How Narrative Techniques Affect Players' Engagement in Action RPG
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The Resurrection of Permadeath: an Analysis of the Sustainability of Permadeath Use in Video Games
The Resurrection of Permadeath: An analysis of the sustainability of Permadeath use in Video Games. Hugh Ruddy A research paper submitted to the University of Dublin, in partial fulfilment of the requirements for the degree of Master of Science Interactive Digital Media 2014 Declaration I declare that the work described in this research paper is, except where otherwise stated, entirely my own work and has not been submitted as an exercise for a degree at this or any other university. Signed: ___________________ Hugh Ruddy 28th February 2014 Permission to lend and/or copy I agree that Trinity College Library may lend or copy this research Paper upon request. Signed: ___________________ Hugh Ruddy 28th February 2014 Abstract The purpose of this research paper is to study the the past, present and future use of Permadeath in video games. The emergence of Permadeath games in recent months has exposed the mainstream gaming population to the concept of the permanent death of the game avatar, a notion that has been vehemently avoided by game developers in the past. The paper discusses the many incarnations of Permadeath that have been implemented since the dawn of video games, and uses examples to illustrate how gamers are crying out for games to challenge them in a unique way. The aims of this are to highlight the potential that Permadeath has in the gaming world to become a genre by itself, as well as to give insights into the ways in which gamers play Permadeath games at the present. To carry out this research, the paper examines the motivation players have to play games from a theoretical standpoint, and investigates how the possibilty of failure in video games should not be something gamers stay away from. -
Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2 2015
Repositorium für die Medienwissenschaft Jennifer deWinter; Carly A. Kocurek Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2 2015 https://doi.org/10.25969/mediarep/14996 Veröffentlichungsversion / published version Sammelbandbeitrag / collection article Empfohlene Zitierung / Suggested Citation: deWinter, Jennifer; Kocurek, Carly A.: Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2. In: Thomas Hensel, Britta Neitzel, Rolf F. Nohr (Hg.): »The cake is a lie!« Polyperspektivische Betrachtungen des Computerspiels am Beispiel von PORTAL. Münster: LIT 2015, S. 31– 48. DOI: https://doi.org/10.25969/mediarep/14996. Erstmalig hier erschienen / Initial publication here: http://nuetzliche-bilder.de/bilder/wp-content/uploads/2020/10/Hensel_Neitzel_Nohr_Portal_Onlienausgabe.pdf Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell - Weitergabe unter Attribution - Non Commercial - Share Alike 3.0/ License. For more gleichen Bedingungen 3.0/ Lizenz zur Verfügung gestellt. Nähere information see: Auskünfte zu dieser Lizenz finden Sie hier: http://creativecommons.org/licenses/by-nc-sa/3.0/ http://creativecommons.org/licenses/by-nc-sa/3.0/ Jennifer deWinter / Carly A. Kocurek Chell Game: Representation, Identification, and Racial Ambiguity in ›Portal‹ and ›Portal 2‹ Chell stands in a corner facing a portal, then takes aim at the adjacent wall with the Aperture Science Handheld Portal Device. Between the two portals, one ringed in blue, one ringed in orange, Chell is revealed, reflected in both. And, so, we, the player, see Chell. She is a young woman with a ponytail, wearing an orange jumpsuit pulled down to her waist and an Aperture Science-branded white tank top. -
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. -
Navigating the Videogame
From above, from below: navigating the videogame A thesis presented by Daniel Golding 228306 to The School of Culture and Communication in partial fulfilment of the requirements for the degree of Bachelor of Arts (Honours) in the field of Cultural Studies in the School of Culture and Communication The University of Melbourne Supervisor: Dr. Fran Martin October 2008 ABSTRACT The study of videogames is still evolving. While many theorists have accurately described aspects of the medium, this thesis seeks to move the study of videogames away from previously formal approaches and towards a holistic method of engagement with the experience of playing videogames. Therefore, I propose that videogames are best conceptualised as navigable, spatial texts. This approach, based on Michel de Certeau’s concept of strategies and tactics, illuminates both the textual structure of videogames and the immediate experience of playing them. I also regard videogame space as paramount. My close analysis of Portal (Valve Corporation, 2007) demonstrates that a designer can choose to communicate rules and fiction, and attempt