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‘Videogametism’: Consolidating the recognition of video games as an art form “电子游戏主义”:巩固电子游戏作为一种艺术形式的认可
Q3 Arts and Humanities Pub Date : 2020-06-30 DOI: 10.24140/ijfma.v5.n1.03
Marco Fraga Silva
Because video games are still considered ’low culture’ by many whilst being one of the most important art forms of the XXI century, this paper proposes a new concept for the field of game studies with the main goal of being a useful tool for the consolidation of the artistic recognition of the medium. A few countries have officially recognized video games as an art form and implemented legislation to support video game artists and their work; unfortunately, many governments still do not recognize this artistic field. For video games to achieve a widespread artistic legitimation it is necessary more critical thinking and institutional validation. The proposed neologism – ‘videogametism’ – is an appropriation of the Eisensteinian concept of ‘cinematism’ and, as Sergei Eisenstein’s legitimation term, ‘videogametism’ intends to support the recognition of video game artistic status, asserting that all art forms are present in this medium and that some artistic artifacts are ‘videogamatic’.
因为电子游戏虽然是21世纪最重要的艺术形式之一,但仍被许多人视为“低级文化”,所以本文为游戏研究领域提出了一个新概念,其主要目标是成为巩固媒体艺术认可度的有用工具。一些国家已经正式承认电子游戏是一种艺术形式,并实施立法来支持电子游戏艺术家及其作品;不幸的是,许多政府仍然不承认这一艺术领域。为了让电子游戏获得广泛的艺术认可,我们需要更多的批判性思维和制度验证。所提出的新词“电子游戏主义”是对爱森斯坦的“电影主义”概念的挪用,作为谢尔盖·爱森斯坦的合法化术语,“电子游戏主义”旨在支持对电子游戏艺术地位的认可,声称所有艺术形式都存在于这种媒体中,有些艺术作品是“电子游戏的”。
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引用次数: 0
Uncovering literacy practices in the game Total War: Shogun 2 with a contract-agency model 在游戏《全面战争:幕府将军2》中使用契约代理模式揭示识字实践
Q3 Arts and Humanities Pub Date : 2020-06-30 DOI: 10.24140/ijfma.v5.n1.04
Pedro Neves, Leonel Morgado, Nelson Zagalo, I. Tec, Ciac
This paper showcases how the Contract Agency Model can be used to uncover literacy practices in videogame’s own terms as a complement to existing, more ‘indirect’ games literacies, using as an example the videogame Total War: Shogun 2. The paper first situates the Contract Agency Model within approaches to videogames and within approaches to media literacy. The paper then identifies three interesting literacy practic es in the videogame, which also exemplify the eight levels of abstraction of the Contract Agency Model. The paper concludes by discussing the model’s implications to media literacy and videogames, namely that videogames effect a second-order mutual signaling with their players – agency as a conversation of commitment to meaning – that is humanizing of those players, and that the model can uncover this as an implicit contract of bio-costs, as a ‘direct’ literacy of videogames, i.e. a literacy in videogames’ own terms.
