• The Fiction that Exploded: Speculative ways of digging into Design
    Vol. 6 No. 1 (2021)

    Guest Editors: Patrícia Cativo & Rita Carvalho

    Speculative Design, Fiction Design, and Critical Design are all expressions for a common approach which grasps design practice, not as a problem-solving tool, but as a wider human activity which comprehends artefacts in societal contexts. Speculative Design considers design objects as a result of social interaction, which implies narrative devices and storytelling practices, to build new contexts or understand previous ones. A Speculative design raises more questions than offers solutions, becoming an ongoing knowledge model, it is a self-reflexive and self-critical practice.

  • GEECT Special Issue: Mapping Artistic Research in Film
    Vol. 5 No. 2 (2020)

    The idea for this special issue came out of the recognition that an association such as GEECT must react to this state of affairs and should contribute to its member schools’ ability to offer learning and teaching programmes that are built on state-of-the-art knowledge in the field. We envision this special issue as a show case of the research being conducted in different schools and also as a statement in favour of the relevance of artistic practice based research. The articles here included are all examples of how artistic research is undertaken in film and media arts, and achieves its results both within those disciplines, as well as often in a transdisciplinary setting, combining artistic methods with methods from other research traditions.

    In a context where film schools have been increasingly driven to conduct artistic research, we believe the development of the research environment is essential. This objective is just as important as the research outputs and their impact, and this has become a high strategic priority for GEECT that we also try to materialize via this special issue.

  • Videogames and Culture: Design, Art and Education
    Vol. 5 No. 1 (2020)

    Guest Editors
    Filipe Costa Luz
    Conceição Costa

    The present issue of IJFMA results from a peer-review selection of  papers from the MILT conference - Media Literacy for Living Together: the future of media and learning in participation, and from a specific call addressing studies in visual culture and games, games and learning and pedagogies of play.

  • Truth of Matter: Process and perception in expanded animation practice
    Vol. 4 No. 2 (2019)

    Guest editors
    Birgitta Hosea
    Pedro Serrazina
    Tereza Stehlikova

    In this issue of the International Journal of Film and Media Arts we want to examine the potential of the animation medium, in its most expanded form, to make sense of our reality: in its encounter with matter, through all our senses.

    We want to raise questions of provisionality and uncertainty: of facts, philosophies, moving images, implicit in the subjectivity of perception and the unpredictability of matter. We are particularly keen to explore the creative process of expanded animation, in order to understand how animation itself might embody reality as a process of becoming, transformation, in a way that is unique to this art form.

  • Flow and Archive
    Vol. 4 No. 1 (2019)

    The digital turn has allowed television to be reimagined after the networked computers. Following the telephone and radio, the new paradigm inspiring the future of television are the networked computers, their social networks and the participatory visual culture established on the aftermath of the twentieth-century cultural industries. After the liveness and flow, definitional components of television, we are currently offered with DVR-mediated television experiences and collections of short videos that can be uploaded, viewed and shared by the viewer. By becoming searchable and accessible online, television provides a similar experience to the archives and to the video aggregators that entertain the new generations of cellphone viewers. The discussion about the future of television not only makes it worth thinking about its past, the cultural value of its equipments and its most resilient genres, but is certainly an opportunity to analyze how TV journalism is challenged by social networks, and how its public service can be revalued.

  • Videogames and narratives
    Vol. 2 No. 2 (2017)

    Guest editors

    Filipe Luz 

    Daniel Cardoso


  • Vol. 2 No. 1 (2017)

    Volume Guest Editors

    Sylke Rene Meyer

    Manuel José Damásio

  • VOL 1 NO 1 (2016) Vol. 1 No. 1 (2016)

    Volume Guest Editors

    Paulo Viveiros

    Manuel José Damásio

  • Vol. 1 No. 2 (2016)

    Volume Guest Editors

    Victor Flores

    Joana Bicacro