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  <blip:puredescription><![CDATA[Reconocemos que Gamestar(t) no puede ser un proyecto aislado sino que requiere de ser contrastado en las cr&#237;ticas de profesionales del &#225;mbito de la industria, la cultura y la pedagog&#237;a entre otros. En este caso hemos elegido a Pedro Jim&#233;nez del colectivo Zemos98 el cual en su edici&#243;n de 2009 nos adelant&#243; un concepto cada vez m&#225;s aceptado: Educaci&#243;n Expandida. Este festival se materializ&#243; en un interesant&#237;simo documental y m&#225;s recientemente en una publicaci&#243;n indispensable. En esta &#250;ltima participaron como autores: Rub&#233;n D&#237;az, Javier Echevarr&#237;a Ezponda, Juan Freire, Jon Igelmo Zald&#237;var, Mizuko Ito, Antonio Lafuente, Brian Lamb, Jes&#250;s Mart&#237;n Barbero, Alejandro Piscitelli, Dolors Reig Hern&#225;ndez y Michael Wesch. Pedro responde en esta entrevista a dos preguntas: 1- &#191;Por qu&#233; son importantes experimentos como Gamestar(t) fuera de la educaci&#243;n reglada? 2- &#191;Por qu&#233; es importante apoyar la campa&#241;a de Gamestar(t) en GOTEO?]]></blip:puredescription>
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Reconocemos que Gamestar(t) no puede ser un proyecto aislado sino que requiere de ser contrastado en las cr&#237;ticas de profesionales del &#225;mbito de la industria, la cultura y la pedagog&#237;a entre otros. En este caso hemos elegido a Pedro Jim&#233;nez del colectivo Zemos98 el cual en su edici&#243;n de 2009 nos adelant&#243; un concepto cada vez m&#225;s aceptado: Educaci&#243;n Expandida. Este festival se materializ&#243; en un interesant&#237;simo documental y m&#225;s recientemente en una publicaci&#243;n indispensable. En esta &#250;ltima participaron como autores: Rub&#233;n D&#237;az, Javier Echevarr&#237;a Ezponda, Juan Freire, Jon Igelmo Zald&#237;var, Mizuko Ito, Antonio Lafuente, Brian Lamb, Jes&#250;s Mart&#237;n Barbero, Alejandro Piscitelli, Dolors Reig Hern&#225;ndez y Michael Wesch. Pedro responde en esta entrevista a dos preguntas: 1- &#191;Por qu&#233; son importantes experimentos como Gamestar(t) fuera de la educaci&#243;n reglada? 2- &#191;Por qu&#233; es importante apoyar la campa&#241;a de Gamestar(t) en GOTEO?

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Presentaci&#243;n de &quot;Ocho Quilates. Una Historia de la Edad de Oro del Software Espa&#241;ol&quot; por su autor Jaume Esteve en FNAC Sevilla. 02/10/2012 Modera Jos&#233; M. Fern&#225;ndez Spidey (metodologic.com)

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www.scifriespanol.com Entrevista de Luis Quevedo (SciFri) a Flavio Escribano (ARSGAMES) sobre la historia y los desarrollos en el mundo de los videojuegos serios, espec&#237;ficamente enfocados en la salud

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Flavio Escribano: Por qu&#233; no necesitamos Serious Games Conferencia sobre Serious Games de Flavio Escribano en la Universidad de Zaragoza dentro del programa-marco SEGAN (Serious Games Network) Zaragoza, Spain. 10/09/2012

