Weekly News Digest #9
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Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
Strategy Games Big Huge Games • Bruce C
04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together. -
The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
Console Games in the Age of Convergence
Console Games in the Age of Convergence Mark Finn Swinburne University of Technology John Street, Melbourne, Victoria, 3122 Australia +61 3 9214 5254 mfi [email protected] Abstract In this paper, I discuss the development of the games console as a converged form, focusing on the industrial and technical dimensions of convergence. Starting with the decline of hybrid devices like the Commodore 64, the paper traces the way in which notions of convergence and divergence have infl uenced the console gaming market. Special attention is given to the convergence strategies employed by key players such as Sega, Nintendo, Sony and Microsoft, and the success or failure of these strategies is evaluated. Keywords Convergence, Games histories, Nintendo, Sega, Sony, Microsoft INTRODUCTION Although largely ignored by the academic community for most of their existence, recent years have seen video games attain at least some degree of legitimacy as an object of scholarly inquiry. Much of this work has focused on what could be called the textual dimension of the game form, with works such as Finn [17], Ryan [42], and Juul [23] investigating aspects such as narrative and character construction in game texts. Another large body of work focuses on the cultural dimension of games, with issues such as gender representation and the always-controversial theme of violence being of central importance here. Examples of this approach include Jenkins [22], Cassell and Jenkins [10] and Schleiner [43]. 45 Proceedings of Computer Games and Digital Cultures Conference, ed. Frans Mäyrä. Tampere: Tampere University Press, 2002. Copyright: authors and Tampere University Press. Little attention, however, has been given to the industrial dimension of the games phenomenon. -
Copyrighted Material
INDEX successful, 41–55 A support options, 251 AAck mnemonic, 141 trend, downloaded v. available, 5 a/b testing, 220–221 unsuccessful, 55–59 achievements, 218–219 app analytics, 262 action games subcategory, 74–75 app development. See development actionables, feedback and, 247–250 App Gamer, 270 “Actraiser,” 66 App of the Week, 6, 30, 125–126, 271 Add This, 273 app rankings, 57, 261 AdMarvel, 165 app revenue models, 127–132 AdMeld, 165 business-motivated reasons, 150–155, AdMob, 36, 128, 166, 211, 270, 271 178–183 Adobe Flash Professional CS5, 222, 254, 268 risk/rewards, 124–127, 155–157, 183–184 ads, 165–168 terminology, 146–150 advertising costs, 30–31 app revenue rollercoaster, 126–127 network resources, 270–271 App Store “NinJump HD,” 189–191 crowded zoo, 31–32 placement, 160 demographics, 64–68 unpredictable, 155 evolution, 1–11 Madventure games subcategory, 75–76 keywords, 44–45 Adwhirl, 166, 167, 271 metrics resources, 261–262 affiliates resources, 270–271 search bar, 44 Agile Manifesto, 101–102 App Storm, 270 agile software development, 101–104 app usage, 165–168, 262 Agile Software Development with Scrum App2Market, 272 (Keith), 101, 257 AppAdvice, 270 aisles metaphor, 137 AppAnnie, 46, 47, 57, 58, 74, 76, 261 All Things D, 270 AppData, 221 alpha test stage, 118 Appency, 272 analyzing apps, 41–59 AppFigures, 261 Anderson, Chris, 150 Apple, 195–209 “Angry Birds” apps adapted to iPad, 204–206 ad placement, 165 care, 196–204 “Archetype” v., 107 customer service, 203–204 comparing, 41–43 Design Awards, 271 copycats, 51, 52 Hall of Fame, 4, 50, 51, 107 Hero Inventor Syndrome, 14 little things matter, 200–201 physical forces, 143 review process, 119 physical metaphors, 136 Tapbots case study, 206–209 physics engine, 19, 43, 60, 74, 81, 83, 143 user experience (UX) and, 197–199 popular features,COPYRIGHTED 48–49 value-added MATERIAL benefits, 202–203 reward system, 162 APPLE acronym, 203–204 top game, 36 Applyzer, 46, 47, 261 user engagement, 158 Appolicious, 270 Apalon, 272 Appscout, 270 apps. -
Intersomatic Awareness in Game Design
The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking. -
Think Global Go Local
