TECHNOLOGY EVOLUTION and PERSPECTIVE INNOVATION 3D and Spatial Depth Today and Yesterday Edited by the Editors at GAME

Total Page:16

File Type:pdf, Size:1020Kb

TECHNOLOGY EVOLUTION and PERSPECTIVE INNOVATION 3D and Spatial Depth Today and Yesterday Edited by the Editors at GAME ISSN 2280-7705 The Italian Journal www.gamejournal.it Associazione Culturale LUDICA of Game Studies Games as Art, Media, Entertainment Issue 02, 2013 – volume 1 JOURNAL (PEER-REVIEWED) TECHNOLOGY EVOLUTION AND PERSPECTIVE INNOVATION 3D and spatial depth today and yesterday Edited by the Editors at GAME GAME JOURNAL – Peer-Reviewed Section Issue 02 – 2013 GAME Journal Games as Art, Media, Entertainment G|A|M|E is an international, peer-reviewed, free access games studies journal. G|A|M|E publishes one monographic issue per year A PROJECT BY SUPERVISING EDITORS Associazione Culturale LUDICA Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Leonardo Quaresima (Università Reggio Calabria IT & London UK di Udine) HQ: Via Vittorio Veneto 33 89123 Reggio Calabria, Italy Offices: 179 Edward Street London SE14 6DS, UK EDITORS Stefano Baschiera (Queen’s University, Belfast), Marco Benoît Carbone (University College London), Giovanni Caruso In association with (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Indiana University), Adam Gallimore filmforumfestival.it (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador WITH THE PATRONAGE OF (Università Cattolica, Milano). Università di Cagliari Dipartimento di Storia, ADVISORY BOARD Beni Culturali e Territorio Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter PARTNERS (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Udine), Enrico Menduni (Università di Roma Tre), Peppino Ortoleva (Università di Torino), Bernard Perron (Université de Montreal), Guglielmo Pescatore (Università di Bologna), Leonardo Quaresima (Università di Udine), Jose P. Zagal (De Paul University, Chicago). EDITORIAL BOARD Marco Benoît Carbone BOARD OF REVIEWERS Federico Giordano Francesco Alinovi (Nuova Accademia di Belle Arti, Milano), Alessandro Amaducci (Università di Torino), Simone Ivan Girina Arcagni (Università di Palermo), Giovanni Boccia Artieri (Università di Urbino), Elena Bertozzi (Long Island Universi- ty), Vito Campanelli (Università L’Orientale, Napoli), Domenico Carzo (Università di Messina), Alessandro Catania DISTRIBUTION All GAME issues are available (University of Nottingham), Alessio Ceccherelli (Università La Sapienza, Roma), Marco Centorrino (Università di for viewing and download at Messina), Giovanna Cosenza (Università di Bologna), Mariagrazia Fanchi (Università Cattolica di Milano), Riccardo www.gamejournal.it Fedriga (Università di Bologna), Mary Flanagan (Dartmouth College, USA), Giuseppe Frazzetto (Accademia di Belle Arti di Catania), Alexander R. Galloway (New York University), Mario Gerosa (Politecnico di Milano), Stefano Gualeni ISSN 2280-7705 (NHTV Breda University of Applied Sciences), Aphra Kerr (National University of Ireland, Maynooth), Massimo Locatelli (Università Cattolica del Sacro Cuore, Milano), Giulio Lughi (Università di Torino), Massimo Maietti ETHICAL STATEMENT (Independent Scholar), Diego Malara (XL, La Repubblica), Michael Nitsche (Georgia Institute of Technology), www.gamejournal.it/about Costantino Oliva (University of Malta), Domenico Quaranta (Accademia di Belle Arti di Brera, Milano), Elena Pacetti COPYRIGHT (Università di Bologna), Roberta Pearson (University of Nottingham), Gianfranco Pecchinenda (Università Federico II, Napoli), Michael Piggott (University of Warwick), Luca Rosati (Università per Stranieri di Perugia), Rino Schembri ISSUE 2, vol. 1 – 2013 © 2013 (Università di Palermo), Miguel Sicart (IT University of Copenhagen), Antonio Somaini (Université Sorbonne Nouvelle Paris 3), Olli Sotamaa (University of Tampere), Simone Tosoni (Università Cattolica del Sacro Cuore, Milano), Alberto GRAPHIC & LAYOUT Venditti (NHIM), Pierantonio Zanotti (Università Ca’ Foscari, Venezia). Design Manager: Ilaria Mariani Graphic Design: Alice Baraldi CONTRIBUTORS Layout Assistant: Maria Rosaria Macrillò Simone Arcagni (Università di Palermo), Simona Biancalana (Università per Stranieri di Perugia), Roberto Braga Managing Editor: Marco