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El 26 de Mayo de 2011 tuvo lugar en el Auditorio de ESNE (Avda. Alfonso XIII n&#186; 97) la mesa redonda &#8220;Mujer y Videojuegos: de jugar a crear&#8221;. Esta mesa redonda reuni&#243; a destacadas mujeres de la industria que debatieron sobre el rol de la mujer en el mundo del videojuego, tanto desde el punto de vista de jugadoras como desde el de creadoras. El encuentro, enmarcado en el ciclo promovido por la MADRID GAME CONFERENCE cont&#243; con la participaci&#243;n de Euridice Caba&#241;es y Mar&#237;a Rubio M&#233;ndez de ARSGAMES; Mar&#237;a L&#243;pez y Cristina Infante de Sony Entertainment; Beatriz Legeren de Interacci&#243;n, para abordar la evoluci&#243;n de la participaci&#243;n de la mujer en la industria de los videojuegos, comprender el valor que puede aportar a una industria que desde su inicio ha sufrido una fuerte transformaci&#243;n de tener un p&#250;blico muy determinado y minorista a abarcar una pluralidad de g&#233;nero y edades importante.

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www.arsgames.net V&#237;deo de Gorka Bilbao. PlayLab 2. Laboratorio de Experimentaci&#243;n con Juegos y Videojuegos sobre la Crisis (Estafa) Econ&#243;mica Mundial. Tuvo lugar desde el 24 de Noviembre al 3 de Diciembre de 2011 en ARTELEKU-Tabakalera (Donosti). Organizado por Daniel Artamendi (ARTELEKU-Tabakalera) y Flavio Escribano (ARSGAMES) durante las jornadas JOLASEAN. Durante esas fechas el PlayLab2 propuso un espacio de reflexi&#243;n, di&#225;logo, comprensi&#243;n y creaci&#243;n de alternativas reales a las econ&#243;micas actuales a trav&#233;s de un proceso de creaci&#243;n/producci&#243;n de juegos y/o videojuegos. Se pretend&#237;a as&#237; configurar un laboratorio de trabajo multi-disciplinar en donde profesionales e investigadores participaron en la producci&#243;n de un juego/videojuego, reflexionando y llegando a conclusiones (e incluso soluciones) sobre la actual Crisis (Estafa) Econ&#243;mica / Financiera. http://www.arsgames.net/playlab2

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  <blip:puredescription><![CDATA[6th International Conference on the Philosophy of Computer Games, Madrid 2012 Passive and active fictions: the nature of imaginative engagement.- Gregory Currie Passive and active fictions: the nature of imaginative engagement Abstract Computer Games create fictional worlds in which the player changes the course of the fiction. Such participatory fictions raise philosophical problems of at least two kinds. The first concerns their relations to conventional fictions in linguistic and visual media such as literature and film. There is a debate about whether and to what extent these more conventional forms are already participatory: I have argued in the past that they are very largely not participatory media; on such a view we might call them exclusionary. This view has been attacked by a number of writers including Kendall Walton and George Wilson. I grant something to their arguments but argue that there is a still a very large gulf between these conventional and minimally participatory fictions, and fictions within the computer game genre. The second problem concerns authorship, and is at the heart of debates over the capacity of the computer game to produce fictions of artistic merit. I argue that granting the player a degree of authorial status in the game is consistent with a high (very high) degree of artistic quality in a fictional construction.]]></blip:puredescription>
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6th International Conference on the Philosophy of Computer Games, Madrid 2012 Passive and active fictions: the nature of imaginative engagement.- Gregory Currie Passive and active fictions: the nature of imaginative engagement Abstract Computer Games create fictional worlds in which the player changes the course of the fiction. Such participatory fictions raise philosophical problems of at least two kinds. The first concerns their relations to conventional fictions in linguistic and visual media such as literature and film. There is a debate about whether and to what extent these more conventional forms are already participatory: I have argued in the past that they are very largely not participatory media; on such a view we might call them exclusionary. This view has been attacked by a number of writers including Kendall Walton and George Wilson. I grant something to their arguments but argue that there is a still a very large gulf between these conventional and minimally participatory fictions, and fictions within the computer game genre. The second problem concerns authorship, and is at the heart of debates over the capacity of the computer game to produce fictions of artistic merit. I argue that granting the player a degree of authorial status in the game is consistent with a high (very high) degree of artistic quality in a fictional construction.

