- Digital Media, Digital Culture, Videogames, MMORPG, Online Socialization, Play and Culture, and 12 moreDigital Research Methodology, Game Ontology, Performativity, Communication sciences, Digital Games, Game studies, New Media Art, Game Design, Transmedial Storytelling, Interactive and Digital Media, New Media - Games and Animation, and Digital Artsedit
- Patrícia Gouveia is Associate Professor at the Fine Arts Faculty at Lisbon University [FBAUL, Faculdade de Belas-Arte... morePatrícia Gouveia is Associate Professor at the Fine Arts Faculty at Lisbon University [FBAUL, Faculdade de Belas-Artes da Universidade de Lisboa]. Integrated Researcher at ITI/Larsys/IST. She co-curated Playmode Exhibition for MAAT (Museu de Arte, Arquitetura e Tecnologia, 2016-19). Works in Multimedia Arts and Design since the nineties. Her research focus on playable media, interactive fiction, and arts as a place of convergence between cinema, music, games, arts, and design. Previously she was Associate Professor at the Interactive Media (Games and Animation) degree at Noroff University College (2014-16) in Kristiansand, Norway, Invited Assistant Professor at FCSH/UNL (2007-14) and Assistant Professor at ULHT (2008-13) both in Lisbon. From 2006 to 2014 Patrícia edited the blog Mouseland. In 2010 she published the book Digital Arts and Games, Aesthetic and Design of Ludic Experience [Artes e Jogos Digitais, Estética e Design da Experiência Lúdica] (ed. Universitárias Lusófonas), a synthesis of her doctoral thesis and some articles she previously published.edit
As artes e as ciências nem sempre estiveram de costas voltadas. É a revolução industrial e a mentalidade moderna que as coloca em conflito, através da compartimentação de saberes, da autonomia do conhecimento e da “doença” da... more
As artes e as ciências nem sempre estiveram de costas voltadas. É a revolução industrial e a mentalidade moderna que as coloca em conflito, através da compartimentação de saberes, da autonomia do conhecimento e da “doença” da especialização. A mentalidade moderna elegeu a ciência como estratégia de legitimação, renegando as artes para o território da especulação, próximas da religião e/ou da alquimia. As grandes narrativas modernas faliram ainda durante o século XX e, já no final do mesmo século, a antítese pós-moderna, como a outra face da mesma moeda, serviu de contrapoder contra as narrativas burguesas do modernismo onde tudo parecia arrumado e seguro. O rock and roll, os movimentos punk, e outros, fizeram o resto. Os pós-modernismos de final de século XX, descredibilizaram as ciências, mostraram total desprezo pelo conhecimento consistente e verificável, pelas ciências da vida, elegendo o relativismo e o tribalismo como “novas” formas de saber e de estar. Ora, neste movimento contrário ao saber moderno onde não há uma interpretação, mas apenas várias possibilidades de decifrar fenómenos, dados e factos da realidade, a subjectividade daquele que observa passa a ser considerada na equação. Assim, catapulta-se, através de relativismos vários, a realidade para o território da magia e do caos relegando a verdade científica a uma mera ilusão de conhecimento.
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Taking advantage of augmented reality technologies this paper proposes a solution to enhance human-machine interaction with museums. People are rarely able to manipulate objects in classical object-oriented exhibitions or when it is... more
Taking advantage of augmented reality technologies this paper proposes a solution to enhance human-machine interaction with museums. People are rarely able to manipulate objects in classical object-oriented exhibitions or when it is possible, they do it with constraints. Museums can use augmented reality technologies more often in a playful way to enhance interaction and deliver new content among their public. This project was created for Faraday's Museum (FM) at Instituto Superior Técnico in Lisbon. In order to increase the amount of interaction inside and outside Faraday´s Museum exhibitions, we created and developed a gaming application that uses augmented reality technologies named Extended Play at FM. Using this application, the user/player can learn content about real objects allowing her/him to interact with digital replicas of the original pieces. Our goal is to provide interactive experiences in Museums questioning the relationship between users/players and objects to understand if people connect more deeply with the available content and learn through the process of interacting with digital augmented content.
