Cristina Botta - Academia.edu (original) (raw)
MSc in Digital Media | STEAM educator and researcher | Graphic and media designer
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Universidade Aberta/portuguese Open University
Universidade Federal de Santa Catarina - UFSC (Federal University of Santa Catarina)
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Thesis Chapters by Cristina Botta
This work aimed to propose the creation of a new extension course in the area of digital game des... more This work aimed to propose the creation of a new extension course in the area of digital game design through the presentation of a teaching plan for the discipline named “Educational Electronic Games and Creation Tools”. Throughout this work the creation of such a discipline is justified, as is its relevance and contribution to the field of game design. This work also discusses the steps in the processes of creation of the teaching
plan, the choice of interesting teaching methods and strategies that better suit the topics that will be discussed in class, and the selection of specific content that guarantees that this new discipline covers the most recent and relevant topics in the area. The main research method used in this work was the literature review. In this research the most recent and relevant texts in this still incipient academic topic were presented. An analysis of courses and subjects of many Brazilian, and some foreign, institutions was
also carried, and the national core curriculum for the relevant areas was consulted. As a result, the scientific basis was built and the construction of a complete course plan was made possible, as was its justification and planning so it can be applied as an extension course in the game design field of study, as it complies with the guidelines established in the related national core curriculum.
This thesis will approach death in video games as a crossroad where different pathways in the stu... more This thesis will approach death in video games as a crossroad where different pathways in the study of games converge. Death, be that of the avatar or of a non player character, is a crucial part of video game design and an integral part of the experience of play. As such this text will investigate the nature of death in video games. This text starts with a short historical exploration of death and how its mechanics have changed and evolved over time. Then I will examine the fundamental role that death plays within the design of the game mechanics, how it influences the design of the virtual world, and the way time works. Further I will show how death influences the make-believe and the narrative elements of video games, and the ways game designers include it in the plots of their games and how it influences players’ experiences. Moreover I investigate the quasi obsessive relationship death has with video games, and why it is so present in our minds. I will also examine the relationship between player and avatar, and how the ever lurking presence of death influences it. Additionally, I consider how the potential for avatar death can bring pleasure to the activity of play. Finally, I consider the differences between playing and narrating the experience of play, and how the multiple deaths of the avatar tend to be ignored in this situation.
Papers by Cristina Botta
This paper describes the advantages of spatial exploration in relation to learning experiences in... more This paper describes the advantages of spatial exploration in relation to learning experiences in mobile games using the example of the StreetDroids 1 game. The game was developed as part of a master project of the Universities of Applied Sciences Bremerhaven and Bremen, Germany. Pervasive gaming, that allows games to connect the game space to the real world, offers new ways of motivating players to engage actively with their surroundings. Further, below presented are results from an evaluation, that already indicate that indeed players are motivated to take a new perspective at so far unnoticed details of their environment.
The ImaGeo project was launched in January 2009 focusing on accurate geo-temporal coding in photo... more The ImaGeo project was launched in January 2009 focusing on accurate geo-temporal coding in photos and with the prospect of transforming the use of geo-temporal media tagging and demonstrating the true potential of location-based applications for the Tourism and Heritage industries. The project plans to deliver a framework and associated services, which will allow endusers to automatically retrieve additional information to objects they capture with a photo camera, document their route, exchange and acquire geo-based information, simply by using their GNSSenabled device. It provides therefore a new, integrated scenario for accessing on-the-spot information about objects having a cultural value and supporting users on the move to share and retrieve information regarding cultural attractions and routes, with one click. Regional and cultural actors benefit from being able to assess the effectiveness of offered services and promote their cultural assets better. This paper describes the current results of user studies performed in particular the development of the user groups and the associated scenarios.
This work aimed to propose the creation of a new extension course in the area of digital game des... more This work aimed to propose the creation of a new extension course in the area of digital game design through the presentation of a teaching plan for the discipline named “Educational Electronic Games and Creation Tools”. Throughout this work the creation of such a discipline is justified, as is its relevance and contribution to the field of game design. This work also discusses the steps in the processes of creation of the teaching
plan, the choice of interesting teaching methods and strategies that better suit the topics that will be discussed in class, and the selection of specific content that guarantees that this new discipline covers the most recent and relevant topics in the area. The main research method used in this work was the literature review. In this research the most recent and relevant texts in this still incipient academic topic were presented. An analysis of courses and subjects of many Brazilian, and some foreign, institutions was
also carried, and the national core curriculum for the relevant areas was consulted. As a result, the scientific basis was built and the construction of a complete course plan was made possible, as was its justification and planning so it can be applied as an extension course in the game design field of study, as it complies with the guidelines established in the related national core curriculum.
This thesis will approach death in video games as a crossroad where different pathways in the stu... more This thesis will approach death in video games as a crossroad where different pathways in the study of games converge. Death, be that of the avatar or of a non player character, is a crucial part of video game design and an integral part of the experience of play. As such this text will investigate the nature of death in video games. This text starts with a short historical exploration of death and how its mechanics have changed and evolved over time. Then I will examine the fundamental role that death plays within the design of the game mechanics, how it influences the design of the virtual world, and the way time works. Further I will show how death influences the make-believe and the narrative elements of video games, and the ways game designers include it in the plots of their games and how it influences players’ experiences. Moreover I investigate the quasi obsessive relationship death has with video games, and why it is so present in our minds. I will also examine the relationship between player and avatar, and how the ever lurking presence of death influences it. Additionally, I consider how the potential for avatar death can bring pleasure to the activity of play. Finally, I consider the differences between playing and narrating the experience of play, and how the multiple deaths of the avatar tend to be ignored in this situation.
This paper describes the advantages of spatial exploration in relation to learning experiences in... more This paper describes the advantages of spatial exploration in relation to learning experiences in mobile games using the example of the StreetDroids 1 game. The game was developed as part of a master project of the Universities of Applied Sciences Bremerhaven and Bremen, Germany. Pervasive gaming, that allows games to connect the game space to the real world, offers new ways of motivating players to engage actively with their surroundings. Further, below presented are results from an evaluation, that already indicate that indeed players are motivated to take a new perspective at so far unnoticed details of their environment.
The ImaGeo project was launched in January 2009 focusing on accurate geo-temporal coding in photo... more The ImaGeo project was launched in January 2009 focusing on accurate geo-temporal coding in photos and with the prospect of transforming the use of geo-temporal media tagging and demonstrating the true potential of location-based applications for the Tourism and Heritage industries. The project plans to deliver a framework and associated services, which will allow endusers to automatically retrieve additional information to objects they capture with a photo camera, document their route, exchange and acquire geo-based information, simply by using their GNSSenabled device. It provides therefore a new, integrated scenario for accessing on-the-spot information about objects having a cultural value and supporting users on the move to share and retrieve information regarding cultural attractions and routes, with one click. Regional and cultural actors benefit from being able to assess the effectiveness of offered services and promote their cultural assets better. This paper describes the current results of user studies performed in particular the development of the user groups and the associated scenarios.