how its shapes shifted throughout history, getting to the voices of Genette (1998, 1972), Barthes (1972) and Todorov (1972) regarding the narratology according to the Russian Formalists, which were brought back to verify the literacy present in digital narrative games, validating the encounter of the two media (book and game); the development of the reading practices in the society, taking Chartier (1997), Cavallo (1997), Manguel (1996), and Fischer (2003) to travel among reading aloud, silent reading and fragmented reading, culminating at the transmedia universe enabled by the cyberspace versed by Lévy (1998, 2010 e 2017), Rheingold (1993), Jenkins (2009), and Roberts (2013), scenery that supported the transmedia readers growth and development; the last base point is the game itself and its narrative elements, such as Aarseth’s (1997) ergodic literature, the narrative labyrinth whose labyrinthic models were discussed by Doob (1992), Eco (1983), Hocke (1974), and myself, and the reding intensifiers – the epic, the flow state, multimedia actions and the embodiment illusion, brought here by McGonigal (2010), Chou (2010), Nakamura e Csikszentmihalyi (2009), Zichermann (2010, 2011), and Løvlie (2005) – and their effects on reading fruition, on the contact with writing, and on the engagement upon helping to evolve the scientific world, finally culminating at the transmedia readers’ literature reading practices. This whole course has provided us a more punctual vision regarding the interviews, where it was possible to observe an expansion on what is considered to be part of the literary universe, embracing games, movies, music and theatrical plays; the mutual influence of the gaming practices
Recommended publications
  • DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
    UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? .
    [Show full text]
  • Developing a Content Pipeline for a Video Game
    Antti Veräjänkorva Art Is A Mess: Developing A Content Pipeline for A Video Game. Metropolia University of Applied Sciences Master of Engineering Information Technology Master’s Thesis 7 July 2020 PREFACE I have a dream that I can export all art asset for a game with single button press. I have tried to achieve that a couple times already and never fully accomplished in this. This time I was even more committed to this goal than ever before. This time I was deter- mined to make the life of artists easier and do my very best. Priorities tend to change when a system is 70% done. Finding time to do the extra mile is difficult no matter how determined you are. Well to be brutally honest, still did not get the job 100% done, but I got closer than ever before! I am truly honoured for all the help what other technical artists and programmers gave me while writing this thesis. I especially want to thank David Rhodes, who is a long- time friend and colleague, for his endless support. Thank you Jukka Larja and Kimmo Ala-Ojala for eye opening discussions. I would also like to thank my wife and daughter for giving me the time to write this thesis. Thank you, Hami Arabestani and Ubisoft Redlynx for giving me the chance to write this thesis based on our current project. Lastly thank you Antti Laiho for supervising this thesis and your honest feedback while working on it. Espoo, 06.06.2020 Antti Veräjänkorva Abstract Author Antti Veräjänkorva Title Art is a mess: Developing A Content Pipeline for A Video Game Number of Pages 47 pages + 3 appendices Date 7 Jul 2020 Degree Master of Engineering Degree Programme Information Technology Instructor(s) Hami Arabestani, Project Manager Antti Laiho, Senior Lecturer The topic of this thesis was to research how to improve exporting process in a video game content pipeline and implement the improvements.
    [Show full text]
  • Analyzing Space Dimensions in Video Games
    SBC { Proceedings of SBGames 2019 | ISSN: 2179-2259 Art & Design Track { Full Papers Analyzing Space Dimensions in Video Games Leandro Ouriques Geraldo Xexéo Eduardo Mangeli Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Computação, COPPE/UFRJ Computação, COPPE/UFRJ Computação, COPPE/UFRJ Center for Naval Systems Analyses Departamento de Ciência da Rio de Janeiro, Brazil (CASNAV), Brazilian Nay Computação, IM/UFRJ E-mail: [email protected] Rio de Janeiro, Brazil Rio de Janeiro, Brazil E-mail: [email protected] E-mail: [email protected] Abstract—The objective of this work is to analyze the role of types of game space without any visualization other than space in video games, in order to understand how game textual. However, in 2018, Matsuoka et al. presented a space affects the player in achieving game goals. Game paper on SBGames that analyzes the meaning of the game spaces have evolved from a single two-dimensional screen to space for the player, explaining how space commonly has huge, detailed and complex three-dimensional environments. significance in video games, being bound to the fictional Those changes transformed the player’s experience and have world and, consequently, to its rules and narrative [5]. This encouraged the exploration and manipulation of the space. led us to search for a better understanding of what is game Our studies review the functions that space plays, describe space. the possibilities that it offers to the player and explore its characteristics. We also analyze location-based games where This paper is divided in seven parts.
