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Presentation
Presentation
Video games have existed for over half a century, currently assuming an important place in contemporary culture. In this sense, for a better understanding of their current state and their expansive potential, it is necessary to approach the past. This course consists of an approach to the history of video games with the purpose of understanding the different typologies and existing classifications and analysing the most influential developments that have occurred over the decades, both in terms of the creation and evolution of the industry and the personalities, innovations and trends that have shaped the way of thinking about video games.
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Class from course
Class from course
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Degree | Semesters | ECTS
Degree | Semesters | ECTS
Bachelor | Semestral | 4
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Year | Nature | Language
Year | Nature | Language
1 | Mandatory | Português
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Code
Code
ULHT1075-12371
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Prerequisites and corequisites
Prerequisites and corequisites
Not applicable
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Professional Internship
Professional Internship
Não
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Syllabus
Syllabus
1. History of video and computer games: - Historical development per major territory (Europe, North America, Japan) - Development of technologies, the impact of socio-cultural, economic and political context in games, evolution of game genres, legal framework and business models. - Game cultures, Gamers' identities, Demographics, Impact, Ludology, Narratology, and Critical approaches. - Understanding the cultural context and impact of videogames in industrialized societies ¿- Game reports 2. Fundamental principles of Design for the conception of graphic interfaces for video games: -Historical development of the construction of interfaces: -Human-Computer Interaction -Concepts of transparency, immediate and direct manipulation. -Interaction Design -History of graphical interfaces. -Case studies of graphical interfaces; -Concepts of Communication Design applied to the design of graphical interfaces. 3. Project - conception of a video game interface (maquette) framed with the historical period taught
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Objectives
Objectives
To promote the understanding of the History of Interfaces and Video Games by crossing between theoretical and practical aspects. To develop and promote the coherent application in a video game project of the fundamentals of Communication Design, such as typography, colour, composition and symbol. To explore the medium of computer games from various points of view. Set out an analysis of the history of computer games, and explore the relationship between games and the wider culture of which they are a part. Apply relevant theories to the analysis of the culture generated by computer games in practical domains. The projectual component is based on the development of a period graphic interface for a videogame, framed by the historical references taught, and highlighting the fundamental knowledge of Design transmitted during the semester.
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Teaching methodologies and assessment
Teaching methodologies and assessment
A series of innovative methodologies are implemented in all the sessions of this curricular unit: - Active methodologies, in which the teacher mediates the training so that the student can present their point of view in class and increase their critical sense. - Use of STEAM resources. - The Maker Movement, as several disciplines and teachers are involved in the development of this course; - Project-orientated teaching, in which students work in groups, with peer review, to solve challenges proposed (problems) by the class.
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References
References
Barroso, I. (2018), Revolução Interactiva: Compêndio visual de computadores, computadores, consolas doméstica e portáteis, Lisboa, Burb ed. Bolter, J. & Grusin, R. (2000). Remediation - Understanding New Media. MIT Press. De La Roca, O. (2007), An Eye For Color. Nova Iorque: HarperCollins Publishers. Heitlinger, P. (2006). Tipografia – Origens, formas e uso as letras. Lisboa: Dinalivro. Melissinos, C. & O’rourke, P. (2012). The Art Of Videogames: From Pac Man To Mass Effect. New York: Welcome Books. Pastoureau, M. (2016). Azul: História de uma cor. Lisboa: Orfeu Negro. PERAL, J. (2017). Becoming a Video Game Artist: From Portfolio Design to Landing the Job. Boca Raton: CRC Press. Tondreau, B. (2016). Layouts Essential. 100 Principles Design for Using Grids. Massachusetts: Rockport. McCormick,L. (2013). Playing with Type: 50 graphic experiments for exploring typographic design principles. Beverly: Rockport.
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Office Hours
Office Hours
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Mobility
Mobility
No