Disruptive games: Power and control or fantasy and entertainment

Detalhes bibliográficos
Autor(a) principal: Barcellos, Ekaterina Emmanuil Inglesis [UNESP]
Data de Publicação: 2019
Outros Autores: Botura, Galdenoro [UNESP], Barcellos, Eric Inglesis, Nakata, Milton Koji [UNESP], Barcellos, Lívia Inglesis [UNESP]
Tipo de documento: Artigo de conferência
Idioma: eng
Título da fonte: Repositório Institucional da UNESP
Texto Completo: http://dx.doi.org/10.1007/978-3-319-94619-1_35
http://hdl.handle.net/11449/189744
Resumo: Video games are a complex form of culture, creative entertainment and representative art, which surpasses, in technology and relevance, other forms of audiovisual expression. Since the conception of the first games, through computer technology and military knowledge, games have become an entertainment, translated and molded as interactive graphic images. The initial aim, which was to create a kind of distraction, outgrew itself and made possible to simulate and provide users with the psychological sense of control and power over fear, decisions and over the imminent danger of new challenges (real or imagined), all at same time. From the pioneer arcade to the modern consoles and multiple platforms seen today, the games evolved to meet users’ expectations in search of simulation, interaction and immersion experiences. In this trajectory, developers, programmers and designers applied all the technological advances possible in attempt to achieve complete man-machine interaction. This article seeks to identify if the games in the current stage, loaded with hyper-realism, in relation with their ‘cartoonized’ counterpart, aimed at a new generation of users eager for disruptive technologies and for interactions that assure the sensation of influence and control over fear.
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spelling Disruptive games: Power and control or fantasy and entertainmentGamesGraphicsHuman-systems interactionHyper-realistic designVideo games are a complex form of culture, creative entertainment and representative art, which surpasses, in technology and relevance, other forms of audiovisual expression. Since the conception of the first games, through computer technology and military knowledge, games have become an entertainment, translated and molded as interactive graphic images. The initial aim, which was to create a kind of distraction, outgrew itself and made possible to simulate and provide users with the psychological sense of control and power over fear, decisions and over the imminent danger of new challenges (real or imagined), all at same time. From the pioneer arcade to the modern consoles and multiple platforms seen today, the games evolved to meet users’ expectations in search of simulation, interaction and immersion experiences. In this trajectory, developers, programmers and designers applied all the technological advances possible in attempt to achieve complete man-machine interaction. This article seeks to identify if the games in the current stage, loaded with hyper-realism, in relation with their ‘cartoonized’ counterpart, aimed at a new generation of users eager for disruptive technologies and for interactions that assure the sensation of influence and control over fear.Universidade Estadual Paulista - UNESP/FAAC - Campus de Bauru, Av. Eng. Luiz Edmundo Carrijo Coube, 14-01Fundação Armando Álvares Penteado - FAAP, Rua Alagoas, 903Universidade Estadual Paulista - UNESP/FAAC - Campus de Bauru, Av. Eng. Luiz Edmundo Carrijo Coube, 14-01Universidade Estadual Paulista (Unesp)Fundação Armando Álvares Penteado - FAAPBarcellos, Ekaterina Emmanuil Inglesis [UNESP]Botura, Galdenoro [UNESP]Barcellos, Eric InglesisNakata, Milton Koji [UNESP]Barcellos, Lívia Inglesis [UNESP]2019-10-06T16:50:46Z2019-10-06T16:50:46Z2019-01-01info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/conferenceObject355-365http://dx.doi.org/10.1007/978-3-319-94619-1_35Advances in Intelligent Systems and Computing, v. 795, p. 355-365.2194-5357http://hdl.handle.net/11449/18974410.1007/978-3-319-94619-1_352-s2.0-85049374118Scopusreponame:Repositório Institucional da UNESPinstname:Universidade Estadual Paulista (UNESP)instacron:UNESPengAdvances in Intelligent Systems and Computinginfo:eu-repo/semantics/openAccess2024-04-17T18:29:17Zoai:repositorio.unesp.br:11449/189744Repositório InstitucionalPUBhttp://repositorio.unesp.br/oai/requestopendoar:29462024-08-05T18:24:11.842598Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP)false