to influence the behaviour of players through strategies of space. Therefore, I aim to plot the relationship between designer and player through the power structures of the videogame, as conceived through this new lens. ii TABLE OF CONTENTS ABSTRACT ii ACKNOWLEDGEMENTS iv CHAPTER ONE: Introduction 1 AN EVOLVING FIELD 2 LUDOLOGY AND NARRATOLOGY 3 DEFINITIONS, AND THE NAVIGABLE TEXT 6 PLAYER EXPERIENCE AND VIDEOGAME SPACE 11 MARGINS OF DISCUSSION 13 CHAPTER TWO: The videogame from above: the designer as strategist 18 PSYCHOGEOGRAPHY 18 PORTAL AND THE STRATEGIES OF DESIGN 20 STRUCTURES OF POWER 27 RAILS 29 CHAPTER THREE: The videogame from below: the player as tactician 34 THE PLAYER AS NAVIGATOR 36 THE PLAYER AS SUBJECT 38 THE PLAYER AS BRICOLEUR 40 THE PLAYER AS GUERRILLA 43 CHAPTER FOUR: Conclusion 48 BIBLIOGRAPHY 50 iii ACKNOWLEDGEMENTS I would like to thank my supervisor, Dr. -
Dark Souls™ Series By: BANDAI NAMCO Entertainment Inc
1 Contents Introduction . 3 Character Activations . 22 Overview . 22 Game Contents . 4 Character Movement . 22 Setup . 8 Character Attacks . 22 Initial Setup . 8 Enemy Activations . 24 Setup After the Mini Boss . 9 Overview . 24 Tiles and Nodes . 10 Enemy Movement . 24 The Basics . 10 Enemy Attacks . 25 Node Movement . 10 Boss Encounters . 26 Range . 10 Boss Basics . 26 Node Model Limits . 10 Boss Data Cards . 26 Characters . 11 Behaviour Cards . 27 Character Boards . 11 Boss Arcs . 27 Estus Flask Tokens . 11 Starting a Boss Encounter . 28 Luck Tokens . 11 Ending a Boss Encounter . 28 Equipment . 12 Boss Activations . 29 Equipment Cards . 12 Overview . 29 Upgrade Cards . 12 Boss Attacks . 29 Equipment Modifiers . 12 Boss Movement . 29 Embers . 12 Boss Activation Example . 30 The Bonfire Tile . 13 Post-Game Ritual . 31 Home Base . 13 Blacksmith Andre . 14 The Firekeeper . 15 Resting at the Bonfire . 15 Exploration . 16 Into the Dungeon . 16 The Fog Gate . 16 Campaign Rules . 32 Introduction . 32 Encounter Setup . 17 Encounter Cards . 17 Rules of the Campaign . 33 Terrain . 17 Setup . 33 Trap Tokens . 18 Adding and Dropping Players . 33 Encounter Setup Example . 18 Dashing Through . 33 Sparks . 33 Encounters . 19 Progressing through The Basics . 19 the Campaign . 33 Activating Models . 19 The Bonfire Tile . 33 Ending an Encounter . 19 Campaign Scenarios Combat Basics . 20 Using the Core Set . 34 Target versus Hit . 20 The Endurance Bar . 20 The First Journey . 34 Enemy Data Cards . 20 The Coiled Sword . 36 Pushing . 21 Conditions . 21 Campaign -
Comparison of Esports and Traditional Sports Consumption Motives by Donghun Lee, Ball State University and Linda J
Comparison of eSports and Traditional Sports Consumption Motives by Donghun Lee, Ball State University and Linda J. Schoenstedt, and in turn, has boosted eSports consumption. Consequently, Xavier University multimedia outlets cover more eSports games and potential investors have paid more attention to this market segment as Abstract a growing sponsorship opportunity. Global companies such as With recognition of the need for studying eSports in this Samsung and Microsoft have been sponsoring the World Cyber interactive digital communication era, this study explored 14 Games at event and team levels. Corporate sponsors have jumped motivational factors affecting the time spent on eSports gaming. into the online advertising industry because online games have Using a sample of 515 college students and athletic event become a common promotional venue in which brands get repeated attendees, we further compared eSports game patterns to their exposure to an avid target market (Chaney, Lin, & Chaney, 2004). non-eSport or traditional sport involvements (game participation, Electronic sports have, in recent years, become a more popular game attendance, sports viewership, sports readership, sports form of leisure activity for many people. Based on the units sold listenership, Internet usage specific to sports, and purchase of in 2007, sports video games (including auto racing) comprised team merchandise). Multiple regression results indicated that more than 22% of the entire video game industry (Entertainment competition and skill had a statistically significant impact on the Software Association, 2008). This number rose to 44.7% if ‘action’ time spent on eSports games while peer pressure had marginal genre was included. Among the list of the top 20 popular video significance. -
Shopping for Game Mechanics
