scholarly journals Walking simulator: los caminos del videojuego y el arte

Author(s):  
Diego Maté
Keyword(s):  

El surgimiento de una forma nueva como la del llamado walking simulator en 2012 y su posterior expansión suponen una nueva modulación productiva del videojuego bajo la rúbrica del art game. Utilizada primero de manera despectiva, la etiqueta de walking simulator pasó a designar un conjunto de juegos con una propuesta inédita que consiste en la centralización del acto de caminar y, al mismo tiempo, en la debilitación (o desaparición, incluso) de elementos de orden lúdico, como la presencia de una red de objetivos y de tareas por cumplir. De ese terreno híbrido y oscilante surgieron juegos cuya singular propuesta discursiva se analizará en este trabajo a partir de tres casos.

Author(s):  
Alberto Simões

Teaching computer programming is an important task in the formation of computer scientists. Being a subject taught in the first years of student degrees, need to properly motivate students, so they try, at home, to learn by themselves, complementing that way their classes. This chapter proposes an approach to computer programming teaching based on the construction of videogames, using state of the art game frameworks. The author will show how the task of writing a game using a common framework deals with the basic programming concepts that are usually taught on a first course on computer programming, namely on object oriented programming languages like C# or Java: algebraic operations with variables, methods declaration, objects definition, objects hierarchy and multidimensional arrays. As it will be shown, even the common order of concepts presentation during the course can be kept, although applying them to computer games instead of the usually requested exercises.


2021 ◽  
pp. 38-42
Author(s):  
V. KRAMARENKO

The article analyzes the contemporaneity and relevance of the point of creation of preschool children. In the framework of scientific and pedagogical research, creativity considers as a qualitative change in human ability that corresponds to the psychophysical and psycho-emotional processes of the preschool period of personality formation. With the help of the conducted experimental work based on children’s preschool institutions of Poltava region, the art-activity criterion of creativity of children of 5-7 years with the involvement of modern art-game material has been revealed. Particular attention has been paid to modern scientific research, which is devoted to the matter of children’s creativity, which is developing in creative activities. As a result of experimental work, we identified indicators of artistic and creative criteria of creativity of preschool children, namely the indicator of artistic and game literacy, the indicator of artistic and playful actions, and the indicator of improvisation and creative activity.Special attention should be paid to identifying the levels of indicators of artistic and creative criteria of creativity of preschool children with the involvement of contemporary art and game material in the experiment - high, medium, and low levels of creativity, their features, and quality examples. Our article contains a diagnosis of the problems faced by preschool children when playing, as a leading activity or when getting acquainted with the developmental potential of modern art and game material from the standpoint of an artistic and creative criterion of creativity. Prospects for further development in the direction of forming the creativity of preschool children using modern art and game material are aimed at preparing a curriculum in this thematic area.


2019 ◽  
Vol 23 (1) ◽  
pp. 107-121
Author(s):  
Diego Maté
Keyword(s):  

Son cada vez más comunes las relaciones y los cruces entre el videojuego y el campo de las artes, ya sea en muestras dedicadas a la historia del medio, en obras que despliegan propuestas lúdicas, o en los art game, clasificación difusa pero eficaz que engloba una franja de la producción independiente.Todo empezó a finales de los 80 con una muestra, Hot Circuits: A Video Arcade, realizada en el Museum of the Moving Image. De allí en más, se inicia un desplazamiento de gran escala: la producción del videojuego, acotada desde siempre al campo del entretenimiento, se vincula con el campo de las artes y sus prácticas de manera cada vez más frecuente. En este trabajo se analizan muestras realizadas en museos y galerías dedicadas a videojuegos lanzados comercialmente; se trata de describir una estrategia curatorial estabilizada y de presentar casos que operan desvíos y señalan la emergencia de otras propuestas museísticas. El estudio se efectúa desde una perspectiva sociosemiótica en diálogo con los desarrollos de los game studies, a partir de la noción de proceso de artificación, de Shapiro y Heinich (2012).


2014 ◽  
Author(s):  
Alena Mesarosova ◽  
Manuel Ferrer Hernandez

interactions ◽  
2017 ◽  
Vol 24 (3) ◽  
pp. 26-35
Author(s):  
Jim Hoekema
Keyword(s):  

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