Universidade Lusófona: Revistas científico-culturais
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Terramoto, sombra, o início do mundo
This text is about Victor Bor, Tio Jorge and Ntombikte Na Natchi, who in the mid-1980s felt the inner earthquake of Kyangyang, the “Shadow” in Balanta Kuntohe. This phenomenon took place during the period when Nino Vieira was president of the Republic of Guinea-Bissau, between 1980 and 1998, and when Dutch psychiatrist Joop de Jong ran the psychiatric hospital in Bissau. The Kyangyang went down in history as a post-colonial messianic movement that caused enormous turbulence within the Balanta community of this small West African territory. In general, both the people who were part of the movement and those around them describe it as being made up of people who had been caught up in the Shadow, i.e. who suddenly and synchronously saw and heard the dead reveal to them the secrets of writing and healing. Victor Bor describes visions of lights and explosions that are sometimes confused with episodes from the liberation war that took place a decade ago, but also with the civil war that at the end of the 1990s destroyed the psychiatric hospital designed by Joop de Jong. Tio Jorge, the brother of the woman who became the prophetess of Kyangyang in the 1980s, said in a conversation we had in Bedanda in 2019, in southern Guinea-Bissau, that it all started with a small earthquake
Beyond the Screen: Exploring the Player’s Role and Its Impact on Emotional Experiences in Video Games
This article explores the idea of the player as a co-creator of their own experience in video games, focusing on how we can define their role within the game’s architecture and how they shape their emotional experiences. By agreeing to an implicit ‘contract’ as they play a video game, players not only accept to adhere to the rules of the game world but allow themselves to become engaged in the game’s narratives, landscapes, characters, and other elements, opening themselves to deep emotional involvement and becoming integral parts of the narrative structure. Drawing on examples from games like Mass Effect, God of War, Doki Doki Literature Club!, and The Last of Us Part I, among others, the article examines how players form emotional connections through romantic relationships, familial bonds, and friendships. Using concepts inherent to video games, such as agency and immersion, alongside others like involvement and incorporation, as well as those applicable to all fictional works, like suspension of disbelief and rational distance, the article ties these concepts together to better understand the player’s role and its impact on their experience. It highlights how that role influences these emotional experiences, allowing them to extend beyond the game world and leave lasting personal impacts on players.This article explores the idea of the player as a co-creator of their own experience in video games, focusing on how we can define their role within the game’s architecture and how they shape their emotional experiences. By agreeing to an implicit ‘contract’ as they play a video game, players not only accept to adhere to the rules of the game world but allow themselves to become engaged in the game’s narratives, landscapes, characters, and other elements, opening themselves to deep emotional involvement and becoming integral parts of the narrative structure. Drawing on examples from games like Mass Effect, God of War, Doki Doki Literature Club!, and The Last of Us Part I, among others, the article examines how players form emotional connections through romantic relationships, familial bonds, and friendships. Using concepts inherent to video games, such as agency and immersion, alongside others like involvement and incorporation, as well as those applicable to all fictional works, like suspension of disbelief and rational distance, the article ties these concepts together to better understand the player’s role and its impact on their experience. It highlights how that role influences these emotional experiences, allowing them to extend beyond the game world and leave lasting personal impacts on players
Capa e Ficha Técnica
International Journal of Games and Social Impact, 2(2)
Cover and Front MatterInternational Journal of Games and Social Impact, 2(2)
Cover and Front Matte
O FIM DO ROMANTISMO LUNAR: 50 anos depois da chegada do homem à Lua (20 de Julho de 1969: Sobre a Ciência e os Valores
Pretende-se neste artigo descrever a temática, do Seminário do Mestrado em Ciência das Religiões, que teve lugar no dia 13 de Maio de 2019, na Universidade Lusófona de Humanidades e Tecnologia de Lisboa, sobre o Fim do Romantismo Lunar, devido ao enorme desenvolvimento científico e tecnológico verificado na sociedade contemporânea, e que evidencia a importância da questão dos valores, de acordo com as diversas sensibilidades religiosas e culturais, de modo a haver um desenvolvimento equilibrado da humanidade
Learning Engagement in a Pre-Alpha Version of an Educational Game: Evaluation and Proposed Solutions