THINK GLOBAL GO LOCAL Altagram Group Company Deck Company History Founded by Marie Amigues, Altagram rapidly Year 2013 established itself in the gaming industry with a reputation for high-quality multilingual game localization. The company had already tripled in size, and Marie was named one of the top 10 women Year 2017 entrepreneurs in the gaming industry in Germany. The Korean office in Seoul opened its doors to better cater to the specific needs of Altagram’s Asian clients. Altagram expanded into North America, opening an Year 2018 office in Montréal – dedicated for QA. Altagram develops the first all-in-one culturalization Year 2019 platform – with the Horizon 2020 EU grant of 2M€. Europe’s Horizon2020 SME-Instrument Phase 2 Champion Awarded “Best for Employee Well-being” Our Values It takes passion and expertise to achieve the quality that will make your game different! • Consistent high quality • Passion for games • Drive for constant innovation Proud member of: Our Solutions A dedicated team specialized in every type of game— the key to successful game localization! Game Text Localization In-game, UI, manuals, marketing text, packaging, app store text Game Culturalization Cultural consultation, graphics & mechanics localization, store features, ASO, SEO Multilingual Voice-Over Multilingual voice-over, pre/post-production, SFX, casting Testing Linguistic (LQA), functional (FQA), testing Quality Evaluation (LQE) We cover all markets for the video game industry, Game Markets working into 50+ target languages. Western Europe Eastern -
Master Thesis Project Artificial Intelligence Adaptation in Video
Master Thesis Project Artificial Intelligence Adaptation in Video Games Author: Anastasiia Zhadan Supervisor: Aris Alissandrakis Examiner: Welf Löwe Reader: Narges Khakpour Semester: VT 2018 Course Code: 4DV50E Subject: Computer Science Abstract One of the most important features of a (computer) game that makes it mem- orable is an ability to bring a sense of engagement. This can be achieved in numerous ways, but the most major part is a challenge, often provided by in-game enemies and their ability to adapt towards the human player. How- ever, adaptability is not very common in games. Throughout this thesis work, aspects of the game control systems that can be improved in order to be adapt- able were studied. Based on the results gained from the study of the literature related to artificial intelligence in games, a classification of games was de- veloped for grouping the games by the complexity of the control systems and their ability to adapt different aspects of enemies behavior including individual and group behavior. It appeared that only 33% of the games can not be con- sidered adaptable. This classification was then used to analyze the popularity of games regarding their challenge complexity. Analysis revealed that simple, familiar behavior is more welcomed by players. However, highly adaptable games have got competitively high scores and excellent reviews from game critics and reviewers, proving that adaptability in games deserves further re- search. Keywords: artificial intelligence in games, adaptability in games, non-player character adaptation, challenge Preface Computer games have become an interest for me not so long ago, but since then they have turned almost into a true passion. -
Video Game Genre Classification Based on Deep Learning
Western Kentucky University TopSCHOLAR® Masters Theses & Specialist Projects Graduate School Fall 2020 Video Game Genre Classification Based on Deep Learning Yuhang Jiang Western Kentucky University, [email protected] Follow this and additional works at: https://digitalcommons.wku.edu/theses Part of the Artificial Intelligence and Robotics Commons, Other Physical Sciences and Mathematics Commons, and the Probability Commons Recommended Citation Jiang, Yuhang, "Video Game Genre Classification Based on Deep Learning" (2020). Masters Theses & Specialist Projects. Paper 3462. https://digitalcommons.wku.edu/theses/3462 This Thesis is brought to you for free and open access by TopSCHOLAR®. It has been accepted for inclusion in Masters Theses & Specialist Projects by an authorized administrator of TopSCHOLAR®. For more information, please contact [email protected]. VIDEO GAME GENRE CLASSIFICATION BASED ON DEEP LEARNING AThesis Presented to The Faculty of the Department of Mathematics Western Kentucky University Bowling Green, Kentucky In Partial Fulfillment Of the Requirements for the Degree Master of Science By Yuhang Jiang December 2020 VIDEO GAME GENRE CLASSIFICATION BASED ON DEEP LEARNING Date Recommended Digitally signed by Lukun Zheng Lukun Zheng Date: 2020.11.16 17:22:45 -06'00' Dr. Lukun Zheng, Director of Thesis Digitally signed by Zhonghang Xia Zhonghang Xia Date: 2020.11.17 08:56:36 -06'00' Dr. Zhonghang Xia Digitally signed by Nguyen, Thanh DN: cn=Nguyen, Thanh, o=Western Kentucky University, ou=Department of Mathematics, [email protected], c=US Nguyen, Thanh Date: 2020.11.17 08:45:17 -06'00' Dr. Lan Nguyen Digitally signed by Melanie A. Autin Melanie A. -
Form 20-F Perfect World Co., Ltd