    [Show full text]
  • Darksiders Genesis – Poradnik Do Gry - Gryonline.Pl 1 / 205
    Darksiders Genesis – poradnik do gry - GRYOnline.pl 1 / 205 Nieoficjalny polski poradnik GRYOnline.pl do gry Darksiders Genesis autor: Natalia Fras Copyright © wydawnictwo GRY-OnLine S.A. Wszelkie prawa zastrzeżone. www.gry-online.pl ISBN 978-83-8112-684-7 Producent Airship Syndicate, Wydawca THQ Nordic / Nordic Games, Wydawca PL: Koch Media Poland. Prawa do użytych w tej publikacji tytułów, nazw własnych, zdjęć, znaków towarowych i handlowych, itp. należą do ich prawowitych właścicieli. Copyright © GRY-OnLine S.A. Wszelkie prawa zastrzeżone. Prawa do tytułów, nazw własnych, zdjęć itp. należą do ich prawowitych właścicieli. Publikacja nie może być sprzedawana lub udostępniana bez pisemnej zgody GRY-OnLine S.A. Poradnik w wersji WWW znajduje się na tej stronie. Darksiders Genesis – poradnik do gry - GRYOnline.pl 2 / 205 Spis treści Wprowadzenie _____________________________________________________4 Podstawy _________________________________________________________9 Porady na start _______________________________________________________________ 9 Konie _______________________________________________________________________ 16 Arena ______________________________________________________________________ 20 Sklepy ______________________________________________________________________ 24 Misje poboczne ______________________________________________________________ 27 Różnice pomiędzy bohaterami _________________________________________________ 30 Rozwój bohaterów i walka __________________________________________35 Chaos/anarchia ______________________________________________________________
    [Show full text]
  • Free Minecraft Skin Packs
    Free Minecraft Skin Packs Free Minecraft Skin Packs CLICK HERE TO ACCESS MINECRAFT GENERATOR Minecraft | How to Build an Underwater Mountain House. Я заблудился в океане из лавы в майнкрафт 100% троллинг ловушка minecraft компот. barintone cheat minecraft Minecraft Bedrock Edition Pc Free Game Download. Famous game of the world here. Bedrock Edition (in any case called the Bedrock Version or just Bedrock) implies the multi-stage gathering of arrivals of Minecraft made by Mojang Studios, Xbox Game Studios, 4J Studios, and SkyBox Labs. Minecraft for Mac, free and safe download. Minecraft latest version: Action adventure game. Minecraft is a sandbox video game with many differen Free Minecraft: Windows 10 Edition key. Expired. ... It'll add the Alien: Isolation - Last Survivor DLC to your account. Download Alien: Isolation, along with the Last Survivor DLC for free until the 29th April, ... help Reddit App Reddit coins Reddit premium Reddit gifts. free game online minecraft gunl gun apocalypse 4 Windows 10 is officially here, and frankly, there's a ton of new features in Microsoft's latest operating system. From the return of the Start menu to the new Edge browser, Windows 10 can take some getting used to. Luckily, we've done a lot of the leg work for you, and what follows are all the tips and tricks, big and small, that you need to know to get you quickly up and running with Windows ... Minecraft Servers; Types & Mods; Free; Promote your server + Advertise here. Earth Server - Guns Custom Items - Join Now . mc.csearth.net. Free Minecraft Server List ... servers to join in minecraft.