Game-based learning focuses on engaging and immersing students in playability, and User Experience is a good opportunity to improve the game experience and to engage students in real learning. A theoretical five-factor model of learning engagement is used to analyse the overall sense of engagement in primary and secondary school students in a playtesting setting in the early stages of developing an inclusive educational mathematics video game mainly designed for deaf and hearing students. A measuring engagement usability playtest was conducted to answer the following research questions: a) What do students perceive as a sense of engagement? b) What information about the engagement is worthwhile to improve the game design and game experience? Twenty-three hearing students (15 boys and eight girls) participated in the study. The participants are 2nd to 12th graders, with a mean age of 13.7. After students played the pre-alpha version of a video game, most agreed that the prototype was challenging, reporting motivation to undertake the game’s mathematical challenge. They perceived the game activity as clear and achievable. The students also reported having control over different types of actions in the game, and nearly one-quarter of the students perceived the game activity as not immersive. Also, the older students expressed that the game’s purpose seemed irrelevant to their age group, which ultimately affected the game’s general rating on the clarity of the game’s purpose. The playtesting sessions reveal that players need help separating the game from its educational goal, and the misalignment between the character’s movements affects the game’s action control. After collecting engagement problems in playtesting sessions, the study proposes solutions, including changing interface elements. The current work demonstrates the importance of evaluating engagement in playtesting sessions in the early stage of development to improve the game experience long before the final version.A aprendizagem baseada em jogos centra-se no envolvimento e na imersão dos alunos na jogabilidade, e a experiência do utilizador é uma boa oportunidade para melhorar a experiência do jogo e envolver os alunos numa verdadeira aprendizagem. É utilizado um modelo teórico de cinco fatores de envolvimento na aprendizagem para analisar o sentimento geral de envolvimento dos alunos do ensino básico e secundário num contexto de teste de jogo nas fases iniciais de desenvolvimento de um videojogo educativo inclusivo de matemática concebido principalmente para alunos surdos e ouvintes. Foi realizado um teste de avaliação da usabilidade do envolvimento para responder às seguintes questões de investigação: a) O que é que os alunos entendem como um sentimento de envolvimento? b) Que informações sobre o envolvimento são úteis para melhorar a conceção e a experiência do jogo? Participaram no estudo vinte e três alunos ouvintes (15 rapazes e oito raparigas). Os participantes são alunos do 2º ao 12º ano, com uma média de idades de 13,7 anos. Depois de os alunos terem jogado a versão pré-alfa de um videojogo, a maioria concordou que o protótipo era desafiante, tendo manifestado motivação para enfrentar o desafio matemático do jogo. Consideraram que a atividade do jogo era clara e exequível. Os alunos também referiram ter controlo sobre diferentes tipos de ações no jogo, e quase um quarto dos alunos considerou que a atividade do jogo não era imersiva. Além disso, os alunos mais velhos expressaram que o objetivo do jogo parecia irrelevante para a sua faixa etária, o que acabou por afetar a classificação geral do jogo quanto à clareza do objetivo do jogo. As sessões de teste do jogo revelam que os jogadores precisam de ajuda para separar o jogo do seu objetivo educativo e que o desalinhamento entre os movimentos da personagem afecta o controlo das acções do jogo. Depois de recolher os problemas de envolvimento nas sessões de teste do jogo, o estudo propõe soluções, incluindo a alteração de elementos da interface. O presente trabalho demonstra a importância de avaliar o envolvimento em sessões de teste de jogo na fase inicial de desenvolvimento para melhorar a experiência do jogo muito antes da versão final
Capa e Ficha Técnica
International Journal of Games and Social Impact, 2(1)
Cover and Front MatterInternational Journal of Games and Social Impact, 2(1)
Capa e Ficha Técnic
Museus Regionais e a Nova Museologia: a Campanha Nacional de Museus Regionais no Nordeste Brasileiro entre a Arte Moderna e a Arte Contemporânea
In the 1960s, in the midst of the Cold War, the National Campaign for Regional Museums aimed to encourage the opening of regional museums of modern art throughout Brazil, promoting the decentralization of art museums in the country, offering other regions museums of excellence, powerful equipment for the dissemination and dynamic expression of local art, which would be intentionally in dialogue with the national and international artistic and museological scene, with these regional museums being managed by civil society, enjoying full autonomy from the government. The leaders of the Campaign were linked to the modernist movement in São Paulo, which at that time became a national symbol, as well as to international economic and technical-cultural capital, represented respectively by Rockefeller, ICOM and UNESCO and some assumptions of the New Museology. This network of relationships and the circulation of ideas, albeit with different objectives, resulted in the foundation of the São Paulo Museum of Art (1947), an institution that technically subsidized the National Campaign for Regional Museums, and the São Paulo Museum of Modern Art (1948), an institution that organized the first editions of the São Paulo International Art Biennial, maximizing the prestige and symbolic power of the Campaign.