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Robert Farrow &amp; Ioanna Iacovides: &apos;In The Game&apos;? Embodied Subjectivity in Gaming Environments. 6th International Conference on the Philosophy of Computer Games, Madrid 2012.

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Don Ihde is Distinguished Professor of Philosophy, Stony Brook University, New York, USA. He is the Director of the Technoscience Research Group and has to date authored twenty-one books including recently Experimental Phenomenology: Multistabilities, Second Edition (2012); Heidegger&apos;s Technologies: Postphenomenological Perspectives (2010); Embodied Technics (2010); and Postphenomenology and Technoscience: The Peking University Lectures (2009). Don Ihde has been known as a prominent philosopher of science and technology and has lectured in universities throughout the world, in some fifty countries. He is known as the founder of the style of science-technology analysis today known as postphenomenological research. &quot;Game Bodies&quot;, abstract: Computer games involve human bodily skills and through the history of development different skills and degrees of engagement have changed. This lecture will examine some of the trajectories of embodiment, from eye-hand coordination to full body activity, both at the individual and social levels. It will also examine the existential impact of games with respect to one&apos;s self identity and social engagements emphasizing the phenomena of multistability and new forms of embodiment.

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<br />

Alejo Acevedo &#8211; Videojuegos con un objetivo: las estructuras econ&#243;micas y las estructuras del game design Los videojuegos son una gran herramienta de comunicaci&#243;n e influencia. Mediante el conocimiento de los conceptos que rigen la jugabilidad y la estructura de la experiencia de juego se pueden alcanzar objetivos que tengan una influencia en el jugador y en la sociedad. En el actual sistema capitalista -causante de la crisis mundial- un mensaje se repite: &#8220;Tenemos el poder para cambiar las cosas&#8221;. El poder tambi&#233;n est&#225; en manos de los dise&#241;adores de videojuegos que, conociendo los m&#233;todos de dise&#241;ar con un objetivo, pueden influir en el sistema y en el papel que jugamos todos en esta crisis global. Hablaremos de los conceptos de base en el dise&#241;o de videojuegos y de c&#243;mo usarlos en un corto espacio de tiempo para lograr reflexionar sobre un tema que ha invadido nuestra vida cotidiana y que se ha convertido en algo muy personal. Alejo Acevedo Civantos es Game Designer profesional. Licenciado en Bellas Artes por la Universidad de Sevilla ha tenido experiencia previa como director de Arte en cortos de ficci&#243;n y un transfondo como educador en el movimiento Scout, con una vasta experiencia en educar a trav&#233;s de juegos tradicionales. y ha participado en diversas ponencias y talleres sobre desarrollo de videojuegos en eventos a nivel nacional. Alejo tambi&#233;n es fundador de la Asociaci&#243;n DeSEA de Desarrolladores de Videojuegos en Andaluc&#237;a. Es co-propietario de The Game Kitchen, Nivel21 Entertainment y AccessAble Games donde actualmente trabaja como Game Designer.