本文以电子游戏《全面战争:幕府将军2》为例,展示了如何使用合同代理模型来揭示电子游戏本身的识字实践,作为对现有的、更为“间接”的游戏文字的补充。本文首先将合同代理模式置于电子游戏方法和媒体素养方法中。然后,本文确定了电子游戏中三个有趣的识字实践,它们也举例说明了合同代理模型的八个抽象层次。该论文通过讨论该模型对媒体素养和视频游戏的影响得出结论,即视频游戏与玩家产生了二阶相互信号——代理是对意义的承诺对话——这是对这些玩家的人性化,该模型可以将其揭示为生物成本的隐含契约,作为视频游戏的“直接”素养,即电子游戏本身的识字能力。
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引用次数: 0
Augmented reality to enhance non-opposite reality awareness 增强现实增强非对立现实意识
Q3 Arts and Humanities Pub Date : 2020-06-30 DOI: 10.24140/ijfma.v5.n1.05
Adriana Baptista, uniMAD, Esmad-Ipp, C. Morgado, José António Costa, J. Azevedo, inED Clup, Ese-Ipp
**** uniMAD/ESMAD-IPP, joaoazevedo@esmad.ipp.pt ADRIANA BAPTISTA* CELDA MORGADO** JOSÉ ANTÓNIO COSTA*** JOÃO AZEVEDO**** AUGMENTED REALITY TO ENHANCE NONOPPOSITE REALITY AWARENESS: LEXICAL RELATIONS AMONGST PRIMARY TEACHING Abstract Lexicon allows particular cosmovisions built up with varied semantic, formal and pragmatic-discursive relations (Coseriu, 1991; Teixeira, 2005). In teaching context, these variations are often replaced by dichotomous and decontextualized proposals of lexical organisation (Baptista et al., 2017). We hope changing some teaching practices, based on complex lexical relationships research, and on new didactic resources. Firstly, we account for the diversity of existing lexical relations (Choupina et al., 2013), considering different linguistic criteria (Lehmann & Martin-Berthet, 2008). Then, we present an exploratory study to see if primary school pupils’ mental lexicon is intuitively organised in a dichotomous way. Departing from three bimodal narratives where words show opposition relations, although not exclusive, within the story, sometimes oppositional relations become similarity relations. These relationships allow to group words such as word class, worldviews, sociocultural references. Although this approach starts with antonyms and synonyms in second grade classes (according to Portuguese primary school curriculum, Buescu et al., 2015), we registered varied students’ responses, reflecting a mental lexicon escaping the dichotomy of certain oppositions taught in a decontextualized way. Thirdly, we propose an augmented reality tool that allows children (and adults) to watch visual narrative representing actions from written narratives. As a matter of fact, within particular contexts, words may not relate to each other in an opposite way. If intuitive knowledge on words isn’t confined to rigid perspectives, teaching shouldn’t lead that way, but to promote a critical thinking approach supporting education for citizenship.
**** uniMAD/ esmadi - ipp, joaoazevedo@esmad.ipp.pt ADRIANA BAPTISTA* CELDA MORGADO** JOSÉ ANTÓNIO COSTA*** JOÃO AZEVEDO****增强现实增强非对立现实意识:初级教学中的词汇关系抽象词汇允许特定的世界观建立在不同的语义,形式和语用-话语关系(Coseriu, 1991;特谢拉,2005)。在教学环境中,这些变化通常被二分法和非语境化的词汇组织建议所取代(Baptista等人,2017)。我们希望在复杂词汇关系研究的基础上,利用新的教学资源,改变一些教学实践。首先,我们考虑到现有词汇关系的多样性(Choupina et al., 2013),考虑到不同的语言标准(Lehmann & Martin-Berthet, 2008)。然后,我们提出了一项探索性研究,以了解小学生的心理词汇是否直观地以二分法组织。从三个双峰叙事中,词语在故事中表现出对立关系,尽管不是排他性的,但有时对立关系会变成相似关系。这些关系允许对单词进行分组,如词类、世界观、社会文化参考。尽管这种方法从二年级的反义词和同义词开始(根据葡萄牙小学课程,Buescu等人,2015),但我们记录了不同学生的反应,反映了一种心理词汇,摆脱了以非语境化方式教授的某些对立的两分法。第三,我们提出了一种增强现实工具,允许儿童(和成人)观看从书面叙述中代表行动的视觉叙事。事实上,在特定的语境中,单词可能不会以相反的方式相互关联。如果对词汇的直觉知识不局限于僵化的观点,那么教学就不应该这样,而应该促进一种支持公民教育的批判性思维方法。
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引用次数: 0
IJFMA Vol. 5 No. 1 Editorial: Videogames and Culture: Design, Performance, Art and Education IJFMA Vol. 5 No. 1社论:电子游戏和文化:设计,表演,艺术和教育
Q3 Arts and Humanities Pub Date : 2020-06-30 DOI: 10.24140/ijfma.v5.n1.edit
F. Luz, C. Costa
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引用次数: 0
The relation between gamers audiences and gaming industry workforce 玩家受众与游戏产业劳动力之间的关系
