Videos of the keynotes

Keynote by Michael Samyn & Auriea Harvey at the Videojogos 2013 Conference

“Beauty will save the world”, by Michaël Samyn and Auriea Harvey from Videojogos2013 on Vimeo.

Q&A session of Michaël Samyn and Auriea Harvey’s Keynote at the Videojogos 2013 Conference from Videojogos2013 on Vimeo.

“The 20th century was not friendly towards beauty. Beauty was pushed aside by a disinterested appreciation of the sublime and a fascination with irony. Beauty was enlisted to seduce the public into over-consumption. Beauty was used as an insult for the weak and was considered irrelevant to the strong. Beauty was a lie. Beauty was accused of injustice, of being a tool for evil. Beauty was burned at the stake of humanism and democracy.
All this time, beauty remained. Dormant in a hidden mausoleum, surrounded by a magical forest. The time has come to awaken beauty with a kiss of love.
A century without beauty has stimulated sinister sentiments in mankind. A century without beauty has put the entire planet and its precious atmosphere in mortal peril. This is no coincidence. And as much as the absence of beauty has caused the deepest despair, so will the awakening of beauty in this new century inspire us to greatness once again.
Beauty will save the world.”

 

Keynote by Miguel Sicart at the Videojogos 2013 Conference

Overtures to the World: Videogames from ‘Pataphysics to Participatory Art’, by Miguel Sicart from Videojogos2013 on Vimeo.

Q&A session of Miguel Sicart’s Keynote at the Videojogos 2013 Conference from Videojogos2013 on Vimeo.

“In this talk I will discuss an aesthetics of videogames that places videogames in a history of art tradition that goes from the classic avant-garde to postmodern participatory art practices. Taking as a starting point a phenomenological understanding of play and games as a source for the aesthetic experience, I will argue that videogames share with art movements the focus on performativity and dialogue as an essential element of aesthesis. Drawing on a number of contemporary games and art pieces, I intend to propose an alternative way to address the complex issues of aesthetics and videogames.”

 

Keynote by Dan Pinchbeck at the Videojogos 2013 Conference

“Emotion is Gameplay, Gameplay is Emotion” by Dan Pinchbeck from Videojogos2013 on Vimeo.

Q&A session of Dan Pinchbeck’s Keynote at the Videojogos 2013 Conference from Videojogos2013 on Vimeo.

“The neuroscientist Antonio Damásio made a powerful argument that all rationality is actually based upon emotion and emotional memory in his works “Descartes’ Error” and “The Feeling of What Happens”. This was always a profound influence upon our philosophy of game design. We strive to move beyond mechanical complexity to emotional complexity, focusing on the internal interactions between player and game, rather than forming an experience through complex sequences of physical activity. For us, the dynamic emotional landscape created in real-time by the player’s journey through an interactive world is the very essence of gameplay, rather than cold, logical loops of easily definable feedback. Games are architectures for creating emotional experiences and everything else confuses the tool with the goal. This talk will focus on this central idea behind our work and how it relates to the wider issue of emotional interaction between a user and a cultural object.”

 

Keynotes confirmadas

Estão confirmadas as seguintes Keynotes:

Michael Samyn & Auriea Harvey, from Tale of Tales studio

Tale of Tales is a small independent studio operating out of Ghent, Belgium which investigates videogames as a creative medium to craft beautiful and poetic playful experiences.

Dan Pinchbeck, creative designer for TheChineseRoom game studio

Dan Pinchbeck has a background in Drama, but he has worked in media, digital and technological arts practice using emergent technologies. He researches the significance of narrative within Computer Games, and the effective archiving of computer games. He is probably best know for his participation in the Dear Esther project.

Miguel Sicart, Associate Professor at the IT University of Copenhagen 

Miguel Sicart received his PhD in game studies in December 2006. His research has focused on providing a multidisciplinary approach to ethics and computer games, focusing on issues on game design, violence and videogames. He is the author of The Ethics of Computer Games (MIT Press, 2009) and Beyond Choices. The Design of Ethical Gameplay. His current research focuses on understanding playful aesthetics as a creative technological practice. He teaches game and play design.

Arte em Jogo, 26 e 27 Setembro, Universidade de Coimbra

Videojogos2013 – Conferência de Ciências e Artes dos Videojogos é um evento
organizado pela Universidade de Coimbra (www.uc.pt)e pela Sociedade Portuguesa
de Ciências dos Videojogos (http://www.spcvideojogos.org/).
As conferências da Sociedade Portuguesa de Ciências dos Videojogos realizam-se
anualmente e são um encontro para promover a cultura científica, a investigação
e a indústria de videojogos em Portugal. Esta Conferência de Ciências e Artes
dos Videojogos conta com a participação de investigadores e profissionais da
área dos videojogos para divulgação de trabalhos e troca de experiências entre
a comunidade académica e a indústria em articulação com o espaço Lusófono.

O tema desta Videojogos será “Arte em Jogo” e pretende evocar perspectivas e
reflexões diversas sobre a auto-expressão, a criatividade e os jogos, da parte
de autores ou criadores, mas também na perspectiva da experiência do jogador.

A Videojogos é um evento multidisciplinar que procura contribuições de diversas
áreas do conhecimento, promovendo o estudo e a reflexão crítica sobre práticas
e aplicações no mercado e na indústria. A conferência procura submissões
originais, de qualidade, encorajando a participação conjunta da indústria de
videojogos e da comunidade académica, explorando uma multiplicidade de formatos:

Papers – comunicações científicas ou técnicas sujeitas a peer-review
Revolving Workshops – espaços paralelos para actividades auto-organizadas
pelos proponentes, em formato de circulação aberta, limitadas a 3 horas
Demos – espaço de apresentação pública, discussão e experimentação de demos
Pica-Kucas – palestra/performance de 7 mins para afagar/estilhaçar neurónios