The Sims are not defined as much by the characters, but by their interaction with environmental objects. Thus, we question where is the identity of the Sims; perhaps most evident in its ability to create objects that flows to other Sims, establishing...
Research of the videogame Halo. This presentation covers several items: the narrative of videogames (different because of its multiplicity of experiences), reiteration (same actions never lead to same experiences), hyperreality, the experience of...
The presentation talks about the role of relationships between the avatar (as the player character and the game object itself) and the player, focusing on the field of playing-body videogames.
Experiences of cultural mediation in Intermediae and Medialab-Prado. These two institutions put in practice their organizations in a little workshop, by using sociograms (teached by Transductores) that explain the complex relationships between agents...