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— This paper uses a communication sciences methodological approach (arts-based research 1) in the way it combines speculative thinking, game design and game theory to the interpretation and future use of new gaming devices and software... more
— This paper uses a communication sciences methodological approach (arts-based research 1) in the way it combines speculative thinking, game design and game theory to the interpretation and future use of new gaming devices and software for Virtual Reality game and play experiences. Starting with the following research questions: Is it possible to combine game engines and virtual reality HMD's to enhance presence? Can these peripheral devices sometimes ruin the gaming experience? The aim of this article is to generate and disseminate knowledge in the game design field, in general, and in the use of new devices applied to game and play environments, in particular. INDEX TERMS — Virtual reality, oculus rift, gaming experiences and play installations.
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In 2000 I worked for three months in a speech recognition American company established in Lisbon. At that time we were testing an autonomous software for intelligent ticket selling, among other possibilities. The company went bankrupt... more
In 2000 I worked for three months in a speech recognition American company established in Lisbon. At that time we were testing an autonomous software for intelligent ticket selling, among other possibilities. The company went bankrupt after more or less six months. We were settled in a very fancy office with a terrace and a nice view. It was my first experience with start ups bubbles and their short, sometimes very short, term cycle. Life went smoothly after a few more ups and downs with web and gaming related new businesses. The market was stimulating and I decided to work as a freelancer in arts and design multimedia projects, from net to CD-Rom art and design. Interactive scripts and non linear narratives were just about to become a brand new field and I wanted to explore every single path of it. I wanted to write parallel paths with playful stories; and I wanted to create images with pixels and digital brushes instead of oil and canvas as I did fine arts as a student. I wanted to merge arts and design and to understand machine language. I learned some programming basics and worked with programmers. Among other things I challenged myself to team work with people who had different backgrounds and came from different areas. From architecture to cinema through history and philosophy, everything was open to reinterpretation and the digital reinvented my own sense of self. Step by step I scanned myself and I became part of the web.
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O livro Pensar Videojogos: Design, Arte e Comunicação estimula o leitor a considerar os jogos como obras abertas a múltiplas interpretações e experiências, numa viagem pela complexidade dos tabuleiros lúdicos, desfaz-se o novelo do fio de... more
O livro Pensar Videojogos: Design, Arte e Comunicação estimula o leitor a considerar os jogos como obras abertas
a múltiplas interpretações e experiências, numa viagem pela complexidade dos tabuleiros lúdicos, desfaz-se o novelo do fio de Ariadne com subtileza e simplicidade. Sabemos, logo de início, que temos que voltar ao ponto de partida por isso a trilogia design, arte e comunicação poderia estar lá ao
contrário, comunicação, arte e design. E assim outra vez até se resolver todo o puzzle das potencialidades interactivas num constante apelo à participação active do jogador, através de leituras acções, (re)criações e interpretações do seu conteúdo
(citação do autor a partir da introdução do livro).
a múltiplas interpretações e experiências, numa viagem pela complexidade dos tabuleiros lúdicos, desfaz-se o novelo do fio de Ariadne com subtileza e simplicidade. Sabemos, logo de início, que temos que voltar ao ponto de partida por isso a trilogia design, arte e comunicação poderia estar lá ao
contrário, comunicação, arte e design. E assim outra vez até se resolver todo o puzzle das potencialidades interactivas num constante apelo à participação active do jogador, através de leituras acções, (re)criações e interpretações do seu conteúdo
(citação do autor a partir da introdução do livro).
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In this article we state that serious gaming can be used to help solve real world problems in education and health care. Serious gaming, which aims to merge digital and real world social environments, can be also instrumental to enhance... more
In this article we state that serious gaming can be used to help solve real world problems in education and health care. Serious gaming, which aims to merge digital and real world social environments, can be also instrumental to enhance connectivity among communities. The main statements and ideas developed in this paper are inspired in concrete projects and actions in the field of serious games, game based learning, transmedia experience and alternate reality games. The purpose of this research is to review some literature and projects in serious gaming as future inspirations for the creation and production of a serious game design applied to education and/or health. The approach adapted in this paper is connected with methodologies used in communication sciences/design where it is presented a state of the art of the field before starting creating and developing a game prototype. The main motivation of this paper is to present a consistent body of projects to inspire future research in this area.
