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Class Entertainment Systems

  • Presentation

    Presentation

    1.         Acquisition of knowledge and language of games with alternative controls (alt+CTRL) and of "playful" game development.

    2.         Understanding of the different tools and software available to produce alternative controllers.

    3.         Ability to develop a working prototype, from the pre-production phase, to its implementation (testing phase) and dissemination (itch.io)

    4.         Development of scientific skills in the field of games with alternative controllers, allowing the identification and use of systems capable of mediating and interfering with the user experience.

  • Code

    Code

    ULHT1075-9467
  • Syllabus

    Syllabus

    1.     Alternative Controls (alt+CTRL)

    - Alternative Controlers;

    - The Arcade Era;

    - Physical Games;

    - Playfulness;

    2.     Main players in alt+CTRL

    -Main game designers with alt+CTRL

    -Project reviews and Festivals of games with alt+CTRL section

    3.     Human Computer Interaction (HCI)

    - Essential HCI concepts

    - Evaluation of the interaction experience

    4.     Introduction to game design with alt+CTRL

    - Accessible technologies for DIY game creation

    - Presentation of available equipment for developing games with alternative controls (Arduino, Raspberry Pi, Makey Makey, LEDs, Sensonrs; among others)

    5.         Resolution of practical exercises in the scope of alt+CTRL

  • Objectives

    Objectives

    Equip students with:
    - abilities to situate different types of play experience and will be able to create, as designers, innovative works and environments that not only harness the richness of playable media and media for play and experimentation, but also reinvent those media:
    - knowledge how different media operate meaning, play, play, narrative, and interpretation;
    - knowledge different types of playable/playful media, such as installations, playful environments, pervasive games, locative games, Augmented Reality Games, Interactive Fiction, Interactive Drama;
    -concepts of what are playable media beyond commercially-driven digital games, and to alert to the diversity and form of these media;
    - Interconnect visual impact media, for a playable spectacle culture.

     

  • Teaching methodologies and assessment

    Teaching methodologies and assessment

    Students of this course will have access to alternative electronics and be taught their usage with the objective of stimulating their creativity and outlook on game interaction.

  • References

    References

    AA.VV (2018). Playful Disruption of Digital Media in Henry Been-Lirn Duh (org.).  Singapore: Springer Nature Singapore.

    Bateson, P. & Martin, P. (2013). Play, Playfulness, Creativity and Innovation. Cambridge: Cambridge University Press.

    DeKoven, B. (s.d.). Of FUN and Flow in “Deepfun”. http://deepfun.com/funflow.htm (acedido a 11 de Setembro de 2021)

    Ferrara. J. (2012). Playful Design: Creating Game Experiences in Everyday. New York: Rosenfeld Media.

    Frissen, V. et.al. (2015). Playful Identities: The Ludification of Digital Media Cultures. Amesterdam: Amsterdam University Press

    Sicart, M. (2014). Play Matters. Cambridge: MIT Press.

    Strong, T. & DeKoven, (2010). Great Games for Big Activity Balls. Human Kinetics.

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