Disruptive games: Power and control or fantasy and entertainment
Autor(a) principal: | |
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Data de Publicação: | 2019 |
Outros Autores: | , , , |
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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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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1808128928065257472 |