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BRAZILIAN LUDIC INTERFACES
Using game mechanics and entertainment for serious purposes



              Msc. Vicente Martin Mastrocola

                        November
                          2012
About the speaker




                    #vince #vincevader #teacher #brazil
                    #gaming_concepts #advergames
                    #são_paulo #espm #reseacher #games
                    #boardgames #star_wars #ludology
Objective

Discuss (with some brazilian cases studies) the impact of a ludic
interface in the mediatic scene and how important it can be for the
contemporary world.
Ludic Interfaces

First of all it's important to define the idea of ludic interfaces. According to
European Masters in Ludic Interfaces Institute ludic interfaces are playful
interfaces. The notion of a "homo ludens", introduced by Johan Huizinga,
is the conceptual backbone of the tools we are looking at. Think of
devices like the Wii console, solar power operated building façades,
unconventional musical instrument controllers, game art devices.
Johan Huizinga's magic circle
  Real World:

  - Questioning
  - Fear
  - Uncertainties
  - Responsibilities
                       Magic circle:



                                - Dreams
                                - Immersion
                                - Narration
                                - Catharsis
                                - Challenge




                                              - Experience
                                              - Meanings
Johan Huizinga's magic circle

Inside the magic circle, real-world events have special meanings, as
in the example below (ADAMS & ROLLINGS, 2009, page 8):
Case 1: My Red and Black Blood

Recent Brazilian advertising campaign (2012) for blood donation.
The red colour of the t-shirt was replaced with white, and only with
blood donations the color will (gradually) change. The image below
shows this process. Video case: http://goo.gl/29cFS
Case 2: Climate Game

Climate Game works in the area of serious games and is a game
that, when played with strategy, negotiation and diplomacy,
challenges its players to save the world from imminent destruction.
Conclusion

Ludic interfaces and game mechanics could be used for serious
causes. A game could be used for teaching. A game interface could
be a meaningful space for significative experiences.
It seems that these ideas are essential to study and understand the
gaming universe around the people and the impacts of the game
culture in the mediatic scene and how important it can be for the
contemporary world.
References

ADAMS, Ernest; ROLLINGS, Andrew. Fundamentals of Game Design.
New Jersey: Pearson Prentice Hall, 2009


HUIZINGA, Johan. Homo Ludens: A Study of the Play-Element in
Culture. Boston: The Beacon Press, 1955.


Iuppa, Nick & BORST, Terry. Story and simulations for serious games:
tales from the trenches. Burlington: Focal Press, 2007.
THANK YOU!
        E-mail: vincevader@gmail.com
            Facebook: Vince Vader
              Twitter: @vincevader
Site: http://gamingconceptz.blogspot.com

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Presentation Antwerp & Copenhagen (November 2012)

  • 1. BRAZILIAN LUDIC INTERFACES Using game mechanics and entertainment for serious purposes Msc. Vicente Martin Mastrocola November 2012
  • 2. About the speaker #vince #vincevader #teacher #brazil #gaming_concepts #advergames #são_paulo #espm #reseacher #games #boardgames #star_wars #ludology
  • 3. Objective Discuss (with some brazilian cases studies) the impact of a ludic interface in the mediatic scene and how important it can be for the contemporary world.
  • 4. Ludic Interfaces First of all it's important to define the idea of ludic interfaces. According to European Masters in Ludic Interfaces Institute ludic interfaces are playful interfaces. The notion of a "homo ludens", introduced by Johan Huizinga, is the conceptual backbone of the tools we are looking at. Think of devices like the Wii console, solar power operated building façades, unconventional musical instrument controllers, game art devices.
  • 5. Johan Huizinga's magic circle Real World: - Questioning - Fear - Uncertainties - Responsibilities Magic circle: - Dreams - Immersion - Narration - Catharsis - Challenge - Experience - Meanings
  • 6. Johan Huizinga's magic circle Inside the magic circle, real-world events have special meanings, as in the example below (ADAMS & ROLLINGS, 2009, page 8):
  • 7. Case 1: My Red and Black Blood Recent Brazilian advertising campaign (2012) for blood donation. The red colour of the t-shirt was replaced with white, and only with blood donations the color will (gradually) change. The image below shows this process. Video case: http://goo.gl/29cFS
  • 8. Case 2: Climate Game Climate Game works in the area of serious games and is a game that, when played with strategy, negotiation and diplomacy, challenges its players to save the world from imminent destruction.
  • 9. Conclusion Ludic interfaces and game mechanics could be used for serious causes. A game could be used for teaching. A game interface could be a meaningful space for significative experiences. It seems that these ideas are essential to study and understand the gaming universe around the people and the impacts of the game culture in the mediatic scene and how important it can be for the contemporary world.
  • 10. References ADAMS, Ernest; ROLLINGS, Andrew. Fundamentals of Game Design. New Jersey: Pearson Prentice Hall, 2009 HUIZINGA, Johan. Homo Ludens: A Study of the Play-Element in Culture. Boston: The Beacon Press, 1955. Iuppa, Nick & BORST, Terry. Story and simulations for serious games: tales from the trenches. Burlington: Focal Press, 2007.
  • 11. THANK YOU! E-mail: vincevader@gmail.com Facebook: Vince Vader Twitter: @vincevader Site: http://gamingconceptz.blogspot.com