UNITED STATES SECURITIES AND EXCHANGE COMMISSION WASHINGTON, D.C. 20549 FORM 20-F (Mark One) អ REGISTRATION STATEMENT PURSUANT TO SECTION 12(b) OR 12(g) OF THE SECURITIES EXCHANGE ACT OF 1934 OR ፤ ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended December 31, 2013. OR អ TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to OR អ SHELL COMPANY REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 Date of event requiring this shell company report Commission file number: 001-33587 PERFECT WORLD CO., LTD. (Exact name of Registrant as specified in its charter) N/A (Translation of Registrant’s name into English) Cayman Islands (Jurisdiction of incorporation or organization) Perfect World Plaza, Tower 306, 86 Beiyuan Road, Chaoyang District Beijing 100101, People’s Republic of China (Address of principal executive offices) Kelvin Wing Kee Lau, Chief Financial Officer Perfect World Plaza, Tower 306, 86 Beiyuan Road, Chaoyang District Beijing 100101, People’s Republic of China Phone: (86 10) 5780-5700 Facsimile: (86 10) 5780-5713 (Name, Telephone, E-mail and/or Facsimile number and Address of Company Contact Person) Securities registered or to be registered pursuant to Section 12(b) of the Act: Title of each class Name of each exchange on which registered American Depositary Shares, each The NASDAQ Stock Market LLC representing five Class B ordinary shares, (The NASDAQ Global Select Market) par value US$0.0001 per share Class B ordinary shares, The NASDAQ Stock Market LLC par value US$0.0001 per share (The NASDAQ Global Select Market)* * Not for trading, but only in connection with the listing on The NASDAQ Global Select Market of American depositary shares, each representing five Class B ordinary share. -
Perfect World Announces Fourth Quarter and Fiscal Year 2013 Unaudited Financial Results
PERFECT WORLD ANNOUNCES FOURTH QUARTER AND FISCAL YEAR 2013 UNAUDITED FINANCIAL RESULTS (Beijing, China – March 10, 2014) – Perfect World Co., Ltd. (NASDAQ: PWRD) (“Perfect World” or the “Company”), a leading online game developer and operator based in China, today announced its unaudited financial results for the fourth quarter and fiscal year ended December 31, 2013. Fourth Quarter 2013 Highlights1 Total revenues were RMB914.3 million (USD151.0 million), compared with RMB820.2 million in the previous quarter and RMB679.9 million in the same quarter last year. Gross profit was RMB686.8 million (USD113.4 million), compared with RMB637.7 million in the previous quarter and RMB522.6 million in the same quarter last year. Operating profit was RMB9.8 million (USD1.6 million), compared with RMB115.1 million in the previous quarter and RMB27.9 million in the same quarter last year. Excluding the share-based compensation charge and the goodwill impairment, non- GAAP operating profit 2 was RMB108.6 million (USD17.9 million), compared with RMB135.7 million in the previous quarter and RMB82.6 million in the same quarter last year. Net income attributable to the Company’s shareholders was RMB209.8 million (USD34.7 million), compared with RMB120.9 million in the previous quarter and RMB86.4 million in the same quarter last year. Excluding the share-based compensation charge, the goodwill impairment and the gain from disposal of discontinued operations (net of tax), non-GAAP net income attributable to the Company’s shareholders2 was RMB163.8 million (USD27.1 million), compared with RMB141.5 million in the previous quarter and RMB141.1 million in the same quarter last year. -
Mud Connector
Archive-name: mudlist.doc /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ /_/_/_/_/ THE /_/_/_/_/ /_/_/ MUD CONNECTOR /_/_/ /_/_/_/_/ MUD LIST /_/_/_/_/ /_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ o=======================================================================o The Mud Connector is (c) copyright (1994 - 96) by Andrew Cowan, an associate of GlobalMedia Design Inc. This mudlist may be reprinted as long as 1) it appears in its entirety, you may not strip out bits and pieces 2) the entire header appears with the list intact. Many thanks go out to the mud administrators who helped to make this list possible, without them there is little chance this list would exist! o=======================================================================o This list is presented strictly in alphabetical order. Each mud listing contains: The mud name, The code base used, the telnet address of the mud (unless circumstances prevent this), the homepage url (if a homepage exists) and a description submitted by a member of the mud's administration or a person approved to make the submission. All listings derived from the Mud Connector WWW site http://www.mudconnect.com/ You can contact the Mud Connector staff at [email protected]. [NOTE: This list was computer-generated, Please report bugs/typos] o=======================================================================o Last Updated: June 8th, 1997 TOTAL MUDS LISTED: 808 o=======================================================================o o=======================================================================o Muds Beginning With: A o=======================================================================o Mud : Aacena: The Fatal Promise Code Base : Envy 2.0 Telnet : mud.usacomputers.com 6969 [204.215.32.27] WWW : None Description : Aacena: The Fatal Promise: Come here if you like: Clan Wars, PKilling, Role Playing, Friendly but Fair Imms, in depth quests, Colour, Multiclassing*, Original Areas*, Tweaked up code, and MORE! *On the way in The Fatal Promise is a small mud but is growing in size and player base.