Q3 Arts and Humanities Pub Date : 2020-06-30 DOI: 10.24140/ijfma.v5.n1.01
Ivan Barroso
Relationships between gaming audiences and the industry workforce has been a significant factor for decades, becoming an economic driver for high-profile studios, which has led to an increase in budget size and a tightening of deadlines. The definition of creative media products under capitalism as “research, product planning and design, packaging, publicity and promotion, pricing policy, and sales and distribution” (Ryan, 1991, p.186) resonates perfectly with contemporary marketing strategies The inherent complexity of marketing strategy in this view accounts for heightened risks, which make the creation of original products from scratch a difficult proposition. This in turn can account for a certain aversion to risk, which makes sequels and serialization a preferred option, whereby games become mere products, and audience mere consumers. The aim of this article is to trace the process through which the games industry’s core audience became defined, as it relates to how certain game titles became established in the market, and how this affected working conditions for game developers. The scope of this article is big budget game titles, and how these related to the establishment of certain pervasive, potentially harmful audience expectations in the games industry. Author
几十年来,游戏用户和行业员工之间的关系一直是一个重要因素,成为高知名度工作室的经济驱动力,这导致了预算规模的增加和工期的缩短。资本主义下的创意媒体产品的定义是“研究、产品规划和设计、包装、宣传和促销、定价政策、销售和分销”(Ryan, 1991,第186页),这与当代的营销策略完全一致。在这种观点下,营销策略的内在复杂性导致了风险的增加,这使得从头开始创造原创产品成为一个困难的命题。这反过来又可以解释他们对风险的厌恶,这使得续作和连载成为首选,游戏变成纯粹的产品,用户变成纯粹的消费者。本文的目的是追溯游戏行业的核心用户定义过程,因为它与某些游戏如何在市场上建立起来有关,以及这如何影响游戏开发者的工作条件。本文的范围是大预算游戏,以及这些游戏与游戏行业中某些普遍的、潜在有害的用户期望之间的关系。作者
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引用次数: 1
Faithfully Animating the Truth: Some experiences of a women’s collective 忠实地激活真相:一个妇女集体的一些经历
Q3 Arts and Humanities Pub Date : 2019-12-31 DOI: 10.24140/ijfma.v4.n2.05
Terry Wragg
For over four decades I have been part of a As a founder member, I have had some level of involvement with all the Workshop’s 40 or so 3D, mixed media, and cut-outs; but the focus of been, on using animation to raise awareness, cial issues. and on our collective working practice.
40多年来,我一直是工作室的一员。作为一名创始人成员,我在一定程度上参与了工作室的所有40多个3D、混合媒体和剪辑;但关注的焦点一直是,利用动画来提高人们对社会问题的认识。以及我们的集体工作实践。
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引用次数: 0
Televisual Archive: Imaginary, memory and re-visited social bond 电视档案:想象,记忆和重新访问的社会纽带
Q3 Arts and Humanities Pub Date : 2019-05-01 DOI: 10.24140/ijfma.v4.n1.03
Mário Abel Bressan, Heloisa Juncklaus Preis Moraes
This study aims to expose some thoughts about the reformulation of the social bond constituted with the television, through remembrances evoked among television viewers involving a teleaffective memory and new formats inside audiovisual consumption. In addition to this, it analyses the comments of people that watched a remake of the Brazilian program Cassino do Chacrinha (Chacrinha’s Casino), which aired in 2017 on Rede Globo de Televisão (TV Globo) and Canal Viva (Viva), commemorating the centenary of Abelardo Barbosa, a very important Brazilian TV host who acted between the ’70s and ’80s. Our methodology follows the content analysis mobilised by Laurence Bardin (2011) in relation to texts posted on Twitter containing the expression Cassino do Chacrinha in August 3, 2017 (aired on Viva) and September 6, 2017 (aired on TV Globo). We want to discuss the relationship between imaginary, memory, and social bond starting from a televisual archive, where we present tele-affective marks of memory through substantial and shared images that appear in these analysed comments.