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GOUVEIA, P., (2014). "Uma narrativa possível sobre os jogos criados em Portugal nos últimos anos. Reflexão a partir do livro “Videojogos em Portugal, História, Tecnologia e Arte” de Nelson Zagalo (2013)". Aniki : Revista Portuguesa da... more
GOUVEIA, P., (2014). "Uma narrativa possível sobre os jogos criados em Portugal nos últimos anos. Reflexão a partir do livro “Videojogos em Portugal, História, Tecnologia e Arte” de Nelson Zagalo (2013)". Aniki : Revista Portuguesa da Imagem em Movimento, América do Norte, 1, mai. 2014. Disponível em: <http://aim.org.pt/ojs/index.php/revista/article/view/69/71>. Acesso em: 17 Out. 2014.
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Neste artigo mapeia-se o território dos jogos digitais e das experiências lúdicas no sentido de se compreenderem algumas tendências artísticas da indústria de jogos digitais independente e sua relação com a indústria mainstream. No texto... more
Neste artigo mapeia-se o território dos jogos digitais e das experiências lúdicas no sentido de se compreenderem algumas tendências artísticas da indústria de jogos digitais independente e sua relação com a indústria mainstream. No texto exploram-se alguns projectos transmedia, com ramificações na cultura analógica, para a partir deles
sugerir uma estética da participação que enaltece estratégias old school com raízes em movimentos artísticos visuais e performativos do século XX.
sugerir uma estética da participação que enaltece estratégias old school com raízes em movimentos artísticos visuais e performativos do século XX.
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Drawing a distinction between perception, emotion, cognition and motor action in digital ecologies and in artificial creatures that abound in games and movies of the digital era prompts this articles reflection on possibilities for the... more
Drawing a distinction between perception, emotion, cognition and motor action in digital ecologies and in artificial creatures that abound in games and movies of the digital era prompts this articles reflection on possibilities for the representation of action and emotion. Figurative, i.e., realistic, as well as more abstract representation strategies are considered in the context of clarifying an evident paradox in digital culture, namely the constant obsession with realistic representation in an age in which simulation enables exchange of the real reference as
opposed to what happened, for example, in the case of photography and film for another reference forged through digital technologies. An analysis of artificial life techniques is proposed in the context of better understanding how emotions are generated in artificial creatures.
opposed to what happened, for example, in the case of photography and film for another reference forged through digital technologies. An analysis of artificial life techniques is proposed in the context of better understanding how emotions are generated in artificial creatures.
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This article explores digital games and play as transmedia experiences that mix technological and visual recombination trends. With a focus on Alternate Reality Games (ARGs) and the convergence available in these projects between offline... more
This article explores digital games and play as transmedia experiences that mix technological and visual recombination trends. With a focus on Alternate Reality Games (ARGs) and the convergence available in these projects between offline and online interactions, performances and happenings, it is argued that these playable spaces are an appropriate place to understand the dynamics of digital aesthetics since they involve their players in a complex and emerging experience. This text inquires old distinctions and dualities, especially the distinction between art and entertainment, higher art and popular art, art and design, among others.
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In this article it is argued that the players experience in playable spaces and game environments is related to his/her autonomy into the emergent platform in terms of narrative and fiction. Players are able to experience multiple... more
In this article it is argued that the players experience in playable spaces and game environments is related to his/her autonomy into the emergent platform in terms of narrative and fiction.
Players are able to experience multiple situations and to collaborate for the progress of the platform itself. This article presents some transmedia experiences such as Uncle Roy All Around You (Blast Theory, 2003), Why So Serious? (Warner Bros.,
2007), Heartlands (’Ere Be Dragons, Active Ingredients, 2007) and Playing with Poetry (Gouveia et. al, 2010).
Players are able to experience multiple situations and to collaborate for the progress of the platform itself. This article presents some transmedia experiences such as Uncle Roy All Around You (Blast Theory, 2003), Why So Serious? (Warner Bros.,
2007), Heartlands (’Ere Be Dragons, Active Ingredients, 2007) and Playing with Poetry (Gouveia et. al, 2010).
