Nelson Zagalo
Datos Biográficos
| ID | 994354 |
|---|---|
| NOMBRE | Nelson Zagalo |
| NOMBRES | Nelson |
| APELLIDO | Zagalo |
| FIRMA | ZAGALO N |
| AFILIACIONES | University of Minho |
| ORCID | 0000-0002-5478-0650 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 12 |
| TOTAL DE CITAS | 1 |
| TOTAL COMO AUTOR | 12 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2010 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2024 |
| ÍNDICE H | 1 |
The ethical dilemma of modding digital games
In parallel with the rapid growth of the digital games market, the modding phenomenon has been gaining momentum. Mod culture, a manifestation of the convergence and the remix cultures, emerges as a way to adapt digital games to the needs of their players and incorporate content from other media, such as books, movies, or series, into the game world. This systematic literature review aims to discuss the ethical considerations of modding by underst…
Portuguese labs and science communication
Science communication is an essential activity for institutions, research units and scientists seeking to reach out to the public, find funding opportunities or career advancement. In this article, we intend to better understand and present the reality of science communication practices in Portuguese research units. A questionnaire was drawn up and data from 124 research centers were analyzed. More traditional communication strategies and methods…
Players Perception of the Chemistry in the Video Game No Man’s Sky
Background No Man’s Sky (NMS) is a sci-fi videogame about survival and exploration where players fly spaceships, search for elements, and use them to build, trade, and survive. Despite evolving around scientific concepts, NMS isn’t a serious game, and not all the scientific content in the game is presented with evidence. Theory and Method Looking at the interceptions between videogames and science, and moving to how science communication, both in…
Fast Serious Analogue Games in Planning
Objective Public participation has benefited from innovative engagement tools that facilitate the negotiation between diverse sets of stakeholders with different planning perspectives. Our objective is to test and evaluate the use of a fast Serious Game (SG) to support a participation process in the context of a conference on urban mobility. We also aim to explore how these analogue games engage Player Participants (PPs) and Non-Player Participan…
Video Games Around the World
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essay…
Comunicação nos Videojogos
A história dos videojogos, pela sua génese e dependência tecnológicas, tem sido habitualmente traçada por comparação com a história da informática
Walter Isaacson (2011) Steve Jobs
Para quem acompanhou a informática nas últimas três décadas, a Apple sempre fez parte do nosso imaginário
"Eu Também Posso Propagar Histórias". A Adaptação e as Narrativas Transmediáticas na Era da Participação
Desde sempre, as histórias dilectas do público são propagadas para além dos limites do seu enunciado original. Mas, as práticas comunicativas estão a mudar. Uma das mudanças mais radicais verificou-se na relação entre produtores e consumidores mediáticos. Apesar de o público nunca ter sido inteiramente passivo na recepção das narrativas, com a democratização dos media digitais ligados em rede e das tecnologias criativas, ele conquistou um papel m…
A Nova Revolução Criativa
Acreditamos que há um novo movimento cultural a ganhar forma. Este movimento está a criar uma "voz" através da qual qualquer um pode expressar e comunicar o que a sua imaginação consegue criar
Jonah Lehrer (2012) Imagine
Imagine: How Creativity Works (2012) é o terceiro livro de Jonah Lehrer. Depois de Proust was a Neuroscientist (2007) e How We Decide (2009), dois livros de divulgação na área das neurociências, traz-nos agora um trabalho à volta das questões da criatividade
Poétiques du générique de cinéma
Cet essai propose d’aborder le cinéma avec un autre regard, un regard qui le prend comme un exemple plus complet à partir de la communication visuelle (Block, 2001). Il se concentre sur les génériques de films, en s’approchant de ses compétences de communication vers l’animation et le graphisme, surtout vers le domaine du motion design (Krasner, 2008). Ce changement de regard donne une autre dimension à la compréhension et à la perception du spec…
Creative game literacy. A study of interactive media based on film literacy
In this study we have analysed the current state of media literacy focusing on the game and film art forms. We aim to discover if some problems found throughout the history of film literacy were also occurring in game literacy research. It is also our intention to bring both visions together in order to get the attention of people working in the gaming field. To do this we have studied the cultural and creative dimensions in game literacy. The st…
Creative game literacy. A study of interactive media based on film literacy