Benoît Carbone (Università di Bologna), Dario Compagno (Università di Siena), Francesco Di Chiara (Università di Ferrara), Stefano CONTACT Gualeni (NHTV Breda), Agata Meneghelli (Università di Bologna), Cristiano Poian, Valentina Rao (Utrecht University), [email protected] Valentina Re (Università Ca’ Foscari, Venezia), Valerio Sillari, Matteo Tarantino (Università Cattolica, Milano), Marco www.gamejournal.it Teti (Università di Ferrara), Gruppo Postcinema Università di Udine (Alice Autelitano, Enrico Biasin, Alessandro [email protected] Bordina, Alberto Brodesco, Stefania Giovenco, Lawrence Thomas Martinelli, Marcella Rosi, Federico Zecca). www.facebook.com/gamejournal www.twitter.com/gameitjournal PROOF-READING Adam Gallimore, Justin Pickard Issue 02 – 2013 Contents technology evolution and perspective innovation 3D and spatial depth today and yesterday Edited by the Editors at GAME ISSUE 2, 2013: VOLUME 1 – PEER-REVIEWED JOURNAL JOURNAL ESSAYS 5 B. Liebold, D. Pietschmann, G. Valtin & P. Ohler Taking space literally. Reconceptualizing the effects of stereoscopic representation on user experience 21 A. Petrovits & A. Canossa From M.C. Escher to Mass Effetc.Impossible spaces and Hyper-real worlds in video games. How can Hyper-real worlds be designed and interpreted in a 2D, 2.5D and 3D virtual environment and hoe will this implementation affect the stereoscopic 3D video games of the future? 33 A. Larochelle A new angle on parallel languages. The contribution of visual arts to a vocabulary of graphical projection in video games 41 A. Işiğan The production of subject and space in video games 57 D. Arsenault & P.-M. Côté Reverse-engineering graphical innovation. An introduction to graphical regimes 69 Z. Street Polygons and practice in Skies of Arcadia 79 D. Arsenault, P.-M. Côté, A. Larochelle & S. Lebel Graphical technologies, innovation and aesthetics in the video game industry. A case study of the shift from 2D to 3D graphics in the 1990s 91 E. Menduni & A. Catolfi Digital aesthetic forms between cinema and TV. The need for new research directions Issue 02 – 2013 Journal –Peer Reviewed BENNY LIEBOLD Chemnitz University of Technology Taking space literally [email protected] DANIEL PIETSCHMANN Chemnitz University of Technology Reconceptualizing the effects [email protected] chemnitz.de of stereoscopic representation GEORG VALTIN Chemnitz University of Technology on user experience [email protected] & PETER OHLER Chemnitz University of Technology [email protected] Recently, cinemas, home theater systems and game consoles have undergone a rapid evolution towards stereoscopic representation with recipients gradually becoming accustomed to these changes. Stereoscopy techniques in most media present two offset images separately to the left and right eye of the viewer (usu- ally with the help of glasses separating both images) resulting in the perception of three-dimensional depth. In contrast to these mass market techniques, true 3D volumetric displays or holograms that display an image in three full dimensions are relatively uncommon. The visual quality and visual comfort of stereoscopic representation is constantly being improved by the industry. Digital games al- low for intense experiences with their possibilities to provide visually authentic, life-like 3D environments and interaction with the game world itself and other players. Since the release of the Nintendo Wii in 2005 and later Sony Move as well as Microsoft Kinect (both 2010), modern console games use motion control in addition to the classic gamepad. Both the use of these natural user interfaces (NUIs) and stereoscopic representation determine the user experience (UX) with the system. The rise in popularity of these technologies has led to high expectations regarding an added value in entertainment, immersion, and excite- ment—especially of 3D games—as both technologies are employed to enable richer and deeper media experiences. For the commercial success of these tech- nologies, the resulting UX has to be enjoyable and strain-free. Because this is not always the case, we have to understand the factors underlying the UX of stereo- scopic entertainment media and natural user interfaces to improve it further. In this paper, we review