De Doença a Remédio: Flash Games na História dos Jogos Digitais

  • Ana Beatriz Bahia UFRN

Resumo


O artigo aborda o papel dos jogos digitais criados em Flash (1996-2017/20), ou software similar, e publicados de forma independente na jovem Web. Contextualiza historicamente tais artefatos tecnológicos e discute dois casos, Molleindustria (Paolo Pedercini) e Alienmelon (Nathalie Lawhead), a partir de conceitos como Retórica procedural (Bogost), Jogo crítico (Flanagan e Lotko) e Geração flash (Manovich). Conclui que o ecossistema dos flash games teve papel-chave para ampliar e diversificar o campo dos jogos digitais.

Palavras-chave: flash, jogo artístico, jogos online, história da web

Referências

Aarseth, E. (2007). Playing Research: Methodological approaches to game analysis. In Artnodes, n. 7, p. 1-7. DOI: 10.7238/a.v0i7.763.

Adobe.(2008) “SWF File Format Specification Version 10.” [link]

Adobe.(2020) “Adobe Flash Player EOL General Information Page.” [link]

Alves, T. (2018) “Exploring Underrepresented Narratives: Social Anxiety in Games.” Master’s thesis in Informatics, University of Skövde, Sweden. [link]

Bahia, A. B. (2021). Art Flash Games: crônica de uma morte anunciada. Tropos, 10, n. 2, p. 1-22. [link]

Berners-Lee, T. (1999), Weaving the Web: The Original Design and Ultimate Destiny of the World Wide Web. Harper.

Bogost, I. (2007), Persuasive Games: The Expressive Power of Videogames. MIT Press, Cambridge.

Browne, P. (2016). Breaking New Ground: Indie Community, Flash, and Newgrounds.com. DiGRA/FDG '16, 13, p. 1-2, [link]

Cawley, J. (2006). In a Flash: Animation Production in Flash Growing. AWN. [link]

Ferri, G. (2013). Rhetorics, Simulations and Games: the ludic and satirical discourse of Molleindustria. International Journal of Gaming and Computer-Mediated Simulations, 5, n 1, p. 32-49. DOI: 10.4018/jgcms.2013010103

Fiadotau, M. (2020). Growing old on Newgrounds: The hopes and quandaries of Flash game preservation. First Monday, 25, n. 8. DOI: 10.5210/fm.v25i8.10306

Flanagan, M. e Lotko, A. (2009). Anxiety, Openness, and Activist Games: A Case Study for Critical Play. DiGRA’ 09, 5. [link]

Ford, R. (2019). Web Design: The Evolution of the Digital World 1990-Today. Taschen.

Garda, M., Nylund, N., Sivula, A. e Suominen, J. (2020). From Cultural Sustainability to Culture of Sustainability: Preservation of Games in the Context of Digital Materiality.DiGRA ’20, [link]

Gay, J.(2007) “The History of Flash”. [link] [link].

Ghoul, G.(2019) “Una elegía a los juegos en flash.” [link]

Internet Archive.(2020).“Software Library: Flash Games” [link]

Internet Live Stats [W3C]. (2023). [link]

Jobs, S. (2010) “Thoughts on Flash.” [link] [link]

Lawhead, N. (2015) “Tetrageddon Games”. IGF - Independent Games [link]

Lawhead, N.(2019a) “Announcing the Electric Zine Maker!” [link]

Lawhead, N. (2019b) “Walking sims and the joy of existing in a virtual space.” [link]

Lawhead, N. (2020a) “The Flash game movement, my early Flash work, and how Flash games informed what we have in indie games today.” [link]

Lawhead, N. (2020b) “A short history of Flash & the forgotten Flash Website movement” [link]

Lawhead, N. (2022a) “Tiny tools and the ephemeral nature of digital art.” [link]

Lawhead, N. (2022b) “Software is Art! (KhK Games class talk transcript).” [link]

Lawhead, N. (2022c) “Talk Transcript: Your uniqueness is your strength.” [link]

Lawhead, N.(2022) “Abusing you was by the book.” [link].

Manovich, L.(2002) “Generation Flash.” Whitneybiennial. [link]

Nielsen Norman Group.(2000) “Flash: 99% Bad.” [link]

Pearce, C. (2020). IndieCade: a history the interdependence of independents. ETC Press.

Pedercini, P. (2017) “Indiepocalypse Now. MadMaxing Attention Economies In the Age of Cultural Overproduction.” Molleindustria.. [link]

Pedercini, P. (2020) “Gone with a Flash (talk transcript)”. Molleindustria. [link]

Pedercini, P. (2023) “Molleindustria”. [link]

Penix-Tadsen, P. (2019). Video games and the Global South. ETC Press.

Reinhard, A. (2018). Archaeogaming: An introduction to archaeology in and of vídeo games. Berghahn Books.

Richner, J. (2020) “How Flash games shaped the video game industry”. [link].

Salter, J. 2021. Flash is dead, but South Africa didn't get the memo. Ars Technica. [link]

Salter, A., e Murray, J. (2014). Flash: Building the Interactive Web. MIT Press.

Soderman, B. (2021). Against flow: video games and the flowing subject. MIT Press.

Wenger, E. (1998). Communities of Practice: learning, meaning and identity. Cambridge.

Wired.(2012) "Angry Birds Creator Has First Original Idea." [link] [link]

W3Techs. (2010) “Highlights of web technology surveys: Usage of Flash is starting to decline.” [link]

W3Techs. (2023) “Historical yearly trends in the usage statistics of client-side programming languages for websites.”. [link]

Young, C. J. (2018) “Game changers: everyday gamemakers and the development of the video game industry.” Doctoral thesis, Faculty of Information, University of Toronto, Canada.
Publicado
06/11/2023
BAHIA, Ana Beatriz. De Doença a Remédio: Flash Games na História dos Jogos Digitais. In: TRILHA DE CULTURA – ARTIGOS COMPLETOS - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 22. , 2023, Rio Grande/RS. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2023 . p. 449-461. DOI: https://doi.org/10.5753/sbgames_estendido.2023.234232.