Gameart: a poetic of interaction
DOI:
https://doi.org/10.15448/1980-3729.2004.23.5397Keywords:
Gameart, technology, artificial intelligenceAbstract
This text discusses some issues related to electronic games and the simulation of reality as well as the history of their development and the role played by both artificial intelligence and the design of their interfaces towards a new poetics known as gameartDownloads
References
DAMER, Bruce. Avatars: exploring and building virtual worlds on the Internet. Berkeley: Peachpit Press, 1998.
DELEUZE, Gilles e GUATTARI, Félix. Mille Plateaux: capitalisme et schizophrénie. Paris: Lês Editions de Minuit, 1980.
JOHNSON, Steven. Cultura da interface: como o computador transforma nossa maneira de criar e comunicar. Rio de Janeiro: Editora Zahar, 2001.
KING, Lucien. Game On: the history and culture of videogames. London: Laurence King Publishing Ltd, 2002.
MATTELART, Michèle et Armand. História das teorias da comunicação. São Paulo: Loyola, 2000.
MATURANA, Humberto e VARELA, Francisco. Autopoiesis and Cognition. Boston: D. Reidel, 1980.
PLANT, Sadie. Mulher Digital: o feminino e as novas tecnologias. Rio de Janeiro: Rosa dos Tempos, 1999.
POOLE, Steve. ‘Character Forming’. In: Game On: the history and
culture of videogames, King, Lucien. London: Laurence King Publishing Ltd, p. 76-85, 2002.
SPILLER, Neil. Cyber Reader: critical writtings for digital era. Londres: Phaidon, 1999.
Downloads
How to Cite
Issue
Section
License
Copyright
The submission of originals to Revista Famecos implies the transfer by the authors of the right for publication. Authors retain copyright and grant the journal right of first publication. If the authors wish to include the same data into another publication, they must cite Revista Famecos as the site of original publication.
Creative Commons License
Except where otherwise specified, material published in this journal is licensed under a Creative Commons Attribution 4.0 International license, which allows unrestricted use, distribution and reproduction in any medium, provided the original publication is correctly cited.