the current state of user experience research on stereoscopic games and the theoretical frameworks underlying it. We further argue that previous research primarily concentrated on direct effects of stereo- scopic representation without considering interaction processes between input and output modalities. More specifically, UX should only be enriched if games enable users to meaningfully map mental representations of input (NUIs) and output (stereoscopic representation) space. We will show how the concept of mental models can account for both information channels and present implica- tions for game studies and game design. Benny Liebold, Daniel Pietschmann, Georg Valtin & Peter Ohler http://www.gamejournal.it/2_liebold_pietschmann_valtin_ohler/
Recommended publications
  • The Old Truman Brewery, London Autumn / Winter 17
    THE OLD TRUMAN BREWERY, LONDON AUTUMN / WINTER 17 26 & 27 JANUARY 2017 DATE & LOCATION The Old Truman Brewery, Hanbury Street, London E1 6QL Thursday 26 January 2017 10am - 7pm | Friday 27 January 2017 10am - 5pm ALICE ELLIOTT CAROLINE MACKINNON TESSA CREAGH-BARRY LEON SEVERN [email protected] [email protected] [email protected] [email protected] 0203 7738650 01484 848313 0203 7738650 01484 848326 STAND INFORMATION Danish designed industrial furniture crafted from galvanised steel pipes and natural untreated wood. + + + + + Combination of Rails / Shelving Brand Signage Working Table and Chairs WiFi Mini Website Profile PREVIOUS PARTICIPANTS INCLUDE 120% LINO CROWTHER/PLANT GLOBE LACOSTE CHAUSSURES NIKBEN SCHOTT NYC ‘47 CZECH AND SPEAKE GLOVERALL LE COQ SPORTIF NIXON SIXTH JUNE ADSUM D1 MILANO GOLA CLASSICS LEE JEANS NODUS SMITH & CANOVA AFIELD DAIMON BARBER GOLLA LEVI’S COMMUTER NON CONFORMIST SNEAKY STEVE ALPHA INDUSTRIES DEFEND LONDON GRAYERS LEVI’S MADE & CRAFTED NPS SHOES SOCK & TROTTER ALVAREZ&MOIXONET DEUS EX MACHINA GRIND LONDON LIBERTINE-LIBERTINE OKUH SOREL ALWAYS RARE DEZEEP GYMPHLEX LINDBERGH ORECAL SPORTSWEAR SPERRY ANGARDE DICKIES HAPPY SOCKS LONDON DENIM ORIGINAL PENGUIN SPRING COURT ARMOR LUX DIDRIKSONS 1913 HARTFORD LORDS OF HARLECH OUR CASTE STANCE ASFVLT DJINN’S HARTFORD SWIM LUCKY TIGER PAIRS IN PARIS STARTER BLACK LABEL ATELIER DE L’ARMÉE DOUGHNUT HAVERSACK LUKE 1977 PALLADIUM STIGHLORGAN AYAME SOCKS DR. MARTENS HEEL + BUCKLE LUMO PASSARELLA DEATH SQUAD STILL BY HAND BAILEY DUCK AND COVER HEIMPLANET M.R.K.T. PENFIELD STORM BATA HERITAGE DUNDAS LONDON HENRI LLOYD M.W FOR REEF PEREGRINE SUIT BAXTER OF CALIFORNIA EAST END HIGHLANDERS HERSCHEL SUPPLY CO.
    [Show full text]
  • Roll 2D6 to Kill
    1 Roll 2d6 to kill Neoliberal design and its affect in traditional and digital role-playing games Ruben Ferdinand Brunings August 15th, 2017 Table of contents 2 Introduction: Why we play 3. Part 1 – The history and neoliberalism of play & table-top role-playing games 4. Rules and fiction: play, interplay, and interstice 5. Heroes at play: Quantification, power fantasies, and individualism 7. From wargame to warrior: The transformation of violence as play 9. Risky play: chance, the entrepreneurial self, and empowerment 13. It’s ‘just’ a game: interactive fiction and the plausible deniability of play 16. Changing the rules, changing the game, changing the player 18. Part 2 – Technics of the digital game: hubristic design and industry reaction 21. Traditional vs. digital: a collaborative imagination and a tangible real 21. Camera, action: The digitalisation of the self and the representation of bodies 23. The silent protagonist: Narrative hubris and affective severing in Drakengard 25. Drakengard 3: The spectacle of violence and player helplessness 29. Conclusion: Games, conventionality, and the affective power of un-reward 32. References 36. Bibliography 38. Introduction: Why we play 3 The approach of violence or taboo in game design is a discussion that has historically been a controversial one. The Columbine shooting caused a moral panic for violent shooter video games1, the 2007 game Mass Effect made FOX News headlines for featuring scenes of partial nudity2, and the FBI kept tabs on Dungeons & Dragons hobbyists for being potential threats after the Unabomber attacks.3 The question ‘Do video games make people violent?’ does not occur within this thesis.
