Konbini Konnection~ a Competitive Location-Based Multiplayer Game
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
MARIO PARTY DS Panel on the Nintendo DS Menu Screen, Or Press the a Button, and the Game Will Start with the Title Screen Displayed
NTR-A8TP-UKV INSTRUCTIONINSTRUCTION BOOKLETBOOKLET (CONTAINS(CONTAINS IMPORTANTIMPORTANT HEALTHHEALTH ANDAND SAFETYSAFETY INFORMATION)INFORMATION) [0610/UKV/NTR] WIRELESS DS SINGLE-CARD DOWNLOAD PLAY THIS GAME ALLOWS WIRELESS MULTIPLAYER GAMES DOWNLOADED FROM ONE GAME CARD. This seal is your assurance that Nintendo 2–4 has reviewed this product and that it has met our standards for excellence This product uses the LC Font by Sharp Corporation. LCFONT, LC Font and the LC logo mark in workmanship, reliability and are trademarks of Sharp Corporation. entertainment value. Always look for this seal when buying games and accessories to ensure complete com- patibility with your Nintendo Product. Thank you for selecting the MARIO PARTY™ DS Game Card for Nintendo DS™ systems. IMPORTANT: Please carefully read the important health and safety information included in this booklet before using your Nintendo DS system, Game Card, Game Pak or accessory. Please read this Instruction Booklet thoroughly to ensure maximum enjoyment of your new game. Important warranty and hotline information can be found in the separate Age Rating, Software Warranty and Contact Information Leaflet. Always save these documents for future reference. This Game Card will work only with Nintendo DS systems. IMPORTANT: The use of an unlawful device with your Nintendo DS system may render this game unplayable. © 2007 NINTENDO. © 2007 HUDSON SOFT. TM, ® AND THE NINTENDO DS LOGO ARE TRADEMARKS OF NINTENDO. © 2007 NINTENDO. Contents Story 5 Characters 6 Basic Touch Screen Operation 8 Getting Started 9 Controls 12 Game Modes 14 Understanding the Display 15 How the Game Works 16 Story Mode (1 Player) 23 Party Mode (1 – 4 Players) 24 The Party Boards 27 Minigame Mode (1– 4 Players) 30 Puzzle Mode (1– 2 Players) 35 Multiplayer (2 – 4 Players) 36 Gallery 40 Minigame Lists 42 4 Story It all happened late one night.. -
AVG Android App Performance and Trend Report H1 2016
AndroidTM App Performance & Trend Report H1 2016 By AVG® Technologies Table of Contents Executive Summary .....................................................................................2-3 A Insights and Analysis ..................................................................................4-8 B Key Findings .....................................................................................................9 Top 50 Installed Apps .................................................................................... 9-10 World’s Greediest Mobile Apps .......................................................................11-12 Top Ten Battery Drainers ...............................................................................13-14 Top Ten Storage Hogs ..................................................................................15-16 Click Top Ten Data Trafc Hogs ..............................................................................17-18 here Mobile Gaming - What Gamers Should Know ........................................................ 19 C Addressing the Issues ...................................................................................20 Contact Information ...............................................................................21 D Appendices: App Resource Consumption Analysis ...................................22 United States ....................................................................................23-25 United Kingdom .................................................................................26-28 -
Title ODATE GAME
Title ODATE GAME : character design and modelling for Japanese modesty culture based independent video game Sub Title Author 鄒、琰(Zou, Yan) 太田, 直久(Ota, Naohisa) Publisher 慶應義塾大学大学院メディアデザイン研究科 Publication year 2014 Jtitle Abstract Notes 修士学位論文. 2014年度メディアデザイン学 第395号 Genre Thesis or Dissertation URL https://koara.lib.keio.ac.jp/xoonips/modules/xoonips/detail.php?koara_id=KO40001001-0000201 4-0395 慶應義塾大学学術情報リポジトリ(KOARA)に掲載されているコンテンツの著作権は、それぞれの著作者、学会または出版社/発行者に帰属し、その権利は著作権法によって 保護されています。引用にあたっては、著作権法を遵守してご利用ください。 