Research Interests:
Research Interests:
Neste artigo exploram-se possibilidades de escrita cooperativa em ambientes lúdicos, persistentes e cross media, gerados a partir da rede. Analisa-se a forma como o design de sistemas dinâmicos e a interacção humano-máquina pode ter em... more
Neste artigo exploram-se possibilidades de escrita cooperativa em ambientes lúdicos, persistentes e cross media, gerados a partir da rede. Analisa-se a forma como o design de sistemas dinâmicos e a interacção humano-máquina pode ter em consideração e equilibrar mecanismos que fomentam tanto o altruísmo como a competição entre oponentes. Estratégias mistas que associam tendências próprias dos jogos-de-soma-nula, ou competição, versus jogos cooperativos do tipo dilema do prisioneiro. Considera-se importante estimular a participação activa na discussão e concepção de narrativas dependentes de diferentes processos de distribuição (internet,
telemóveis, imprensa, etc.) e apresentam-se projectos que ajudam a contextualizar as tribos digitais contemporâneas.
telemóveis, imprensa, etc.) e apresentam-se projectos que ajudam a contextualizar as tribos digitais contemporâneas.
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No artigo Game design, seis sábios cegos e um elefante argumenta-se que os jogos digitais são objectos complexos que pressupõem uma troca de ideias constante com áreas muito diversificadas da cultura digital contemporânea. Opta-se por... more
No artigo Game design, seis sábios cegos e um elefante argumenta-se que os jogos digitais são objectos complexos que pressupõem uma troca de ideias constante com áreas muito diversificadas da cultura digital contemporânea. Opta-se por uma interpretação aberta a partir de uma imagem geral do campo em estudo e admite-se que é a partir desta imagem
geral que cada especialidade é criada. Considera-se que os jogos digitais são os filhos pródigos da simulação numérica e aqueles que melhor exprimem um conjunto de experiências narrativas inerentes a toda a cultura digital. As ficções interactivas lúdicas trabalham para esclarecer o envolvimento que temos com outros media como a televisão, o cinema e a música. Estes artefactos exploram relações e sentidos de interacção, desenvolvem novos contextos de comunicação e geram, por via da simulação, um potencial transformativo que se centra numa combinação significante de diferentes factores: culturais, industriais, tecnológicos e sociais. A experiência da acção inerente à jogabilidade (gameplay) apela ao desenvolvimento de ficções processuais diversificadas em espaços e modos temporais múltiplos e polissémicos.
geral que cada especialidade é criada. Considera-se que os jogos digitais são os filhos pródigos da simulação numérica e aqueles que melhor exprimem um conjunto de experiências narrativas inerentes a toda a cultura digital. As ficções interactivas lúdicas trabalham para esclarecer o envolvimento que temos com outros media como a televisão, o cinema e a música. Estes artefactos exploram relações e sentidos de interacção, desenvolvem novos contextos de comunicação e geram, por via da simulação, um potencial transformativo que se centra numa combinação significante de diferentes factores: culturais, industriais, tecnológicos e sociais. A experiência da acção inerente à jogabilidade (gameplay) apela ao desenvolvimento de ficções processuais diversificadas em espaços e modos temporais múltiplos e polissémicos.
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"This article explores the narrative paradox and how we can design interactive fictions where actions and narrations can contribute for a more meaningful experience within an interactive setting. In this paper we argue that pervasive and... more
"This article explores the narrative paradox and how we can design interactive fictions where actions and narrations can contribute for a more meaningful experience within an interactive setting. In this paper we argue that pervasive and alternate reality games (ARGs) and blogs, where participants can cooperate and compete in the real application of tactics and strategies as they play the game online and offline, can contribute to create a more engaging environment where players are able to build their own stories.
Player made content and hyperfiction are useful tools to better
understand alternate reality games and blogs. The analysis of
playable fiction can contribute to recombine action and narration
in digital ecologies and we may consider that implosive stories, in
which everything happens simultaneously, present in digital
spaces allow us to better understand the problem of interactive
environments that use mixed technologies. We consider that
ARGs are inclusive spaces where gamers can learn how to deal
with different media, different communities and different genders.
In this mix media spaces gamers can play with action and
narrative in order to design their own fictions and stories in real
time. In this article we consider some ARGs, Im Trying to
Believe, I Love Bees, Uncle Roy All Around You, among others, in
order to argue that this persistent games can be useful to better
understand the narrative paradox."
Player made content and hyperfiction are useful tools to better
understand alternate reality games and blogs. The analysis of
playable fiction can contribute to recombine action and narration
in digital ecologies and we may consider that implosive stories, in
which everything happens simultaneously, present in digital
spaces allow us to better understand the problem of interactive
environments that use mixed technologies. We consider that
ARGs are inclusive spaces where gamers can learn how to deal
with different media, different communities and different genders.