    [Show full text]
  • Esa and Aias Unveil the 2019 Into the Pixel Video Game Art Collection
    ESA AND AIAS UNVEIL THE 2019 INTO THE PIXEL VIDEO GAME ART COLLECTION 11 Video Game Art Pieces Honored, Available for Auction at E3 2019, June 11-13 June 4, 2019 – WASHINGTON, DC and LOS ANGELES - The Entertainment Software Association (ESA), the trade association that represents the US video game industry and owns and produces E3, and the Academy of Interactive Arts & Sciences (AIAS) today announced the official selections for the 2019 Into the Pixel (ITP, #IntoThePixel) collection. Co-produced by the ESA and AIAS, the 2019 ITP collection of 11 pieces will be displayed during E3 2019, the world’s premier trade show for computer, video, and mobile games, from June 11-13, 2019, at the Los Angeles Convention Center. Established in 2004 and reviewed by a jury panel from the video game and fine art worlds, the annual ITP art exhibit honors the best artistic works of the year from video game artists. This year’s Into the Pixel collection includes 11 pieces – from AAA blockbusters, VR, mobile, and indie games. Winners are listed below and can be found, along with images, at www.intothepixel.com. All 11 print art pieces will be auctioned off on eBay, with a five-day auction beginning Tuesday, June 11, at Noon PDT, and concluding Saturday, June 15, at Noon PDT. All ITP bids can be made at the AIAS eBay page here. (*NOTE: ITP images will not appear on eBay until the live auction begins on June 11 at Noon PDT.) Commenting on the 2019 collection, Jurist Glenn R. Phillips, Curator and Head of Modern & Contemporary Collections of the Getty Research Institutes aid, “This year’s Into the Pixel collection presents a focused group that surveys some of the most impressive directions in video game art.
    [Show full text]
  • Threat Simulation in Virtual Limbo Preprint
    This is a preprint of the article “Threat simulation in virtual limbo: An evolutionary approach to horror video games” by Jens Kjeldgaard-Christiansen and Mathias Clasen, Aarhus University. The final, published version has been published in the Journal of Gaming and Virtual Worlds and is available at https://doi.org/10.1386/jgvw.11.2.119_1. Page 2 of 33 Threat Simulation in Virtual Limbo: An Evolutionary Approach to Horror Video Games Keywords: horror, Limbo, game studies, evolution, simulation, evolutionary psychology Abstract Why would anyone want to play a game designed to scare them? We argue that an alliance between evolutionary theory and game studies can shed light on the forms and psychological functions of horror video games. Horror games invite players to simulate prototypical fear scenarios of uncertainty and danger. These scenarios challenge players to adaptively assess and negotiate their dangers. While horror games thereby instil negative emotion, they also entice players with stimulating challenges of fearful coping. Players who brave these challenges expand their emotional and behavioural repertoire and experience a sense of mastery, explaining the genre’s paradoxical appeal. We end by illustrating our evolutionary approach through an in-depth analysis of Playdead’s puzzle-horror game Limbo. Page 3 of 33 Introduction Imagine this: You are a little boy, lost somewhere deep in the woods at night. You do not know how you got there or how to get out. All you know is that your sister is out there, somewhere, possibly in great danger. You have to find her. The ambiance is alive with animal calls, the flutter of branches and bushes and a welter of noises that you cannot quite make out.