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Sinopsis Podemos jugar a vivir (y no quemarnos las manos como con el juego de la vida), podemos usar la ciencia ficci&#243;n para fijar en nuestra mente conflictos y soluciones nada ficcionales e, incluso adelantarnos a los acontecimientos, &#191;vislumbrar un futuro premodelado?. Podemos so&#241;ar y construir sue&#241;os basados en las reglas del espacio real, del gamespace real (un juego en donde las posibilidades ya est&#225;n pre-escritas). El juego y el videojuego son plataformas persuasivas, el lenguaje de ambos permite serlo de muchas maneras distintas y, en todas ellas, la diversi&#243;n prima como est&#237;mulo al aprendizaje y a la creaci&#243;n de un esp&#237;ritu cr&#237;tico para la construcci&#243;n de&#8230; &#191;un mundo mejor? Bio Flavio Escribano es Presidente y Fundador de ARSGAMES (www.arsgames.net), colectivo dedicado al Game Art y los Games Studies. Adem&#225;s de ponente y profesor en diversos m&#225;sters, congresos, workshops y seminarios relacionados con el g&#233;nero, los videojuegos y el arte colabora con organizaciones como la Comisi&#243;n Europea, AMAZE y DIGAREC (Berl&#237;n), MediaLab-Prado, Intermediae-Matadero, Zemos98, Universidad Europea de Madrid, Universidad Complutense&#8230; y otras instituciones tanto Nacionales como Internacionales en labores de investigaci&#243;n y gesti&#243;n cultural. Actualmente tambi&#233;n colabora con el Ministerio de Educaci&#243;n en el proyecto sobre videojuegos del portal Leer.es

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El poder, siempre presente durante toda la historia de la humanidad, ha sufrido cambios de clase y estilo. Y como es natural, tambi&#233;n en los campos art&#237;sticos. &#191;Como ha utilizado el &#8220;poder&#8221;, la fuerza de la imagen?, &#191;como propaganda?, &#191;como herramienta de difamaci&#243;n? En los nuevos campos art&#237;sticos, como en los videojuegos, sigue persistiendo, como una &#8220;subconversaci&#243;n&#8221; de la imagen, comoforma de representar los elementos mas poderosos. Utilizando sus amplios recursos (psicolog&#237;a del color, encuadre, formas y un amplio abanico de secretos) la imagen gana un poder que jam&#225;s hab&#237;a tenido. La econom&#237;a -que hoy va inexorablemente unida al poder- tambi&#233;n ha utilizado estos recursos para su supervivencia en el concepto de Estado. Los videojuegos son, como cualquier expresi&#243;n, un reflejo de nuestro tiempo, de ese oculto consciente colectivo. Hablaremos sobre c&#243;mo se desenvuelve todo este entramado sociol&#243;gico en este gran mundo de la representaci&#243;n que es el videojuego. Javier Bl&#225;zquez es director art&#237;stico, creativo artista conceptual e ilustrador profesional en el mundo del videojuego, literatura y cine. Actualmente Licenciado en Bellas Artes por la complutense de Madrid. Trabaja como profesor de ilustraci&#243;n e ilustrador para varias empresas relacionadas con el mundo del entretenimiento.

