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• Heartbreakerz Game
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type of game: Shooting/Puzzle
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PARTNER: Madame - Artist Management
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description: Unfold the night through 50 puzzling levels breaking heart balloons as the heartbreakez choose the best soundtrack in this fun new game! There are 8 different kinds of balloons, each one with different properties and score values. Use the mouse to aim and shoot at the balloons. Be the master heart breaker!
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• Computer Defense
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type of game: Strategy
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PARTNER: Playworld Games
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description: Protect 9 different motherboards from waves of viruses attacking your main processor. Don't let the virus crash your computer. Place different attack towers on the motherboard to kill the viruses. Place firewall on their path. Use the radar to improve towers fire range. Place your energy towers strategically to maximize your energy towers.
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• Bodyboard Soul Rider
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type of game: Sports
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author: Divyati
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PARTNER: Vert Bodyboard Magazine
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description: Bodyboard is a sport made of fun, waves and talent. Grab your board and start droping some waves. Control your rider to perform a variety of water and air trick, and try to achieve the highest score and the end of the ride.Check instructions for trick key mapping and rider movement.
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Inside Divyati we think of games as systems enabled for generating empathy among his players and the impersonated context. Each game is capable of generating unexpected situations by allowing different representations of a real situation, presenting it in modules arranged by playful understanding. Game have been throughout history an important process in the socialization of the individual and their integration in their social community. Johan Huizinga defined man as a natural player in his work Homo Ludens, identifying basic instincts that draws us to playing enviroments.
All games are based on a structured set of rules by sharing this model with the fundamentals of the various existing languages. The leisure activity is modeled by rules, because this is a key to our understanding. Digital games, bases on a system of rules, allow the notion of flow, manipulation and exchange of information. The normal format of digital games offers an alternative to submission and passivity to traditional communication models.
The storage capacty of digital media today, allows a digital game condense a number of encyclopedic information in order to be presented to the player in an orderly manner. This amount of information allows each player to get the game a different experience in each game session, although the information presented is always the same, but always maintaining consistency with the general message conveyed.
Due to the ability to immediately provide a set of multimedia resources, digital games presents themselves as the most flexible mean of communication between designer and player or players between themselves. In such cases, communication is mediated by a system of rules and procedures governing the action resulting in the game. When experiencing an information model, each player interprets this information through their own cognitive constructions, and it is through these constructions that the player sits and acts before the game model.
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