Illustração de Jimmy Turrell
Podem ler o texto completo, Videojogos contribuem para a diminuição da violência, no IGN.
“I like video games. I’ve been playing them since I was a snot-nosed kid. I’ve watched them grow up along with me. But even after beating dozens of games on the hardest difficulty mode, I’ve never been moved to cheer until the walls shake. I’ve never laughed, cried, or jumped up to strike a victory pose. My excitement drifts like ice on a quiet pond, whirling around somewhere deep inside me.Assim “All You Need Is Kill” é provavelmente o livro que mais longe levou a convergência de discursos, entre a literatura e os videojogos, já por sua vez “Edge of Tomorrow” eleva essa convergência ao desenho da linguagem, com o cinema a colar-se intimamente aos videojogos, a demonstrar que também pode contar histórias com base na linguagem criada pelos videojogos. Acredito que EoT realiza mesmo melhor, de forma mais completa, a visão de Sakurazaka. EoT foi criado por Doug Liman como uma experiência sensorial, não se limita a contar a história, cria toda experiência capaz de nos levar a sentir algo muito próximo daquilo que sentimos quando jogamos. Aliás, a ideia de que a visão fica mais próxima, acaba por se confirmar nas palavras do próprio Sakurazaka em entrevista, a propósito de uma possível adaptação de um outro livro,
Maybe that’s just the reaction I have watching myself from the outside. I look down from above and say, “After all the time I put into the game, of course I was going to beat it.” I see myself with a shit-eating grin plastered on my face—a veteran smile only someone who’d been there themselves could appreciate.
The ending never changes. The village elder can’t come up with anything better than the same, worn-out line he always uses. “Well done, XXXX. I never doubted that the blood of a hero flowed in your veins.” Well the joke is on you, gramps. There’s not a drop of hero’s blood in my whole body, so spare me the praise. I’m just an ordinary guy, and proud of it. I’m here because I put in the time. I have the blisters on my fingers to prove it. It had nothing to do with coincidence, luck, or the activation of my Wonder Twin powers. I reset the game hundreds of times until my special attack finally went off perfectly. Victory was inevitable. So please, hold off on all the hero talk.” Hiroshi Sakurazaka, excerto do livro “All You Need Is Kill" (2004)
“in my novel Slum Online EX (Hayakawa Bunko), I wrote a story about a game. My intention with that novel was to challenge myself to depict things in a way that could only be done through the written word. I would be happy if it were put on screen, but something that is important is that there are things that only novels can depict as novels.
So, when something is shown that can only be depicted in a film, like with this adaptation, it becomes amazing.” (Hiroshi Sakurazaka em entrevista)
“The results of this study indicate that reading linear narrative and expository texts on a computer screen leads to poorer reading comprehension than reading the same texts on paper. These results have several pedagogical implications. Firstly, we should not assume that changing the presentation format for even short texts used in reading assessments will not have a significant impact on reading performance. If texts are longer than a page, scrolling and the lack of spatiotemporal markers of the digital texts to aid memory and reading comprehension might impede reading performance.”, Anne Mangen no International Journal of Educational ResearchPosteriormente Mange realizou novos estudos, trocando o PC por iPads, “Lost in the iPad: Immersive reading on paper and tablet” (a aguardar publicação), e os resultados não foram propriamente diferentes. Aliás Mangen refere que os resultados indicam que os aspectos emocionais sofrem na experiência,
"In this study, we found that paper readers did report higher on measures having to do with empathy and transportation and immersion, and narrative coherence, than iPad readers," Anne Mangen in The GuardianOs ecrãs de computador sempre foram mal vistos, nomeadamente por causa do brilho e efeitos sobre os olhos, levando as pessoas a imprimir resmas de papel para poderem ler, algo que os iPads pouco fizeram para apaziguar, mesmo com o marketing dos “ecrãs retina”. Por outro lado, uma tecnologia que fez frente a esses problemas, e vingou, foi a E-ink desenvolvida pela
“The haptic and tactile feedback of a Kindle does not provide the same support for mental reconstruction of a story as a print pocket book does… When you read on paper you can sense with your fingers a pile of pages on the left growing, and shrinking on the right… You have the tactile sense of progress, in addition to the visual ... [The differences for Kindle readers] might have something to do with the fact that the fixity of a text on paper, and this very gradual unfolding of paper as you progress through a story, is some kind of sensory offload, supporting the visual sense of progress when you're reading. Perhaps this somehow aids the reader, providing more fixity and solidity to the reader's sense of unfolding and progress of the text, and hence the story.” Explicação de Anne Mangen para as diferenças nos resultados, in The GuardianO que posso eu dizer sobre estes estudos? Em primeiro lugar que não me surpreendem, já que corroboram uma imensidade de outros estudos que temos vindo a trabalhar no âmbito do projecto engageBook, e que de certo modo nos levaram ao desenvolvimento do BridgingBook. Por outro lado, e agora com carácter pessoal, posso dizer que todos estes estudos corroboram cabalmente a minha experiência pessoal - “PC, iPad e Kindle” versus “Papel” - dos últimos anos. Se nunca me habituei a ler no ecrã do computador, com o iPad consegui passar a fazê-lo, mas isso só se tornou um hábito a partir do momento em que adquiri um Kindle.