Shopping for Game Mechanics Tiago Machado, Ivan Bravi, Zhu Wang, Andy Nealen, Julian Togelius New York University {tiago.machado, ivan.bravi, zhu.wang, nealen, julian.togelius}@nyu.edu ABSTRACT Recommender systems are very common nowadays, from shopping websites to social net- works, from map routing systems to entertainment stream services. We use recommender systems as an inspiration to create an AI Game Design Assisted tool which recommends game elements, such as sprites and mechanics, during the development process. Sugges- tions are based on similarities between games and freely inspired by game analysis studies. The tool is based on the Video Game Description Language. Keywords Recommender Systems, AI Game Design Assisted Tool, Game Analysis Studies INTRODUCTION Recommender systems are very common nowadays. Practically every system has its own way to suggest users to be friends with, movies to watch, or something to buy. It is possible to find recommender systems in the game industry as well, although they focus on suggesting games to the user, based on the games she or her friends played before (newgrounds.com 2016). In this work, we describe a recommender system designed to assist developers, by sug- gesting VGDL game mechanics (Ebner et al. 2013). Our methods are inspired by Game Analysis studies, which describe some methods commonly used in games’ pre-production phase. Our system uses the games in the GVG-AI framework game library as its knowledge base (Perez et al. 2015). Every time a user requests suggestions, it provides recommenda- tions by comparing the current game with the games in the library. Two types of sugges- tions are provided based on two search paradigms: the item-based search and the user-based search. -
Esports Library Topical Guide a List of Selected Resources
Esports Library Topical Guide A List of Selected Resources E-BOOKS Click on images STREAMING VIDEOS A Gamer's Life: The Lives of Gaming in Color: The Queer State of Play: The World of Geek Girls: The Hidden Half of Professional Video Game Side of Gaming South-Korean Professional Fan Culture Players Video Gamers Rise of the Supergamer TEDTalks: Herman Narula— TEDTalks: Daphne Bavelier— Video Games Will Make Us The Transformative Power of Your Brain on Video Games Smarter: A Debate Video Games Contact Us Website www.ntc.edu/library Email [email protected] Phone 715.803.1115 Revised 11/9/2020 1 Esports Library Topical Guide A List of Selected Resources Articles NTC Esports Links A Controller That Lets Gamers Play in Their Own Way AbleGamers helps level the playing field for disabled gamers Are E-Sports Real Sports? Coming Out of the Virtual Closet Conquering Gender Stereotype Threat in "Digit Sports": Effects of Gender Swapping on Female Players' Continuous Participation Intention in ESports. CyberPsychology - Special issue: Experience and Benefits of Game Playing Esports: Change is needed for women to feel welcome, says Vitality boss Exploring the Benefits of Digital Interactive Games on People's Health NTC Esports Page For Gamers With Disabilities, Creative Controllers Open Worlds Gender and video games: How is female gender generally represented in various genres of video games? Health Benefits of Gaming. How women are breaking into the lucrative world of professional gaming; A rising group of talented, charismatic and business-savvy -
Vocabulary Can Be Reinforced by Using a Variety of Game Formats. Focus May Be Placed Upon Word Building, Spelling, Meaning, Soun
ocabulary can be reinforced by using a variety of game formats. Focus may be placed upon word building, spelling, meaning, sound/symbol correspon Vdences, and words inferred from sentence context. Teaching Techniques. The full communicative potential of these games can be real ized through good spirited team competition. Working in pairs or in small groups, students try to be the first to correctly complete a task. These games can be used at the end of a lesson or before introducing new material as a “change of pace” activity. Teachers should allow sufficient time for class discussion after the game has been completed. word games 2 Letter Power Add a letter A. From each word below, make two new words by adding a letter (1) at the end; (2) at the beginning. B. Form new words as in A (above). In addition, form a third word by adding a letter at the beginning and the end of the word. 3 Change the first letter. Make one word into another by changing the first letter. Example: Change a possessive pronoun to not sweet. Answer: your, sour. 1. Change a past tense of BE to an adverb of place. 2. Change an adjective meaning not high to an adverb meaning at the present time. 3. Change a period of time to a term of affection. 4. Change was seated to have a meal. 5. Change a part of the head to international strife. 6. Change a respectful title to atmosphere. 7. Change to learn thoroughly to not as slow. 8. Change very warm to a negative adverb. -
The Effects of Portal 2 and Lumosity on Cognitive and Noncognitive Skills
