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Class Playful Media

  • Code

    Code

    ULHT6275-22894
  • Syllabus

    Syllabus

    1. Meaning and Interactivity 

    1.1. Digital Mediation; 

    1.2. Semiotics and Digital Media; 

    1.3. Media and Textuality; 

    1.4. Ergodic Texts, Agency, Immersion. 

    2. Interactive Media and Playful Media 

    2.1. Types of Play; 

    2.2. Authorship, Instancing, Representation; 

    2.3. Games, Playfulness, Enactment; 

    2.4. Overview of Interactive and Playful Media. 

    3. Stereo Visual Culture and playful immersive media 

    3.1. VR: from the roots of stereoscopic photography to digital immersive experiences 

    3.2. From VR journeys to Navigating Mediated Experiences 

    3.3. Storytelling and Design for immersive narratives 

    3.4. Case Studies: Experimental Art Installations, VR Games, Amusement Parks, and immersive attractions. 4. Afterplay 

    4.1. Augmented and Alternate Reality game forms 

    4.2. Designing Interactions and the power of play 

    4.3. Towards a Ludic Society Through Activist Play 

    4.4. The speculative Future of gaming.

  • Objectives

    Objectives

    Capacity to frame different kinds of playable and playful experience and, as designers, to create works and environments that harness and reinvent the rich diversity of playable and playful media.  

    Learning goals in the unit relate to demystification of how playable media engender their particular effects in their users: 

    1.Understanding how different media relate to meaning, game, playfulness, narratives, and enactment; 2.Getting to know the varieties of playable and playful media such as installations, environments, pervasive games, locational games, Interactive Fiction, Interactive Drama, AR, VR, XR, etc.; 

    3.Broadening the idea of what are playable media beyond commercial off-the-shelf digital games, and gaining an understanding of the diversity in these media; 

    4.Relate opportunities in visual apparatus media, for a playable culture of spectacle. 

    5.Speculate future playful scenarios, in the context of contemporary trends.

  • Teaching methodologies and assessment

    Teaching methodologies and assessment

    A series of innovative methodologies are implemented in all the sessions of this curricular unit:

    - Active methodologies, in which the teacher mediates the training so that the student can present their point of view in class and increase their critical sense.

    - Use of STEAM resources.

    - The Maker Movement, as several disciplines and teachers are involved in the development of this course;

    - Project-orientated teaching, in which students work in groups, with peer review, to solve challenges proposed (problems) by the class.

  • References

    References

    AA.VV (2018). Playful Disruption of Digital Media in Henry Been-Lirn Duh (org.). Singapore: Springer Nature Singapore. Arnaldi, B., Guitton, P. & Moreau, G. (2018). London: Virtual Reality and Augmented Reality: Myths and Realities. ISTE Ltd and John Wiley & Sons. 

    Bak, M. (2020). Playful Visions: Optical Toys and the Emergence of Children's Media Culture. MIT Press. Bucher, J. (2018). Storytelling for virtual reality : methods and principles for crafting immersive narratives. Abingdon: Routledge. 

    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 

    SALEN, K., ZIMMERMAN, E. (2004). Rules of play: Game Design Fundamentals. MIT Press. 

    WARDRIP-FRUIN, N. (2004). What Hypertext Is. Proceedings of Hypertext 2004, 15th ACM Conference on Hypertext and Hypermedia, pp.126¿127. 

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