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PlayLab 2. Coordinaci&#243;n y charlas durante el workshop 11.18.2011 &#183; Posted in INNOVACION, PlayLab Dentro del Laboratorio PlayLab2 que se celebrar&#225; desde los d&#237;as 24Nov al 3 de Diciembre contaremos con la participaci&#243;n de Orientadores/T&#233;cnicos en distintas &#225;reas que consideramos relevantes: Game Design, Grafismo y Programaci&#243;n. La idea es que durante las distintas fases e hitos del taller podamos contar con asesoramiento, con ayuda y experiencia de profesionales destacados en cada &#225;rea. Estos profesionales dar&#225;n tambi&#233;n una conferencia h&#237;brida entre su &#225;rea, el poder, la econom&#237;a y el juego. &gt;&gt;Horario de las conferencias y streamings Javier Bl&#225;zquez - El Poder y su Representaci&#243;n aplicados a la Imagen y al Juego. El poder, siempre presente durante toda la historia de la humanidad, ha sufrido cambios de clase y estilo. Y como es natural, tambi&#233;n en los campos art&#237;sticos. &#191;Como ha utilizado el &#8220;poder&#8221;, la fuerza de la imagen?, &#191;como propaganda?, &#191;como herramienta de difamaci&#243;n? En los nuevos campos art&#237;sticos, como en los videojuegos, sigue persistiendo, como una &#8220;subconversaci&#243;n&#8221; de la imagen, comoforma de representar los elementos mas poderosos. Utilizando sus amplios recursos (psicolog&#237;a del color, encuadre, formas y un amplio abanico de secretos) la imagen gana un poder que jam&#225;s hab&#237;a tenido. La econom&#237;a -que hoy va inexorablemente unida al poder- tambi&#233;n ha utilizado estos recursos para su supervivencia en el concepto de Estado. Los videojuegos son, como cualquier expresi&#243;n, un reflejo de nuestro tiempo, de ese oculto consciente colectivo. Hablaremos sobre c&#243;mo se desenvuelve todo este entramado sociol&#243;gico en este gran mundo de la representaci&#243;n que es el videojuego. Javier Bl&#225;zquez es director art&#237;stico, creativo artista conceptual e ilustrador profesional en el mundo del videojuego, literatura y cine. Actualmente Licenciado en Bellas Artes por la complutense de Madrid. Trabaja como profesor de ilustraci&#243;n e ilustrador para varias empresas relacionadas con el mundo del entretenimiento. - Alejo Acevedo &#8211; Videojuegos con un objetivo: las estructuras econ&#243;micas y las estructuras del game design Los videojuegos son una gran herramienta de comunicaci&#243;n e influencia. Mediante el conocimiento de los conceptos que rigen la jugabilidad y la estructura de la experiencia de juego se pueden alcanzar objetivos que tengan una influencia en el jugador y en la sociedad. En el actual sistema capitalista -causante de la crisis mundial- un mensaje se repite: &#8220;Tenemos el poder para cambiar las cosas&#8221;. El poder tambi&#233;n est&#225; en manos de los dise&#241;adores de videojuegos que, conociendo los m&#233;todos de dise&#241;ar con un objetivo, pueden influir en el sistema y en el papel que jugamos todos en esta crisis global. Hablaremos de los conceptos de base en el dise&#241;o de videojuegos y de c&#243;mo usarlos en un corto espacio de tiempo para lograr reflexionar sobre un tema que ha invadido nuestra vida cotidiana y que se ha convertido en algo muy personal. Alejo Acevedo Civantos es Game Designer profesional. Licenciado en Bellas Artes por la Universidad de Sevilla ha tenido experiencia previa como director de Arte en cortos de ficci&#243;n y un transfondo como educador en el movimiento Scout, con una vasta experiencia en educar a trav&#233;s de juegos tradicionales. y ha participado en diversas ponencias y talleres sobre desarrollo de videojuegos en eventos a nivel nacional. Alejo tambi&#233;n es fundador de la Asociaci&#243;n DeSEA de Desarrolladores de Videojuegos en Andaluc&#237;a. Es co-propietario de The Game Kitchen, Nivel21 Entertainment y AccessAble Games donde actualmente trabaja como Game Designer. - Eduardo Mill&#225;n - Desarrollo Extremo de Videojuegos En esta conferencia se mostrar&#225;n trucos y consejos para abordar el desarrollo de un videojuego en un corto per&#237;odo de tiempo. Herramientas m&#225;s productivas, metodolog&#237;as a seguir para asegurar la consecuci&#243;n de objetivos, c&#243;mo enfocar roles y tareas&#8230; y, en definitva, qu&#233; hacer / o no hacer para terminar un juego en un tiempo muy limitado. Eduardo Mill&#225;n es socio fundador de varias compa&#241;&#237;as, entre las que se encuentra el estudio independiente Undead Code. De formaci&#243;n t&#233;cnica, con experiencia profesional en el &#225;mbito del desarrollo web, la consultor&#237;a tecnol&#243;gica y la producci&#243;n de videojuegos, ha participado en la creaci&#243;n de varios t&#237;tulos para diferentes plataformas, ganando algunos premios y menciones.