    [Show full text]
  • Retrocomputing As Preservation and Remix
    Retrocomputing as Preservation and Remix Yuri Takhteyev Quinn DuPont University of Toronto University of Toronto [email protected] [email protected] Abstract This paper looks at the world of retrocomputing, a constellation of largely non-professional practices involving old computing technology. Retrocomputing includes many activities that can be seen as constituting “preservation.” At the same time, it is often transformative, producing assemblages that “remix” fragments from the past with newer elements or joining together historic components that were never combined before. While such “remix” may seem to undermine preservation, it allows for fragments of computing history to be reintegrated into a living, ongoing practice, contributing to preservation in a broader sense. The seemingly unorganized nature of retrocomputing assemblages also provides space for alternative “situated knowledges” and histories of computing, which can sometimes be quite sophisticated. Recognizing such alternative epistemologies paves the way for alternative approaches to preservation. Keywords: retrocomputing, software preservation, remix Recovering #popsource In late March of 2012 Jordan Mechner received a shipment from his father, a box full of old floppies. Among them was a 3.5 inch disk labelled: “Prince of Persia / Source Code (Apple) / ©1989 Jordan Mechner (Original).” Mechner’s announcement of this find on his blog the next day took the world of nerds by storm.1 Prince of Persia, a game that Mechner single-handedly developed in the late 1980s, revolutionized computer games when it came out due to its surprisingly realistic representation of human movement. After being ported to DOS and Apple’s Mac OS in the early 1990s the game sold 2 million copies (Pham, 2001).
    [Show full text]
  • The Prince of Persia Returns
    THE PRINCE OF PERSIA RETURNS ACTION-PACKED PRINCE OF PERSIA ® 2 (WORKING TITLE) BOASTS BRAND NEW FREE-FORM FIGHTING SYSTEM Paris, FRANCE - May 6, 2004 - Ubisoft, one of the world's largest video game publishers, today announced that the company‘s award-winning Montreal studio is currently developing Prince of Persia ® 2 (working title) , a follow-up to the most critically acclaimed game of 2003, Prince of Persia The Sands of Time™. The Prince has to embark upon a path of both carnage and mystery to defy his preordained death. His journey leads to the infernal core of a cursed island stronghold harboring mankind‘s greatest fears. Only through grim resolve, bitter defiance and the mastery of deadly new combat arts can the Prince rise to a new level of warriorship œ and emerge from this ultimate trial with his life. In order to accomplish his mission, the Prince benefits from a brand new free- form fighting system that allows gamers to channel his anger as they wage battle without boundaries. Each game fan will find his or her own unique fighting style as they manipulate their environment and control the Ravages of Time. You can dig into an arsenal of weapons that, when used in combination, create advanced arm attacks that verge on fatal artistry! Prince of Persia ® 2 promises that game fans will fight harder, and play longer, emerging from the experience as deadly-capable skilled masters of their own unique combat art form. —Prince of Persia The Sands of Time™ was the most critically acclaimed game of 2003,“ said Yves Guillemot, President and CEO of Ubisoft, —With Prince of Persia ® 2 , we intend to build on that masterpiece that will take Prince of Persia ® one step further to take over the action-combat genre.