In this way, just like the institutions that subsidized the Campaign, the regional museums of Olinda, Campina Grande and Feira de Santana were also caught between modern art and contemporary art, not only in the constitution of their collection, but mainly in their consolidation and regional artistic promotion. This article, using the dialogic method, aims to explore the relational dynamics of implementation and dialogue between the international, national and regional scenarios, which were intended to promote local social development, with the implementation and operation of regional museums as the architect, promoted and encouraged by the National Campaign for Regional Museums, a project fostered from São Paulo, with the intense and preponderant legitimizing participation of the São Paulo Museum of Art (MASP).
Keywords: Regional Museums; Modern Art; New School; New Museology; Regional DevelopmentA Campanha Nacional de Museus Regionais pretendeu incentivar, na década de 1960, em pleno contexto de Guerra Fria, a abertura de museus regionais de arte moderna pelo Brasil, promovendo a descentralização dos museus de arte no país, oferecendo a outras regiões museus de excelência, potentes equipamentos de divulgação e expressão dinamizadora da arte local, que estaria intencionalmente em diálogo com o cenário artístico e museológico nacional e internacional, sendo estes museus regionais geridos pela sociedade civil, gozando de plena autonomia em relação ao poder público. Os dirigentes da Campanha estiveram ligados ao movimento modernista paulista, alçado naquele período como símbolo nacional, assim como ao capital econômico e técnico-cultural internacional, representados respectivamente por Rockefeller, ICOM e UNESCO e alguns pressupostos da Nova Museologia. Essa rede de relações e a circulação de ideias, ainda que com distintos objetivos, resultou na fundação do Museu de Arte de São Paulo (1947), instituição que subsidiou tecnicamente a Campanha Nacional de Museus Regionais e, no Museu de Arte Moderna de São Paulo (1948), instituição que organizou as primeiras edições da Bienal Internacional de Arte de São Paulo, maximizando o prestígio e o poder simbólico da Campanha. Desse modo, assim como as instituições que subsidiaram a Campanha, os museus regionais de Olinda, Campina Grande e Feira de Santana, também estiveram entre a arte moderna e a arte contemporânea, não apenas na constituição do seu acervo, mas principalmente na sua consolidação e fomento artístico regional. Assim, este artigo, a partir do método dialógico, pretende explorar a dinâmica relacional de implementação e de diálogo entre o cenário internacional, nacional e regional, que tinham por intenção a promoção do desenvolvimento social local, tendo por artífice a implementação e o funcionamento dos museus regionais, promovidos e incentivados pela Campanha Nacional de Museus Regionais, projeto fomentado a partir de São Paulo, com intensa e preponderante participação legitimadora do Museu de Arte de São Paulo (MASP).
Palavras-chave: Museus Regionais; Arte Moderna; Escola Nova; Nova Museologia; Desenvolvimento Regional
Para além das palavras: rótulos e o poder de moldar narrativas
This paper investigates the power institutions have in relation to providing information in the structure of labels regarding their collection, whether displayed in the form of a permanent framework, or within more defined temporalities, as in the case of changing exhibitions. It tackles, in particular, the presentation of information from the perspective of postcolonial questions. The possibility of discussing significant and emerging concerns related to heritage possession and presentation constitutes a vital arena to examine, in particular, the presence of artists engaged critically with the museum identity and devices. This analysis will demonstrate that the potential for addressing significant issues resides within the artists' sphere of action. Fred Wilson's groundbreaking exhibition "Mining the Museum" (1992) serves as another extraordinary reference point, highlighting how artists can profoundly impact and reshape narratives within institutional settings. The current disputes regarding the presentation of works of art are presented with a brief reference to the project "Revision of works' titles" at the Staatliche Kunstsammlung Dresden, in Germany.
Keywords: Museology; Collection; Postcolonialism; Conceptual ArtEste artigo investiga o poder que as instituições têm em relação ao fornecimento de informações na estrutura dos rótulos referentes ao seu acervo, seja exposto em forma de moldura permanente, seja em temporalidades mais definidas, como no caso das exposições itinerantes. Aborda, em particular, a apresentação de informações na perspectiva das questões pós-coloniais. A possibilidade de discutir preocupações significativas e emergentes relacionadas com a posse e apresentação do património constitui uma arena vital para examinar, em particular, a presença de artistas engajados criticamente com a identidade e os dispositivos do museu. Esta análise demonstrará que o potencial para abordar questões significativas reside na esfera de acção dos artistas. A exposição inovadora de Fred Wilson, "Mining the Museum" (1992), serve como outro ponto de referência extraordinário, destacando como os artistas podem impactar e remodelar profundamente as narrativas em ambientes institucionais. As atuais disputas relativas à apresentação de obras de arte são apresentadas com uma breve referência ao projeto “Revisão de títulos de obras” na Staatliche Kunstsammlung Dresden, na Alemanha.
Palavras-chave: Museologia; Coleção; Pós-colonialismo; Arte conceitua