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La crisis estall&#243; hace unos a&#241;os. Ahora comenzamos a saber cu&#225;les han sido los puntos oscuros, pero no somos capaces de dar respuesta a nivel pol&#237;tico y social. Ha sido la peor crisis financiera y econ&#243;mica desde el Crack del 29. Es una crisis sist&#233;mica porque tiene muchos puntos de explosi&#243;n que, a su vez, han provocado reacciones en cadena que nadie sospechaba. Ante las m&#250;ltiples dimensiones que se nos aparecen urge volver a las ra&#237;ces de la econom&#237;a: el an&#225;lisis de la naturaleza de los agentes y las relaciones entre los mismos. Xabier de la Maza y Aramburu (Donostia, 1983) es economista y emprendedor en el &#225;rea del desarrollo rural, la gastronom&#237;a y la m&#250;sica. En 2008 fund&#243; DeliFunArt (www.delifunart.com), una consultora especializada en estrategias de m&#225;rketing en el sector agroalimentario. En 2009 cre&#243; la asociaci&#243;n sin &#225;nimo de lucro The Glutton Club (www.thegluttonclub.com), para la promoci&#243;n de la gastronom&#237;a; y en 2010 se lanz&#243; a crear la Asociaci&#243;n Filarm&#243;nica Vasca (www.filarmonika.org), para el fomento de nuevos proyectos musicales. Licenciado en ADE (Universidad de Deusto) y Diploma de Estudios Avanzados en Econom&#237;a y Empresa (Universidad de Deusto), ha trabajado durante 5 a&#241;os en el Instituto Vasco de Competitividad-Orkestra en el &#193;rea de Territorio, Innovaci&#243;n y Cl&#250;steres tratando temas de redes de peque&#241;as empresas, evaluaci&#243;n de pol&#237;ticas cl&#250;ster y gobernanza, y ha sido Visiting PhD Student en la Aalborg Universitet. Ha dado numerosas charlas en universidades de Espa&#241;a y habitualmente colabora en medios de comunicaci&#243;n como la Cadena SER, Onda Cero, Euskadi Irratia, Noticias de Gipuzkoa, ETB y Gastroeconomy.com

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http://www.funandseriousgamefestival.com Conferencia de Flavio Escribano sobre la 2&#170; Brecha Digital con motivo del Programa de &quot;Fun &amp; Serious Games Festival&quot; celebrado en Bilbao los d&#237;as 8 y 9 de Noviembre de 2011

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El pasado d&#237;a 7 de Abril a las 18:00 procedimos a la inauguraci&#243;n del ciclo &quot;Videojuegos en Espa&#241;ol&quot; en el Instituto Cervantes de Tetu&#225;n , concretamente en el Sal&#243;n de Actos del Instituto de FP Juan de la Cierva . Las conferencias estuvieron a cargo de Juli&#225;n Mart&#237;n de OneClick y Daniel S&#225;nchez de Digital Jokers y tuvieron una asistencia media de 50 personas que mostraron su inter&#233;s en el mundo del videojuego a trav&#233;s de muchas preguntas tanto durante la presentaci&#243;n como despu&#233;s. www.videojuegosenelcervantes.es

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Este domingo entervistamos a Flavio Escribano, coordinador del proyecto Club Game Start de videojuegos. A traves del Club de Juegos (llamado Gamestart) se intenta estimular el asociacionismo y el esp&#237;ritu colaborativo entre l@s ni&#241;@s del club que deber&#225;n mantener reuniones peri&#243;dicas. Durante estas reuniones se formar&#225; una asamblea en donde se crear&#225;n y discutir&#225;n las reglas que regulen la Gameteca, es decir: el sistema de adquisici&#243;n de recursos, su regulaci&#243;n, posibilidades de pr&#233;stamo de los mismos y el uso del espacio. Se identificar&#225; a los miembros del futuro club y se establecer&#225; un sistema de comunicaci&#243;n. Adem&#225;s, se proceder&#225; al reparto de los cargos y se establecer&#225;n lo estatutos internos de gesti&#243;n y elecci&#243;n de cargos www.arsgames.net

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