    [Show full text]
  • Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States
    Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States The Harvard community has made this article openly available. Please share how this access benefits you. Your story matters Citation Buonocore, Cathryn E. 2016. Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States. Master's thesis, Harvard Extension School. Citable link http://nrs.harvard.edu/urn-3:HUL.InstRepos:33797406 Terms of Use This article was downloaded from Harvard University’s DASH repository, and is made available under the terms and conditions applicable to Other Posted Material, as set forth at http:// nrs.harvard.edu/urn-3:HUL.InstRepos:dash.current.terms-of- use#LAA Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States Cathryn E. Buonocore A Thesis in the field of Sustainability for the Degree of Master of Liberal Arts in Extension Studies Harvard University November 2016 Copyright 2016 Cathryn E. Buonocor Abstract This study examines and compares the environmental footprint of video game distribution on last generation consoles, current generation consoles and personal computers (PC). Two different methods of delivery are compared on each platform: traditional retail on optical discs and digital downloads in the U.S. Downloading content has been growing and is used to distribute movies, music, books and video games. This technology may change the environmental footprint of entertainment media. Previous studies on books, music, movies and television shows found that digital methods of distribution reduced emissions. However, prior research on video games, looking only at previous generation consoles, found the opposite conclusion.
    [Show full text]
  • Nintendo Famicom
    Nintendo Famicom Last Updated on September 23, 2021 Title Publisher Qty Box Man Comments '89 Dennou Kyuusei Uranai Jingukan 10-Yard Fight Irem 100 Man Dollar Kid: Maboroshi no Teiou Hen Sofel 1942 Capcom 1943: The Battle of Valhalla Capcom 1943: The Battle of Valhalla: FamicomBox Nintendo 1999: Hore, Mitakotoka! Seikimatsu C*Dream 2010 Street Fighter Capcom 4 Nin uchi Mahjong Nintendo 8 Eyes Seta 8bit Music Power Final: Homebrew Columbus Circle A Ressha de Ikou Pony Canyon Aa Yakyuu Jinsei Icchokusen Sammy Abadox: Jigoku no Inner Wars Natsume Abarenbou Tengu Meldac Aces: Iron Eagle III Pack-In-Video Advanced Dungeons & Dragons: Dragons of Flame Pony Canyon Advanced Dungeons & Dragons: Heroes of the Lance Pony Canyon Advanced Dungeons & Dragons: Hillsfar Pony Canyon Advanced Dungeons & Dragons: Pool of Radiance Pony Canyon Adventures of Lolo HAL Laboratory Adventures of Lolo II HAL Laboratory After Burner Sunsoft Ai Sensei no Oshiete: Watashi no Hoshi Irem Aigiina no Yogen: From The Legend of Balubalouk VIC Tokai Air Fortress HAL Laboratory Airwolf Kyugo Boueki Akagawa Jirou no Yuurei Ressha KING Records Akira Taito Akuma Kun - Makai no Wana Bandai Akuma no Shoutaijou Kemco Akumajou Densetsu Konami Akumajou Dracula Konami Akumajou Special: Boku Dracula Kun! Konami Alien Syndrome Sunsoft America Daitouryou Senkyo Hector America Oudan Ultra Quiz: Shijou Saidai no Tatakai Tomy American Dream C*Dream Ankoku Shinwa - Yamato Takeru Densetsu Tokyo Shoseki Antarctic Adventure Konami Aoki Ookami to Shiroki Mejika: Genchou Hishi Koei Aoki Ookami to Shiroki Mejika: Genghis Khan Koei Arabian Dream Sherazaado Culture Brain Arctic Pony Canyon Argos no Senshi Tecmo Argus Jaleco Arkanoid Taito Arkanoid II Taito Armadillo IGS Artelius Nichibutsu Asmik-kun Land Asmik ASO: Armored Scrum Object SNK Astro Fang: Super Machine A-Wave Astro Robo SASA ASCII This checklist is generated using RF Generation's Database This checklist is updated daily, and it's completeness is dependent on the completeness of the database.
    [Show full text]
  • Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
    Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27.
    [Show full text]
  • Polygons and Practice in Skies of Arcadia
    Issue 02 – 2013 Journal –Peer Reviewed ZOYA STREET Gamesbrief [email protected] Polygons and practice in Skies of Arcadia This paper features research carried out at the Victoria and Albert Museum into the design history of Sega’s 2000 Dreamcast title, Skies of Arcadia (released in Ja- pan as Eternal Arcadia). It was released by Overworks, a subsidiary of Sega, at an interesting point in Japanese computer game history. A new generation of video game consoles was in its infancy, and much speculation in the industry sur- rounded how networked gaming and large, open, tridimensional game worlds would change game design in the years ahead. Skies of Arcadia is a game about sky pirates, set in a world where islands and continents foat in the sky. I became interested in this game because it was praised in critical reviews for the real sense of place in its visual design. It is a Jap- anese Role Playing Game (JRPG), meaning that gameplay focuses on exploring a series of spaces and defeating enemies in turn-based, probabilistic battles using a system similar to that established by tabletop games such as Dungeons & Dragons. This research is based on interviews with the producer Shuntaro Tanaka and lead designer Toshiyuki Mukaiyama, user reviews submitted online over the past 10 plus years, and historically informed design analysis. It is grounded in a broader study of the networks of production and consumption that surrounded and co-produced the Dreamcast as a cultural phenomenon, technological agent and played experience. Through design analysis, oral history and archival research, in this paper I will complicate notions of tridimensionality by placing a three dimensional RPG in a broader network of sociotechnical relationships.