    [Show full text]
  • The Unity Glue Principles and Strategies for a Maintainable Unity Project Structure
    Zurich University of the Arts Game Design Orientation C The Unity Glue Principles and strategies for a maintainable Unity project structure. Author: Mentors: Goran Saric René Bauer May 22, 2017 Mela Kocher 1 Abstract Today game developers can find hundreds of tutorials on the internet covering specific topics for the popular game engine “Unity”. However, there is a lack of ​ ​ corresponding literature to explain how to integrate all of these different topics together into one big, scalable, and maintainable project. Moreover, Unity’s application program interface was not designed to follow a specific workflow: game developers have the freedom to work in various ways. I personally think this open setting is especially good for fast prototyping production processes, but when it comes to larger projects, where multiple people have to work together productively, the overly flexible engine can easily lead developers to organization problems and bugs. To address this problem, my master’s thesis focuses on project structures within Unity 5.6. In order to first get an overview of existing practices, I interviewed individual developers and game studios. By analysing different methods and approaches for organizing assets and source code, I developed a reliable workflow for my current Unity game “FAR: Lone Sails” [l1]. The results of ​ ​ ​ my research are a “cookbook” that helps to create a maintainable project ​ structure for teams working on a collaborative basis in Unity. 2 Contents 1 Introduction 5 1.1 Thesis structure 5 1.2 Context 6 1.2.1
    [Show full text]
  • 19/20 Full Year Report Reg No
    APRIL 2019 – MARCH 2020 EMBRACER GROUP AB (PUBL) 19/20 FULL YEAR REPORT REG NO. 556582-6558 OPERATIONAL EBIT INCREASED 35% TO SEK 1,033 M FOR THE FINANCIAL YEAR FOURTH QUARTER, JANUARY–MARCH 2020 (COMPARED TO JANUARY–MARCH 2019) > Net sales were SEK 1,339.1 million (1,630.5). Net sales of the Games business area decreased to SEK 903.5 million (1,034.9). Net sales of Partner Publishing/Film business area decreased to SEK 435.6 million (595.6), mainly due to the covid-19 pandemic closing of retail outlets towards the end of the quarter. > EBITDA amounted to SEK 495.2 million (618.6), corresponding to an EBITDA margin of 37%. > Operational EBIT amounted to SEK 286.0 million (395.9) corresponding to an Operational EBIT margin of 21%. > Cash flow from operating activities before changes in working capital amounted to SEK 384.6 million (527.1). > Cash flow from operating activities amounted to SEK 765.7 million (777.2). > Earnings per share was SEK 0.42 (0.37). > Adjusted earnings per share was SEK 0.97 (1.00). FULL YEAR, APRIL 2019–MARCH 2020 (COMPARED TO APRIL 2018–MARCH 2019) > Net sales increased 3% to SEK 5,249.4 million (5,121.2). Net sales of the Games business area grew 31% to SEK 3,196.5 million (2,447.1), whereas the Partner Publishing/Film business area decreased to SEK 2,052.9 million (2,674,1). > EBITDA increased 33% to SEK 1,821.3 million (1,366.7), corresponding to an EBITDA margin of 35%.
    [Show full text]
  • Catalogo Nintendo Switch
    Inverno 2020/2021 OMAGGIO Che cos'è Nintendo Switch? Nintendo Switch è una console per giocare dove, quando e con chi vuoi La famiglia Nintendo Switch comprende due console Nintendo Switch – pensata per giocare a casa oppure dove vuoi Tre modi di giocare Modalità TV Modalità da tavolo Modalità portatile p.06 ~ p.09 Nintendo Switch Lite pensata per giocare in mobilità p.10 ~ p.11 Dove, quando e con chi vuoi. Tre modalità 1 Modalità TV Nintendo Switch consente tre modalità di gioco. Inserisci Nintendo Switch nella base e gioca in HD sulla tua TV. Collegarlo alla TV è facile La console si accende appena la rimuovi Adattatore AC dalla base. Porta la console con te e Nintendo Switch continua a giocare in modalità portatile. Cavo HDMI Basta collegare l'adattatore AC e il cavo HDMI inclusi nella confezione a ogni uscita. Dove, quando e con chi vuoi. Tre modalità 2 Usa lo stand integrato e condividi il divertimento Modalità da tavolo con un gioco multiplayer. Inserendo i due Joy-Con nell'impugnatura Joy-Con Joy-Con ottieni un controller tradizionale. Nintendo Switch dispone di Senza l'impugnatura, ogni Joy-Con è un controller due controller, uno per lato, che indipendente. funzionano anche insieme. Nintendo Switch consente tre modalità di gioco. Tre modalità 3 Collega i controller Joy-Con alla console e Modalità portatile gioca dove vuoi. Nintendo Switch Lite – Nintendo Switch Lite è una console compatta, leggera e con comandi integrati. pensata per giocare in mobilità Nintendo Switch Lite è compatibile con tutti i software per Nintendo Switch che possono essere giocati in modalità portatile.