The copyrights of content available on the KeiO Associated Repository of Academic resources (KOARA) belong to the respective authors, academic societies, or publishers/issuers, and these rights are protected by the Japanese Copyright Act. When quoting the content, please follow the Japanese copyright act. Powered by TCPDF (www.tcpdf.org) Master's Thesis Academic Year 2014 ODATE GAME: Character Design and Modelling for Japanese Modesty Culture Based Independent Video Game Graduate School of Media Design, Keio University Yan Zou A Master's Thesis submitted to Graduate School of Media Design, Keio University in partial fulfillment of the requirements for the degree of MASTER of Media Design Yan Zou Thesis Committee: Professor Naohisa Ohta (Supervisor) Associate Professor Kazunori Sugiura (Co-Supervisor) Associate Professor Nanako Ishido (Co-Supervisor) Abstract of Master's Thesis of Academic Year 2014 ODATE GAME: Character Design and Modelling for Japanese Modesty Culture Based Independent Video Game Category: Design Summary Game character design is an important part of game design. Game characters cannot be designed only according to the designer's experience or the players' preferences. They should be strongly associated to the game system and also the story. A good game character design is not only the reason for players to purchase the game but it also can improve players' entire game experience. -
DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
Concept Statement
Divine Beats – Night at the Monastery Alternative Beat Map Representation in Music Rhythm Games by Ingrid Wu Thesis Instructor: Marko Tandefelt Thesis Writing Instructor: Loretta J. Wolozin A thesis document submitted in partial fulfillment of the requirements for the degree of Master of Fine Arts in Design and Technology Parsons The New School for Design May 2010 ©2010 Ingrid Wu ALL RIGHTS RESERVED 2 Abstract “Divine Beats – Night at the Monastery” is a music rhythm game about a drummer’s adventure as he works with a monk on an exorcism quest. The game aims to convey beat map data to the players without using the traditional heads‐up display. 3 Table of Content ABSTRACT∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ 3 TABLE OF CONTENT∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ 4 LIST OF ILLUSTRATIONS ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ 6 CHAPTER 1 ‐ INTRODUCTION∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ 7 1.1. CONCEPT∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ 7 1.2. IMPETUS AND MOTIVATION ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ 7 1.3. SIGNIFICANCE∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ 8 1.4. DESIGN QUESTIONS ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙ -
Digital Essay Script Writing Guide (Podcasts, Documentary, TED Talks, RSA Videos)
Digital Essay Script Writing Guide (Podcasts, Documentary, TED Talks, RSA Videos) General Guidelines ● Use a script to sound more focused, produced, and polished and to ensure that information is clear, concise, and in order. A script helps you retain full control of the content. ● A script should be invisible. When delivered, it shouldn’t sound like a script. If it sounds like a script, your program won’t sound spontaneous and won’t sound friendly to your audience. ● The invisibility of your script depends on how it’s written and how it’s presented. ● Conversational writing needs to sound natural, not stilted and artificial. The best way to see if your copy sounds natural is to read it out loud. Do you have to stop for a breath in the middle of a sentence? The sentence is too long. Do you repeatedly stumble in your reading when you get to a certain point in your script? The idea or wording isn’t clear. ● For podcasts, write for the ear, not the eye. Text written for the eye can be more complex and still not lose the meaning because readers linger over the text until they figure out your meaning. Scripts written for the ear go by literally at the speed of sound. They have to be much simpler. ● Write clearly. Listeners only hear it once, unless they replay it. You can’t count on them to do that, so your meaning has to be clear the first time your listeners hear it. ● Interview-style podcast – script the introduction and closing and outline the questions. -
Understanding Computer Role-Playing Games
Understanding Computer Role-Playing Games A Genre Analysis Based on Gameplay Features in Combat Systems Christopher Dristig Stenström1 Staffan Björk2,3 1Chalmers University of Technology 2Gothenburg University 3The Interactive Institute Department of of Applied IT Department of Applied IT Lindholmsplatsen 1 412 96 Gotheburg SWEDEN 412 96 Gothenburg SWEDEN 417 56 Göteborg +46 (0)31-7721039 +46 (0)31-7721039 +46 (0)702-889759 [email protected] [email protected] [email protected] ABSTRACT viewed as a vital part – if not the core gameplay – of the role- A game genre as diverse as that of computer role-playing games playing genre. This is a stance differing from for example that of is difficult to overview. This poses challenges or both developers Wolf [32] which uses an inclusive strategy to compile genres and researchers to position their work clearly within the genre. within video games. However, that approach leaves the We present an overview of the genre based on clustering games motivation for specific subgenres difficult to understand from a with similar gameplay features. This allows a tracing of relations structural perspective and does not clearly show any potential between subgenres through their gameplay, and connecting this to relation between the subgenres. While limiting the perspective, concrete game examples. The analysis was done through using the choice of basing a subgenre specification on the gameplay gameplay design patterns to identify gameplay features and related to combat offers to present a subgenre classification focused upon the combat systems in the games. The resulting scheme with internal relations and a common method for cluster structure makes use of 321 patterns to create 37 different selection. -
