Professional Documents
Culture Documents
Paul Cézanne,
Les joueurs de
carte (1892-95)
Houaiss
Exs.: j. de cartas
j. de dados
j. de futebol
A game is structured playing, usually undertaken for enjoyment and sometimes used as
an educational tool. Games are distinct from work, which is usually carried out for
remuneration, and from art, which is more often an expression of aesthetic or
ideological elements. However, the distinction is not clear-cut, and many games are also
considered to be work (such as professional players of spectator sports/games) or art
(such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire,
or some video games).
Key components of games are goals, rules, challenge, and interaction. Games generally
involve mental or physical stimulation, and often both. Many games help develop
practical skills, serve as a form of exercise, or otherwise perform an educational,
simulational, or psychological role.
Attested as early as 2600 BC,[1][2] games are a universal part of human experience and
present in all cultures. The Royal Game of Ur, Senet, and Mancala are some of the oldest
known games.
A realidade virtual pode assumir várias formas. São
tecnologias que conectam o ser humano em um circuito
cibernético ao colocar o sistema sensório humano em um
círculo direto de feedback com os bancos de dados de
computador. A RV quebra a barreira da tela, abrindo
espaço multidimensional à habitação cognitiva e sensória
do usuário. Com a RV, nós não vemos meramente bancos
de dados. Nós nos sentamos neles, ou observamos o rio
com o seu fluxo de informação; ou até podemos nadar no
rio. (Hayles 1993 apud Santaella 2003)
Os gregos
(Bernard Suits)
A definição de Bernard Suits envolve
By formal I mean only that the game has explicit rules. A game's a
collection of parts which interact with each other, often in complex
ways. It is a system. A game creates a subjective and deliberately
simplified representation of emotional reality.
interaction
The most fascinating thing about reality is not that it is, or even that
it changes, but how it changes, the intricate webwork of cause and
effect by which all things are tied together. The only way to properly
represent this webwork is to allow the audience to explore its nooks
and
crannies, to let them generate causes and observe effects. Games
provide this interactive element, and it is a crucial factor in their
appeal.
conflict
Interactive play
Single player puzzle
objetivo competition
challenge Sem interferência
Outras pessoas
conflict
com interferência
game
Greg Costikyan
O jogador trata esse efeito com um feedback do mundo e aceita ou repensa sua hipótese
original.
http://laurier.communicationstudies.ca/files/
salen_zimmerman_excerpts.pdf