In this study we have analysed the current state of media literacy focusing on the game and film art forms. We aim to discover if some problems found throughout the history of film literacy were also occurring in game literacy research. It is also our intention to bring both visions together in order to get the attention of people working in the gaming field. To do this we have studied the cultural and creative dimensions in game literacy. The st…
Creative game literacy. A study of interactive media based on film literacy
In this study we have analysed the current state of media literacy focusing on the game and film art forms. We aim to discover if some problems found throughout the history of film literacy were also occurring in game literacy research. It is also our intention to bring both visions together in order to get the attention of people working in the gaming field. To do this we have studied the cultural and creative dimensions in game literacy. The st…
Poétiques du générique de cinéma
Cet essai propose d’aborder le cinéma avec un autre regard, un regard qui le prend comme un exemple plus complet à partir de la communication visuelle (Block, 2001). Il se concentre sur les génériques de films, en s’approchant de ses compétences de communication vers l’animation et le graphisme, surtout vers le domaine du motion design (Krasner, 2008). Ce changement de regard donne une autre dimension à la compréhension et à la perception du spec…
Walter Isaacson (2011) Steve Jobs
Para quem acompanhou a informática nas últimas três décadas, a Apple sempre fez parte do nosso imaginário
"Eu Também Posso Propagar Histórias". A Adaptação e as Narrativas Transmediáticas na Era da Participação
Desde sempre, as histórias dilectas do público são propagadas para além dos limites do seu enunciado original. Mas, as práticas comunicativas estão a mudar. Uma das mudanças mais radicais verificou-se na relação entre produtores e consumidores mediáticos. Apesar de o público nunca ter sido inteiramente passivo na recepção das narrativas, com a democratização dos media digitais ligados em rede e das tecnologias criativas, ele conquistou um papel m…
A Nova Revolução Criativa
Acreditamos que há um novo movimento cultural a ganhar forma. Este movimento está a criar uma "voz" através da qual qualquer um pode expressar e comunicar o que a sua imaginação consegue criar
Jonah Lehrer (2012) Imagine
Imagine: How Creativity Works (2012) é o terceiro livro de Jonah Lehrer. Depois de Proust was a Neuroscientist (2007) e How We Decide (2009), dois livros de divulgação na área das neurociências, traz-nos agora um trabalho à volta das questões da criatividade
Video Games Around the World
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essay…
Comunicação nos Videojogos
A história dos videojogos, pela sua génese e dependência tecnológicas, tem sido habitualmente traçada por comparação com a história da informática
Fast Serious Analogue Games in Planning
Objective Public participation has benefited from innovative engagement tools that facilitate the negotiation between diverse sets of stakeholders with different planning perspectives. Our objective is to test and evaluate the use of a fast Serious Game (SG) to support a participation process in the context of a conference on urban mobility. We also aim to explore how these analogue games engage Player Participants (PPs) and Non-Player Participan…
Portuguese labs and science communication
Science communication is an essential activity for institutions, research units and scientists seeking to reach out to the public, find funding opportunities or career advancement. In this article, we intend to better understand and present the reality of science communication practices in Portuguese research units. A questionnaire was drawn up and data from 124 research centers were analyzed. More traditional communication strategies and methods…
Players Perception of the Chemistry in the Video Game No Man’s Sky
Background No Man’s Sky (NMS) is a sci-fi videogame about survival and exploration where players fly spaceships, search for elements, and use them to build, trade, and survive. Despite evolving around scientific concepts, NMS isn’t a serious game, and not all the scientific content in the game is presented with evidence. Theory and Method Looking at the interceptions between videogames and science, and moving to how science communication, both in…
The ethical dilemma of modding digital games
In parallel with the rapid growth of the digital games market, the modding phenomenon has been gaining momentum. Mod culture, a manifestation of the convergence and the remix cultures, emerges as a way to adapt digital games to the needs of their players and incorporate content from other media, such as books, movies, or series, into the game world. This systematic literature review aims to discuss the ethical considerations of modding by underst…
Humanities (7 obras) · Art (6 obras) · Political science (6 obras) · Digital Games and Media (5 obras) · Computer Science (4 obras) · Media and Digital Communication (4 obras) · Psychology (4 obras) · Sociology (4 obras) · History, Culture, and Society (3 obras) · Philosophy (3 obras)