Platform for Educational Games Generation
FACULDADE DE ENGENHARIA DA UNIVERSIDADE DO PORTO Platform for Educational Games Generation André Gomes Barbosa Mestrado Integrado em Engenharia Informática e Computação Supervisor: Ana Cristina Ramada Paiva September 15, 2015 © André Gomes Barbosa, 2015 Platform for Educational Games Generation André Gomes Barbosa Mestrado Integrado em Engenharia Informática e Computação Approved in Public Examination by the Jury: President: João Carlos Pascoal Faria External examiner: João Miguel Fernandes Supervisor: Ana Cristina Ramada Paiva ____________________________________________________ September 15, 2015 Abstract The development of games for education is a growing area of research. Over the past few years, studies point out that the use of games as a supplement to traditional learning can be much more efficient and motivational than just using the traditional teaching method. These are called serious games. This work aims to improve a previous game developed to learn software testing, having the contents of the game are loaded from a XML file which would be separated from the game implementation. The game itself, iLearnTest, consists of several challenges which cover various themes regarding software testing learning. Since the content is saved to and loaded from a separate file from the game implementation, it becomes easier to create and edit new levels or even new games for diferent topics, simply by editing a XML file. This new approach turns iLearnTest into a framework rather than a game in the sense that it is possible to use the same game(s) as templates for the learning process of a variety of themes. Resumo O desenvolvimento de jogos para a educação é uma área de pesquisa em crescimento. -
Sensified Gaming Design Patterns and Game Design
Sensified Gaming – Design Patterns and Game Design Elements for Gameful Environmental Sensing Matthias Budde, Rikard Öxler, Jussi Holopainen Michael Beigl Royal Melbourne Institute of Technology Karlsruhe Institute of Technology (KIT), TECO (RMIT) Europe Karlsruhe, Germany Barcelona, Spain {budde, oexler, michael}@teco.edu [email protected] ABSTRACT participation and user engagement to function. Gamification Participatory Sensing, i.e. collaboratively taking sensor mea- has been proposed as an approach to provide incentives for surements with mobile devices in a Citizen Science fashion, participation [35, 42,9, 44,2]. However, often attempts at has become increasingly popular. Because such scenarios of- gamifying such systems are executed half-heartedly or fail ten require a critical mass of users, applying gamification to to recognize the potential of gamification techniques beyond different areas in order to increase user engagement has been standard PBLs (points, badges, leaderboards). In this paper proposed. However, existing attempts often default to the stan- we propose the concept of Sensified Gaming as an alternative dard points, badges, and leaderboards and fail to recognize the way of thinking as opposed to gamified Participatory Sensing: potential of exploiting game design elements beyond creating The idea is – rather than gamifying a task – to think of design- user engagement. We propose not to think of Gamified Partic- ing a game in the first place, that secondly also is suitable to ipatory Sensing when designing such systems, but rather of support a sensing task. Depending on the application case, Sensified Gaming. To this end, this work presents a collection Participatory Sensing has various requirements (e.g. -
Concert: Ithaca College Gamer Symphony Orchestra Vivian Becker