    [Show full text]
  • Company Presentation Pareto Gaming Seminar Stockholm March 3, 2020 Presenter: CEO & Co-Founder Lars Wingefors 1
    Company Presentation Pareto Gaming Seminar Stockholm March 3, 2020 Presenter: CEO & Co-Founder Lars Wingefors 1. Introduction STORY OF EMBRACER Net sales, SEKm IPO on Nasdaq Strong IPs First North acquired Stockholm from THQ e.g. 5,413 Founding: All assets incl. Darksiders and MX vs. ATV IPs in JoWooD 4,124 acquired and key people recruited 302 508 8 102 2011 2013 2016 2017 2018 2019 Raised equity capital 240 598 1,448 2,090 before transaction costs: Track record of strong growth and value creation through major acquisitions, well-positioned for further growth 3 2. Business GROUP OVERVIEW SEK 5.5bn Net sales, LTM* Group strategy and M&A SEK 1.1bn Operational EBIT, LTM* HQ, Karlstad 2,970 Headcount* * As per Dec 2019 Two complementary business areas Games Partner Publishing Development, publishing and marketing of games Publishing and distribution of (mainly) games and film Four autonomous sub-groups: Munich 13 offices across the world: Selected partners: Vienna Munich Skövde Stockholm Details on next slides 5 Games business area GAMES – OVERVIEW (1 of 2) Four autonomous sub-groups with different core focus % of net sales 30% 62% 8% (LTM Sep 2019) Development size Small to mid-sized Mid-sized to large Small to mid-sized Fewer, larger own IPs and Creative, focused on games Acquire established IPs and build publishing of external products Core focus making and development, new on them that needs powerful marketing and IPs, teams up to ~20 people. distribution power 22 41 52 141 134 24 15 STUDIOS NORTH Skövde Stockholm 20 internal studios 69 64 21 (December 2019) ## = Approx.
    [Show full text]
  • Evaluating the Use of Optical Hand Tracking in Virtual Reality to Teach
    Optical Hand Tracking in Virtual Reality to Teach American Sign Language Christian O’Brien BSc Submitted in partial fulfilment for the degree of Master of Science in Serious Games and Virtual Reality August 12, 2020 Supervised by Dr. Daniel Livingstone MSc BEng FHEA School of Simulation and Visualisation The Glasgow School of Art Abstract Optical hand tracking technologies in Virtual Reality (VR) offer an exciting new method of human-computer interaction. Among the applications being explored, its use for education holds great promise. Gesture recognition systems are in development, but none have yet proven to support existing gesture collections such as American Sign Language (ASL). Fingerspelling is central to ASL and is often a challenge to ASL learners, so digital tools could assist them in the acquisition of this skill. This paper explores the use of a virtual reality serious game which utilizes optical hand tracking to teach the ASL alphabet. The question is posed whether the use of such a game will improve a player’s ability to fingerspell. The new “ASL Fingerspeller” game was developed for the Oculus Quest using state of the art software and hardware, the latest of which came to market in February 2020. The game utilizes a simple sign recognition system which defines a sign as finger positions and wrist orientation and is customizable to each player. The game challenges the player to fingerspell names and places using the ASL alphabet. Evaluation evidence confirmed that the game was able to successfully teach the ASL alphabet to participants in the research and improved their fingerspelling ability over a short period of time.
    [Show full text]