dc.title.none.fl_str_mv Disruptive games: Power and control or fantasy and entertainment
title Disruptive games: Power and control or fantasy and entertainment
spellingShingle Disruptive games: Power and control or fantasy and entertainment
Barcellos, Ekaterina Emmanuil Inglesis [UNESP]
Games
Graphics
Human-systems interaction
Hyper-realistic design
title_short Disruptive games: Power and control or fantasy and entertainment
title_full Disruptive games: Power and control or fantasy and entertainment
title_fullStr Disruptive games: Power and control or fantasy and entertainment
title_full_unstemmed Disruptive games: Power and control or fantasy and entertainment
title_sort Disruptive games: Power and control or fantasy and entertainment
author Barcellos, Ekaterina Emmanuil Inglesis [UNESP]
author_facet Barcellos, Ekaterina Emmanuil Inglesis [UNESP]
Botura, Galdenoro [UNESP]
Barcellos, Eric Inglesis
Nakata, Milton Koji [UNESP]
Barcellos, Lívia Inglesis [UNESP]
author_role author
author2 Botura, Galdenoro [UNESP]
Barcellos, Eric Inglesis
Nakata, Milton Koji [UNESP]
Barcellos, Lívia Inglesis [UNESP]
author2_role author
author
author
author
dc.contributor.none.fl_str_mv Universidade Estadual Paulista (Unesp)
Fundação Armando Álvares Penteado - FAAP
dc.contributor.author.fl_str_mv Barcellos, Ekaterina Emmanuil Inglesis [UNESP]
Botura, Galdenoro [UNESP]
Barcellos, Eric Inglesis
Nakata, Milton Koji [UNESP]
Barcellos, Lívia Inglesis [UNESP]
dc.subject.por.fl_str_mv Games
Graphics
Human-systems interaction
Hyper-realistic design
topic Games
Graphics
Human-systems interaction
Hyper-realistic design
description Video games are a complex form of culture, creative entertainment and representative art, which surpasses, in technology and relevance, other forms of audiovisual expression. Since the conception of the first games, through computer technology and military knowledge, games have become an entertainment, translated and molded as interactive graphic images. The initial aim, which was to create a kind of distraction, outgrew itself and made possible to simulate and provide users with the psychological sense of control and power over fear, decisions and over the imminent danger of new challenges (real or imagined), all at same time. From the pioneer arcade to the modern consoles and multiple platforms seen today, the games evolved to meet users’ expectations in search of simulation, interaction and immersion experiences. In this trajectory, developers, programmers and designers applied all the technological advances possible in attempt to achieve complete man-machine interaction. This article seeks to identify if the games in the current stage, loaded with hyper-realism, in relation with their ‘cartoonized’ counterpart, aimed at a new generation of users eager for disruptive technologies and for interactions that assure the sensation of influence and control over fear.
publishDate 2019
dc.date.none.fl_str_mv 2019-10-06T16:50:46Z
2019-10-06T16:50:46Z
2019-01-01
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/conferenceObject
format conferenceObject
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://dx.doi.org/10.1007/978-3-319-94619-1_35
Advances in Intelligent Systems and Computing, v. 795, p. 355-365.
2194-5357
http://hdl.handle.net/11449/189744
10.1007/978-3-319-94619-1_35
2-s2.0-85049374118
url http://dx.doi.org/10.1007/978-3-319-94619-1_35
http://hdl.handle.net/11449/189744
identifier_str_mv Advances in Intelligent Systems and Computing, v. 795, p. 355-365.
2194-5357
10.1007/978-3-319-94619-1_35
2-s2.0-85049374118
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv Advances in Intelligent Systems and Computing
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv 355-365
dc.source.none.fl_str_mv Scopus
reponame:Repositório Institucional da UNESP
instname:Universidade Estadual Paulista (UNESP)
instacron:UNESP
instname_str Universidade Estadual Paulista (UNESP)
instacron_str UNESP
institution UNESP
reponame_str Repositório Institucional da UNESP
collection Repositório Institucional da UNESP
repository.name.fl_str_mv Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP)
repository.mail.fl_str_mv
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