    [Show full text]
  • [Japan] SALA GIOCHI ARCADE 1000 Miglia
    SCHEDA NEW PLATINUM PI4 EDITION La seguente lista elenca la maggior parte dei titoli emulati dalla scheda NEW PLATINUM Pi4 (20.000). - I giochi per computer (Amiga, Commodore, Pc, etc) richiedono una tastiera per computer e talvolta un mouse USB da collegare alla console (in quanto tali sistemi funzionavano con mouse e tastiera). - I giochi che richiedono spinner (es. Arkanoid), volanti (giochi di corse), pistole (es. Duck Hunt) potrebbero non essere controllabili con joystick, ma richiedono periferiche ad hoc, al momento non configurabili. - I giochi che richiedono controller analogici (Playstation, Nintendo 64, etc etc) potrebbero non essere controllabili con plance a levetta singola, ma richiedono, appunto, un joypad con analogici (venduto separatamente). - Questo elenco è relativo alla scheda NEW PLATINUM EDITION basata su Raspberry Pi4. - Gli emulatori di sistemi 3D (Playstation, Nintendo64, Dreamcast) e PC (Amiga, Commodore) sono presenti SOLO nella NEW PLATINUM Pi4 e non sulle versioni Pi3 Plus e Gold. - Gli emulatori Atomiswave, Sega Naomi (Virtua Tennis, Virtua Striker, etc.) sono presenti SOLO nelle schede Pi4. - La versione PLUS Pi3B+ emula solo 550 titoli ARCADE, generati casualmente al momento dell'acquisto e non modificabile. Ultimo aggiornamento 2 Settembre 2020 NOME GIOCO EMULATORE 005 SALA GIOCHI ARCADE 1 On 1 Government [Japan] SALA GIOCHI ARCADE 1000 Miglia: Great 1000 Miles Rally SALA GIOCHI ARCADE 10-Yard Fight SALA GIOCHI ARCADE 18 Holes Pro Golf SALA GIOCHI ARCADE 1941: Counter Attack SALA GIOCHI ARCADE 1942 SALA GIOCHI ARCADE 1943 Kai: Midway Kaisen SALA GIOCHI ARCADE 1943: The Battle of Midway [Europe] SALA GIOCHI ARCADE 1944 : The Loop Master [USA] SALA GIOCHI ARCADE 1945k III SALA GIOCHI ARCADE 19XX : The War Against Destiny [USA] SALA GIOCHI ARCADE 2 On 2 Open Ice Challenge SALA GIOCHI ARCADE 4-D Warriors SALA GIOCHI ARCADE 64th.
    [Show full text]
  • Luminosity | a Re-Imagining of Twilight | by Alicorn
    Luminosity by Alicorn You don't have to make a hundred mistakes for everything to disintegrate around you. One will do. One wrong risk, one misplaced trust, one careless guess is enough to destroy the one thing you can least afford to lose. But I'd never had any reason to imagine that my disaster would befall me at the time when I was most unexpectedly safe. pg. 1 1. Forks 2. The Cullens 3. The Reveal 4. Matchmaking 5. Vampires 101 6. Edward 7. Souls 8. The Future 9. Witches and Werewolves 10. Coven 11. Volterra 12. Norway 13. Newborn 14. Self-Control 15. Honeymoon 16. Ambition 17. Rachel 18. Clearwater 19. Denali 20. Europe 21. Hybrid 22. Maggie 23. Sue 24. Delivery 25. Expectations 26. Little Witch 27. Scatter 28. Ashes 29. Things Left Behind pg. 2 Forks Here is how I decided to live with my father in Washington. My favorite three questions are, What do I want?, What do I have?, and How can I best use the latter to get the former? Actually, I'm also fond of What kind of person am I?, but that one isn't often directly relevant to decision making on a day-to-day basis. What did I want? I wanted my mother, Renée, to be happy. She was the most important person to me, bar none. I also wanted her around, but when I honestly evaluated my priorities, it was more important that she be happy. If, implausibly, I had to choose between Renée being happy on Mars, and Renée being miserable living with me as she always had - I wouldn't be thrilled about it.