In this mix media spaces gamers can play with action and
narrative in order to design their own fictions and stories in real
time. In this article we consider some ARGs, Im Trying to
Believe, I Love Bees, Uncle Roy All Around You, among others, in
order to argue that this persistent games can be useful to better
understand the narrative paradox."
Research Interests:
This article explores the possibilities of written cooperation in playable, persistent and cross media environments generated from the web. It analyses the form in which dynamic systems are designed and human-machine interaction may be... more
This article explores the possibilities of written cooperation in playable, persistent and cross media environments generated from the web. It analyses the form in which dynamic systems are designed and human-machine interaction may be taken into
consideration, balancing mechanisms that encourage both altruism and competition among opponents in digital spaces. Mixed strategies that associate individual trends of
zero-sum games, or competition, versus cooperative prisoners dilemma type games. It is deemed important to stimulate active participation in the discussion and conception of narratives dependent upon different distribution processes (web, mobile phones, print, etc.) and to present projects that help to contextualize contemporary digital tribes.
consideration, balancing mechanisms that encourage both altruism and competition among opponents in digital spaces. Mixed strategies that associate individual trends of
zero-sum games, or competition, versus cooperative prisoners dilemma type games. It is deemed important to stimulate active participation in the discussion and conception of narratives dependent upon different distribution processes (web, mobile phones, print, etc.) and to present projects that help to contextualize contemporary digital tribes.
Research Interests:
"Este artigo propõe uma reflexão sobre questões de identidade e género chamando a atenção para algumas estratégias que o design das interacções entre humanos e máquinas pode ter em consideração na construção de plataformas on-line... more
"Este artigo propõe uma reflexão sobre questões de
identidade e género chamando a atenção para algumas
estratégias que o design das interacções entre humanos
e máquinas pode ter em consideração na construção de
plataformas on-line para múltiplos participantes.
Sugere-se a utilização de métodos inclusivos que
misturem várias tipologias de jogo (acção, role
playing, estratégia, etc.) e que envolvam diferentes
comunidades de jogadores: media geeks ou otakus,
newbies e hardcore gamers, groupies, techno gurus,
hackers, androgynous, emo (emotional hardcore),
adeptos new wave, ecologistas, místicos, meditativos,
activistas, militantes de novas formas de sociabilidade,
fãs de manga, professores, estudantes, entre outros
possíveis."
identidade e género chamando a atenção para algumas
estratégias que o design das interacções entre humanos
e máquinas pode ter em consideração na construção de
plataformas on-line para múltiplos participantes.
Sugere-se a utilização de métodos inclusivos que
misturem várias tipologias de jogo (acção, role
playing, estratégia, etc.) e que envolvam diferentes
comunidades de jogadores: media geeks ou otakus,
newbies e hardcore gamers, groupies, techno gurus,
hackers, androgynous, emo (emotional hardcore),
adeptos new wave, ecologistas, místicos, meditativos,
activistas, militantes de novas formas de sociabilidade,
fãs de manga, professores, estudantes, entre outros
possíveis."
Research Interests:
In this article we argue that digital simulations promote and explore complex relations between the player and the machines cybernetic system with which it relates through gameplay, that is, the real application of tactics and... more
In this article we argue that digital simulations promote and
explore complex relations between the player and the machines
cybernetic system with which it relates through gameplay, that is,
the real application of tactics and strategies used by participants as
they play the game. We plan to show that the realism of
simulation, together with the merger of artificial objects with the
real world, can generate interactive empathy between players and
their avatars. In this text, we intend to explore augmented reality
as a means to visualise interactive communication projects. With
ARToolkit, Virtools and 3ds Max applications, we aim to show
how to create a portable interactive platform that resorts to the
environment and markers for constructing the games scenario.
Many of the conventional functions of the human eye are being
replaced by techniques where images do not position themselves
in the traditional manner that we observe them (Crary, 1998), or
in the way we perceive the real world. The digitalization of the
real world to a new informational layer over objects, people or
environments, needs to be processed and mediated by tools that
amplify the natural human senses.
explore complex relations between the player and the machines
cybernetic system with which it relates through gameplay, that is,
the real application of tactics and strategies used by participants as
they play the game. We plan to show that the realism of
simulation, together with the merger of artificial objects with the
real world, can generate interactive empathy between players and
their avatars. In this text, we intend to explore augmented reality
as a means to visualise interactive communication projects. With
ARToolkit, Virtools and 3ds Max applications, we aim to show
how to create a portable interactive platform that resorts to the
environment and markers for constructing the games scenario.
