Jogar,Jogo E Sociedade Play,Game,And Society

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Jogar,Jogo E Sociedade Play,Game,And Society JOGAR, JOGO E SOCIEDADE PLAY, GAME, AND SOCIETY CÁTIA FERREIRA | ROGER TAVARES (EDS.) // 2 VIDEOJOGOS 2012 5ª CONFERÊNCIA ANUAL EM CIÊNCIA E ARTE DOS VIDEOJOGOS JOGAR, JOGO E SOCIEDADE PLAY, GAME, AND SOCIETY CÁTIA FERREIRA | ROGER TAVARES (EDS.) // 3 © Videojogos 2012 | CECC | SPCV Centro de Estudos de Comunicação e Cultura Faculdade de Ciências Humanas | Universidade Católica Portuguesa Julho de 2013 ISBN 978-989-98248-0-5 // 4 ÍNDICE | TABLE OF CONTENTS Prefácio | Preface……………….………………………………………………………..7 DEMOS Beatzzle……………………………………………….……………………………..13 Bitzz!.………………………………………………………………………….…….17 Clean World…………………………………………………………………………21 Crystallia…………………………………………………………………………….25 Darwin’s Adventure: Playing with Evolution………………………………………29 Eco-Marino: A Cooperative Video Game for Promoting Clean Ocean………….…33 The Quick Brown Fox………………………………………………………………37 ARTIGOS EM PORTUGUÊS (PAPERS IN PORTUGUESE) A Atividade Física e os Videojogos: Um Estudo de Caso……………………….…43 Criando Videogame na Escola………………………………………………………51 EXPLOGADOR: Serious Games e Design Colaborativo…………………………..63 Gestor de Narrativas para Jogos de Ficção Interactiva……………………………...79 Jogos Digitais e a Constituição de Saberes: Tensões e Imbricamentos na Construção do Currículo Multirreferencial………………………………………………………91 Jogos Digitais e suas Potencialidades para o Processo de Ensino-aprendizagem de História………………………………………………………………………………97 MindGym: Jogos para Doentes com Alzeimer?.......................................................109 O Contributo da Animação nos Videojogos para uma Experiência Imersiva do Jogador……………………………………………………………………………..123 Onde Deve Entrar a usabilidade na Análise de Videojogos…………………….....133 Projeto Escolar de Desenvolvimento de um Jogo Educativo Digital…………...…147 Reflexão sobre os Videojogos em Rede para o Cidadão Sénior…………………...159 Uma Ferramenta para a Análise e Visualização da Experiência em Videojogos….167 Videojogo Disse Ela: Uma Análise ao Consumo de Videojogos no Feminino……179 ARTIGOS EM INGLÊS (PAPERS IN ENGLISH) Co-located Interaction in Casual Games for the Dissemination of Traditional Stories……………………………………………………………………………...193 // 5 Development of Customizable Avatars for Musical Games………………………207 Explorations on Action Depth in Video Games…………………………………...231 Learning through Play: Exploration of Children Interactivity in a Digital CAVE Environment…………………………………………………………………..……245 Performing (Post)Gendered Identities in Online Game Communities………….…259 Video Games and Eye Tracking: Does the Video Game Industry know Eye Tracking?..................................................................................................................269 VIDEOJOGOS 2012 | VIDEO GAMES 2012….………………………………………...…283 // 6 PREFÁCIO | PREFACE A Videojogos 2012 - Conferência em Ciência e Arte dos Videojogos foi organizada pela linha de investigação “Media, Technology, Contexts” do Centro de Estudos de Comunicação e Cultura (CECC), Faculdade de Ciências Humanas da Universidade Católica Portuguesa e pela Sociedade Portuguesa de Ciências dos Videojogos (SPCV). A conferência teve lugar em Lisboa, nos dias 13, 14 e 15 de dezembro, 2012. As conferências da Sociedade Portuguesa de Ciências dos Videojogos realizam-se anualmente e têm com principal objectivo promover a investigação e a indústria de videojogos em Portugal. Nesta conferência contámos com a participação de investigadores nacionais e internacionais e profissionais da área dos videojogos para divulgação de trabalhos e troca de experiências entre a comunidade académica e indústria de videojogos. A quinta Conferência da Sociedade Portuguesa de Ciências dos Videojogos foi um evento multidisciplinar, que procurou reunir contribuições de diferentes áreas do conhecimento, desde a arte, desenho e narrativa de jogo, a aspectos da sua computação, bem como o estudo a teorização e a reflexão crítica sobre as práticas e aplicações no mercado e na indústria. Na Videojogos 2012 os participantes tiveram oportunidade de integrar workshops, assistir a sessões plenárias, bem como à apresentação de trabalhos que têm sido desenvolvidos por investigadores nacionais e internacionais. Foi, ainda, organizada uma mesa-redonda que procurou discutir o estado da arte da indústria nacional de videojogos. No último dia do evento, os participantes foram convidados a visitar o festival de videojogos e entretenimento digital Meo XL Party. A presente publicação é o resultado da partilha de conhecimento que fez da Videojogos 2012 um evento especial. Neste volume procurámos reunir não só os trabalhos de investigação apresentados nas sessões de artigos, mas também uma apresentação dos projetos que foram apresentados sob a forma de demos (demonstrações). Ao longo deste volume