    [Show full text]
  • Serious Games Advergaming, Edugaming, Training and More
    Serious games Advergaming, edugaming, training and more Project manager Laurent Michaud [email protected] M83708 – June 2008 Author Julian Alvarez, PhD Science of Communication and Information Contributor Laurent Michaud, Head of the digital leisure division Copyright IDATE 2008, BP 4167, 34092 Montpellier Cedex 5, France Tous droits réservés – Toute reproduction, stockage All rights reserved. None of the contents of this ou diffusion, même partiel et par tous moyens, y publication may be reproduced, stored in a retrieval compris électroniques, ne peut être effectué sans system or transmitted in any form, including accord écrit préalable de l'IDATE. electronically, without the prior written permission of IDATE. ISBN 978-2-84822-169-4 Executive Summary Serious Games Advergaming, edugaming, training and more This study outlines the characteristics, uses and different genres of serious game. It examines the challenges involved in the design, development and distribution of various types of titles, while analysing the outlook for the industry and its growth drivers. 600 million to one billion potential Defining serious gaming Areas addressed users worldwide. There is a huge variety of ways to classify Today, serious games are employed in a At the end of 2007, the global video serious gaming. However, accepting the wide variety of sectors. game industry was worth 30 billion ambiguities and possible challenges in- Defence: one of the most important USD. At the same time, the serious herent in this, this study defines serious areas in terms of client investment and gaming market was estimated to be gaming as follows: orders. Serious games are also used by worth between 1.5 and 10+ billion The purpose of a serious game is to armies in Europe, though less widely than USD.
    [Show full text]
  • Third Person : Authoring and Exploring Vast Narratives / Edited by Pat Harrigan and Noah Wardrip-Fruin
    ThirdPerson Authoring and Exploring Vast Narratives edited by Pat Harrigan and Noah Wardrip-Fruin The MIT Press Cambridge, Massachusetts London, England 8 2009 Massachusetts Institute of Technology All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher. For information about special quantity discounts, please email [email protected]. This book was set in Adobe Chapparal and ITC Officina on 3B2 by Asco Typesetters, Hong Kong. Printed and bound in the United States of America. Library of Congress Cataloging-in-Publication Data Third person : authoring and exploring vast narratives / edited by Pat Harrigan and Noah Wardrip-Fruin. p. cm. Includes bibliographical references and index. ISBN 978-0-262-23263-0 (hardcover : alk. paper) 1. Electronic games. 2. Mass media. 3. Popular culture. 4. Fiction. I. Harrigan, Pat. II. Wardrip-Fruin, Noah. GV1469.15.T48 2009 794.8—dc22 2008029409 10987654321 Index American Letters Trilogy, The (Grossman), 193, 198 Index Andersen, Hans Christian, 362 Anderson, Kevin J., 27 A Anderson, Poul, 31 Abbey, Lynn, 31 Andrae, Thomas, 309 Abell, A. S., 53 Andrews, Sara, 400–402 Absent epic, 334–336 Andriola, Alfred, 270 Abu Ghraib, 345, 352 Andru, Ross, 276 Accursed Civil War, This (Hull), 364 Angelides, Peter, 33 Ace, 21, 33 Angel (TV show), 4–5, 314 Aces Abroad (Mila´n), 32 Animals, The (Grossman), 205 Action Comics, 279 Aparo, Jim, 279 Adams, Douglas, 21–22 Aperture, 140–141 Adams, Neal, 281 Appeal, 135–136 Advanced Squad Leader (game), 362, 365–367 Appendixes (Grossman), 204–205 Afghanistan, 345 Apple II, 377 AFK Pl@yers, 422 Appolinaire, Guillaume, 217 African Americans Aquaman, 306 Black Lightning and, 275–284 Arachne, 385, 396 Black Power and, 283 Archival production, 419–421 Justice League of America and, 277 Aristotle, 399 Mr.
    [Show full text]