Many of the conventional functions of the human eye are being
replaced by techniques where images do not position themselves
in the traditional manner that we observe them (Crary, 1998), or
in the way we perceive the real world. The digitalization of the
real world to a new informational layer over objects, people or
environments, needs to be processed and mediated by tools that
amplify the natural human senses.
Research Interests:
Research Interests:
Research Interests:
This chapter explores the legacy of both modernism and postmodernism in contemporary arts and how it helped shape our current environments and practices in transmedia contemporary arts. It also explores popular modernism aesthetics based... more
This chapter explores the legacy of both modernism and postmodernism in contemporary arts and how it helped shape our current environments and practices in transmedia contemporary arts. It also explores popular modernism aesthetics based simultaneously in cathartic narrative and flow participatory interaction to explore new media discourse about the role of digital arts and artists. The aim is to promote an understanding of the current arts practices that no longer promotes the artificial divide between new media or media arts and contemporary arts. Changes in the intercultural museum and in higher education can no longer sustain this segregation, which is a product of old and new media specificity and narrow notions of specialization.
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Gouveia, P. (2019), “Play and Games for a Resistance Culture”. In Playmode exhibition publication, MAAT / Fundação EDP, Lisboa, 2019, pp. 8-27. Available:... more
Gouveia, P. (2019), “Play and Games for a Resistance Culture”. In Playmode exhibition publication, MAAT / Fundação EDP, Lisboa, 2019, pp. 8-27.
Available: https://www.wook.pt/livro/playmode-patricia-gouveia/23413352?fbclid=IwAR1endOUL5egRVExTTSnIZbvl2IDQ9G-kPc4Txcb6F5Dxx2LXzuqqjoUeB4
ISBN: 9789728909871
Available: https://www.wook.pt/livro/playmode-patricia-gouveia/23413352?fbclid=IwAR1endOUL5egRVExTTSnIZbvl2IDQ9G-kPc4Txcb6F5Dxx2LXzuqqjoUeB4
ISBN: 9789728909871
Research Interests:
Gouveia, P. (2019), “Play and Games for a Resistance Culture”. In Playmode exhibition publication, MAAT / Fundação EDP, Lisboa, 2019, pp. 8-27. Available:... more
Gouveia, P. (2019), “Play and Games for a Resistance Culture”. In Playmode exhibition publication, MAAT / Fundação EDP, Lisboa, 2019, pp. 8-27.
Available: https://www.wook.pt/livro/playmode-patricia-gouveia/23413352?fbclid=IwAR1endOUL5egRVExTTSnIZbvl2IDQ9G-kPc4Txcb6F5Dxx2LXzuqqjoUeB4
ISBN: 9789728909871
Available: https://www.wook.pt/livro/playmode-patricia-gouveia/23413352?fbclid=IwAR1endOUL5egRVExTTSnIZbvl2IDQ9G-kPc4Txcb6F5Dxx2LXzuqqjoUeB4
ISBN: 9789728909871
Research Interests:
Research Interests:
This chapter uses an arts and design based research methodology to explore emergent possibilities in contemporary transmedia arts and design practices. Focusing in narrative and fiction creation for the development of participatory and... more
This chapter uses an arts and design based research methodology to
explore emergent possibilities in contemporary transmedia arts and design practices. Focusing in narrative and fiction creation for the development of participatory and performative events with emphasis in audience or community engagement. Conveying inspiration from modernist and postmodernist movements it reveals the role of
participation design in connected and smart experiences for urban cooperative gaming and play. Mobile gaming and play technologies taking advantage of sensors and data tracking devices immerse us in a persistent and pervasive game of life (Conway, 1970) which blur the boundaries between the real and the fictional world.
explore emergent possibilities in contemporary transmedia arts and design practices. Focusing in narrative and fiction creation for the development of participatory and performative events with emphasis in audience or community engagement. Conveying inspiration from modernist and postmodernist movements it reveals the role of
participation design in connected and smart experiences for urban cooperative gaming and play. Mobile gaming and play technologies taking advantage of sensors and data tracking devices immerse us in a persistent and pervasive game of life (Conway, 1970) which blur the boundaries between the real and the fictional world.