são discutidas diferentes perspectivas para se analisar o fenómeno videojogos, entre as quais se destacam: usabilidade, computação, educação e aprendizagem, narrativa, indústria e impacto sociocultural. Consideramos que o resultado final ilustra a multidisciplinariedade que pautou esta edição da Videojogos. // 7 Tal como o evento, também esta publicação é composta por textos em português e em inglês. Sem descurar a importância da investigação que tem vindo a ser desenvolvida em língua portuguesa, este ano procurámos internacionalizar a Videojogos e contámos com a participação de participantes falantes de outras línguas. O objetivo é conseguir reunir cada vez mais investigadores de origens e áreas científicas diversificadas, de modo a contribuir para a expansão da comunidade de investigadores desta área. Apesar da diversificação do público-alvo, a Videojogos continuará a ser um espaço privilegiado para o estreitar de relações entre Portugal e Brasil. A co-edição do presente volume é um exemplo da importância das parcerias que têm vindo a ser estabelecidas. Até à próxima edição da Videojogos, em Coimbra! Cátia Ferreira e Roger Tavares Maio de 2013 Video Games 2012 - Annual Conference in Science and Art of Video Games was organized by the research line “Media, Technology, Contexts” of the Research Center for Communication and Culture (CECC), at the School of Human Sciences of the Catholic University of Portugal, and the Portuguese Society of Videogame Sciences (SPCV). The conference was held on 13th, 14th, and 15th December 2012, in Lisbon. The SPCV conferences take place annually and have come to constitute significant venues to promote research as well as debate and foster the videogames industry. The conference hosted researchers and professionals in this area, and aimed at promoting the dissemination of work in the field and facilitating exchanging experience between the academic community and the industry. This 5th conference sought to assert itself as a multidisciplinary event, looking for contributions from several scientific areas including art, game design and narrative, computational aspects, as well as videogames theoretical and critical analysis regarding practices and applications that encompass the market and the industry. During the // 8 conference participants had the opportunity to take part in thematic workshops, and attend plenary sessions with invited speakers, as well as paper and demo sessions aiming at present and discuss the work that has been developed by national and international researchers. Additionally, a round table was organized with the purpose of discussing the state of the art of the national video games industry. On the last day of the event, participants were invited to visit the festival video game and digital entertainment Meo XL Party. This publication is the result of the knowledge sharing that made Videogames 2012 a special event. In this volume we have sought not only to gather the research presented at paper sessions, but also a presentation of the projects that were presented in the form of demos. Throughout this volume are discussed different perspectives to analyze the phenomenon video games, among which are: usability, computing, education and learning, narrative, industry and socio-cultural impact. We believe that the final outcome illustrates the multidisciplinary nature that characterized this edition of Video Games. Like the event, this publication also comprises texts in Portuguese and English. Without neglecting the importance of research that has been developed in Portuguese, this year it was made a complementary effort to internationalize the conference, and we counted with the participation of speakers of other languages. The longterm goal is to gather more and more researchers from diverse scientific backgrounds and geographical areas in order to contribute to the expansion of the community of digital games researchers. Despite the diversity of the audience, Video Games will remain a privileged space for strengthening the relationship between Portugal and Brazil. Co-editing this volume is an example of the importance of the partnerships that have been established. See you in Coimbra! Cátia Ferreira and Roger Tavares May 2013 // 9 // 10 DEMOS // 11 // 12 Beatzzle António Sérgio Azevedo,a João Tiple, Tiago Alves, Sara Oliveira Instituto Superior Técnico a E-mail: [email protected] Resumo O Beatzzle é um jogo de Puzzles e de Ritmo Musical. O objetivo é, com a ajuda de uma bola e várias plataformas, replicar o ritmo da música que se está a ouvir. O jogador poderá mover, rodar, alterar a elasticidade e adicionar/remover plataformas para que a bola colida ao ritmo certo. À medida que for resolvendo os puzzles referentes a cada parte da música, será recompensado com a possibilidade de ouvir a música inteira.
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