Computers & Education 80 (2015) 58e67 Contents lists available at ScienceDirect Computers & Education journal homepage: www.elsevier.com/locate/compedu The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills * Valerie J. Shute , Matthew Ventura, Fengfeng Ke Florida State University, College of Education, 1114 West Call Street, Tallahassee, FL 32306-4453, USA article info abstract Article history: In this study, we tested 77 undergraduates who were randomly assigned to play either a popular video Received 11 May 2014 game (Portal 2) or a popular brain training game (Lumosity) for 8 h. Before and after gameplay, par- Received in revised form ticipants completed a set of online tests related to problem solving, spatial skill, and persistence. Results 19 July 2014 revealed that participants who were assigned to play Portal 2 showed a statistically significant advantage Accepted 23 August 2014 over Lumosity on each of the three composite measuresdproblem solving, spatial skill, and persistence. Available online 30 August 2014 Portal 2 players also showed significant increases from pretest to posttest on specific small- and large- scale spatial tests while those in the Lumosity condition did not show any pretest to posttest differ- Keywords: Assessment ences on any measure. Results are discussed in terms of the positive impact video games can have on Persistence cognitive and noncognitive skills. Problem solving © 2014 Elsevier Ltd. All rights reserved. Spatial skills Videogames 1. Introduction Most children and young adults gravitate toward digital games. The Pew Internet and American Life Project surveyed 1102 youth be- tween the ages of 12 and 17 and found that 97%dboth males (99%) and females (94%)dplay some type of digital game (Lenhart et al., 2008). -
User Manual Instructions
ENG boss Local supervisor for medium and large systems LEGGI E CONSERVA QUESTE ISTRUZIONI READ AND SAVE THESE USER MANUAL INSTRUCTIONS boss +0300088EN - ENG Up to date version available on www.carel.com ENG All the above reported suggestions are also valid for the control, WARNING serial boards, programming keys or however for any other accessory in the CAREL product portfolio. CAREL adopts a continuous development policy. Therefore, CAREL reserves the right to carry out modifications and improvements on CAREL developed its products thanks to the several years of any product described in this document without prior notice. experience in the HVAC field, continuous investment in The technical data in the manual can undergo modifications technological innovation of the product, rigorous quality without forewarning. procedures and processes with in-circuit and function tests on The liability of CAREL in relation to its products is specified in the 100% of its production, as well as the most innovative production CAREL general contract conditions, available on the website technologies available on the market. CAREL and its branch www.carel.com and/or by specific agreements with customers; offices/affiliates do not guarantee, in any case, that all the aspects specifically, to the extent where allowed by applicable legislation, of the product and the software included in the product will in no case will CAREL, its employees or subsidiaries be liable for respond to the demands of the final application, even if the any lost earnings or sales, losses of data and information, costs of product is built according to state-of-the-art techniques. -
The Heroic Journey of a Villain
Háskóli Íslands Hugvísindasvið Enska The Heroic Journey of a Villain The Lost and Found Humanity of an Artificial Intelligence Ritgerð til MA-prófs í Ensku Ásta Karen Ólafsdóttir Kt.: 150390-2499 Leiðbeinandi: Guðrún B. Guðsteinsdóttir Maí 2017 Abstract In this essay, we will look at the villain of the Portal franchise, the artificial intelligence GLaDOS, in context with Maureen Murdock’s theory of the “Heroine’s Journey,” from her book The Heroine’s Journey: Woman’s Quest for Wholeness. The essay argues that although GLaDOS is not a heroine in the conventional sense, she is just as important of a figure in the franchise as its protagonist, Chell. GLaDOS acts both as the first game’s narrator and villain, as she runs the Aperture Science Enrichment Center where the games take place. Unlike Chell, GLaDOS is a speaking character with a complex backstory and goes through real character development as the franchise’s story progresses. The essay is divided into four chapters, a short history of women’s part as characters in video games, an introduction to Murdock’s “The Heroine’s Journey,” and its context to John Campbell’s “The Hero’s Journey,” a chapter on the Portal franchises, and then we go through “The Heroine’s Journey,” in regards to GLaDOS, and each step in its own subchapter. Our main focus will be on the second installment in the series, Portal 2. Since, in that game, GLaDOS goes through most of her heroine’s journey. In the first game, Portal, GLaDOS separates from her femininity and embraces the masculine, causing her fractured psyche, and as the player goes through Portal 2 along with her, she reclaims her femininity, finds her inner masculinity, and regains wholeness.