本研究旨在透过电视观众所唤起的记忆,包括远情感记忆和视听消费的新形式,来揭示与电视建构的社会连结的重新建构。除此之外,它还分析了观看2017年在redde Globo de televis (TV Globo)和Canal Viva (Viva)播出的巴西节目Cassino do Chacrinha (Chacrinha’s Casino)的人们的评论,该节目是为了纪念阿贝拉多·巴博萨(Abelardo Barbosa)百年诞辰,他是一位非常重要的巴西电视主持人,在70年代到80年代之间表演。我们的方法遵循Laurence Bardin(2011)对2017年8月3日(在Viva播出)和2017年9月6日(在TV Globo播出)在Twitter上发布的包含Cassino do Chacrinha表达的文本进行的内容分析。我们想从一个电视档案开始讨论想象、记忆和社会纽带之间的关系,我们通过这些分析评论中出现的大量和共享的图像来呈现记忆的远程情感标记。
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引用次数: 1
Portuguese Soap Operas: A Genre at the Crossroads 葡萄牙肥皂剧:十字路口的流派
Q3 Arts and Humanities Pub Date : 2019-05-01 DOI: 10.24140/ijfma.v4.n1.02
M. Damásio, Cicant Film, J. P. D. Costa
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引用次数: 0
Editorial 编辑
Q3 Arts and Humanities Pub Date : 2019-05-01 DOI: 10.24140/ijfma.v4.n1.edit
V. Flores
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引用次数: 0
Television Reshaped by Big Data: Impacts and implications for Netflix-like platforms in the age of dataism 大数据重塑电视:数据主义时代对类似Netflix平台的影响和启示
Q3 Arts and Humanities Pub Date : 2019-05-01 DOI: 10.24140/ijfma.v4.n1.04
C. Quico, Cicant Film
Television was born analogue, almost 100 years ago: first broadcast across airwaves, then delivered via analogue cable and satellite, to reach millions and millions of people around the world. Like many other industries, television has been under the process of digital transformation, integrating digital technologies in all parts of its value chain, from content production to content distribution. Today, inseparable from the digital transformation process is the large, diverse and ever-growing volume of data created, captured, analyzed and applied – also known as Big Data. Television is being reshaped by Big Data, with newcomers to the industry such as Netflix leading the way, for others to follow and for others to fail. The concepts of Platform Capitalism, Surveillance Capitalism and Dataism may illuminate many of the challenges faced by the main stakeholders in the television industry, with implications that go much beyond this field. Lastly, Netflix’s impact on the production, distribution and consumption of audiovisual content is still to be understood in a small market such as Portugal: the current exploratory paper is also meant to be the basis of future research in Portugal about internet-distributed television.
电视诞生于模拟,大约100年前:首先通过无线电波广播,然后通过模拟电缆和卫星传输,覆盖全球数百万人。与许多其他行业一样,电视一直处于数字化转型过程中,将数字技术整合到其价值链的各个部分,从内容制作到内容分发。如今,与数字化转型过程密不可分的是创建、捕获、分析和应用的大量、多样且不断增长的数据,也称为大数据。大数据正在重塑电视,Netflix等行业的新来者引领潮流,其他人紧随其后,其他人则失败。平台资本主义、监视资本主义和数据主义的概念可能揭示了电视行业主要利益相关者面临的许多挑战,其影响远远超出了这一领域。最后,在葡萄牙这样的小市场中,Netflix对视听内容的生产、分销和消费的影响仍有待理解:目前的探索性论文也将成为葡萄牙未来研究互联网分布式电视的基础。
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引用次数: 1
期刊
International Journal of Film and Media Arts
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