Ithaca College Digital Commons @ IC All Concert & Recital Programs Concert & Recital Programs 11-1-2017 Concert: Ithaca College Gamer Symphony Orchestra Vivian Becker Raul Dominguez Keehun Nam Henry Scott mithS Ithaca College Gamer Symphony Orchestra Follow this and additional works at: https://digitalcommons.ithaca.edu/music_programs Part of the Music Commons Recommended Citation Becker, Vivian; Dominguez, Raul; Nam, Keehun; Smith, Henry Scott; and Ithaca College Gamer Symphony Orchestra, "Concert: Ithaca College Gamer Symphony Orchestra" (2017). All Concert & Recital Programs. 4072. https://digitalcommons.ithaca.edu/music_programs/4072 This Program is brought to you for free and open access by the Concert & Recital Programs at Digital Commons @ IC. It has been accepted for inclusion in All Concert & Recital Programs by an authorized administrator of Digital Commons @ IC. Ithaca College Gamer Symphony Orchestra Conductors: Vivian Becker Raul Dominguez Keehun Nam Henry Scott Smith Ford Hall Wednesday, November 1st, 2017 8:15 pm Program Kid Icarus (1986) Hirokazu Ando arr. Jeremy Werner Vivian Becker, Conductor The Great Journey: Themes from the Martin O'Donnell & Michael Halo Series (2001) Salvatori arr. Nicolas Chlebak Henry Scott Smith, Conductor Prayers in the Temple of Time (1998) Koji Kondo arr. Rebecca Tripp Raul Dominguez, Conductor Fantasy for Kirby (1992) Jun Ishikawa & Hirokazu Ando arr. Alexander Rosetti Vivian Becker, Conductor "Remix 10" Clinton Edward Strother & Tsunku from Rhythm Heaven Fever (2011) arr. Frankie DiLello Henry Scott Smith, Conductor Intermission Monster Hunter: Proof of a Hero (2004) Masato Kouda arr. Griffin Charyn Vivian Becker, Conductor "Oh! One True Love" Toby Fox from Undertale (2015) arr. Anna Marcus-Hecht Raul Dominguez, Conductor Selections from Ninja Gaiden (1988) Mikio Saitou, Ichiro Nakagawa, Ryuichi Nitta, Tamotsu Ebisawa arr. -
Recommending Games to Adults with Autism Spectrum Disorder(ASD) for Skill Enhancement Using Minecraft
Brigham Young University BYU ScholarsArchive Theses and Dissertations 2019-11-01 Recommending Games to Adults with Autism Spectrum Disorder(ASD) for Skill Enhancement Using Minecraft Alisha Banskota Brigham Young University Follow this and additional works at: https://scholarsarchive.byu.edu/etd Part of the Physical Sciences and Mathematics Commons BYU ScholarsArchive Citation Banskota, Alisha, "Recommending Games to Adults with Autism Spectrum Disorder(ASD) for Skill Enhancement Using Minecraft" (2019). Theses and Dissertations. 7734. https://scholarsarchive.byu.edu/etd/7734 This Thesis is brought to you for free and open access by BYU ScholarsArchive. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of BYU ScholarsArchive. For more information, please contact [email protected], [email protected]. Recommending Games to Adults with Autism Spectrum Disorder (ASD) for Skill Enhancement Using Minecraft Alisha Banskota A thesis submitted to the faculty of Brigham Young University in partial fulfillment of the requirements for the degree of Master of Science Yiu-Kai Dennis Ng, Chair Seth Holladay Daniel Zappala Department of Computer Science Brigham Young University Copyright c 2019 Alisha Banskota All Rights Reserved ABSTRACT Recommending Games to Adults with Autism Spectrum Disorder (ASD) for Skill Enhancement Using Minecraft Alisha Banskota Department of Computer Science, BYU Master of Science Autism spectrum disorder (ASD) is a long-standing mental condition characterized by hindered mental growth and development. In 2018, 168 out of 10,000 children are said to be affected with Autism in the USA. As these children move to adulthood, they have difficulty in communicating with others, expressing themselves, maintaining eye contact, developing a well-functioning motor skill or sensory sensitivity, and paying attention for longer period. -
Cell Phone City Mobile Phone Use and the Hybridization of Space in Tokyo
Cell Phone City Mobile Phone Use and the Hybridization of Space in Tokyo PhD Thesis, Urban Studies Deirdre Aranka Lucia Sneep Universität Duisburg-Essen IN-EAST School of Advanced Studies Cell Phone City Mobile Phone Use and the Hybridization of Space in Tokyo Inaugural-Dissertation zur Erlangung des akademischen Grades Doktor der Philosophie (Dr. phil.) der Fakultät für Geisteswissenschaften der Universität Duisburg-Essen vorgelegt von Deirdre Aranka Lucia Sneep aus Mülheim (Ruhr) Gutachter/Betreuer: Prof. Dr. Jens Martin Gurr and Prof. Dr. Florian Coulmas, Universität Duisburg-Essen Duisburg, 8 September 2017 Disputation: Essen, den 12. Juni 2018 1 This PhD project has been a part of the ‘Urban Systems in East Asia’ cluster of the IN-EAST School of Advanced Studies, University of Duisburg-Essen. All photographs and images in this thesis belong to the author, unless otherwise stated in the caption. Do not reproduce without permission. Diese Dissertation wird über DuEPublico, dem Dokumenten- und Publikationsserver der Universität Duisburg-Essen, zur Verfügung gestellt und liegt auch als Print-Version vor. DOI: 10.17185/duepublico/71795 URN: urn:nbn:de:hbz:464-20200610-125905-4 Alle Rechte vorbehalten. 2 TABLE OF CONTENTS 1. Introduction ............................................................................................................................................................... 6 Smartphone Citizens................................................................................................................................................