An Empirical Taxonomy of Monetized Random Reward Mechanisms In
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Game Developers Conference Europe Wrap, New Women’S Group Forms, Licensed to Steal Super Genre Break Out, and More
>> PRODUCT REVIEWS SPEEDTREE RT 1.7 * SPACEPILOT OCTOBER 2005 THE LEADING GAME INDUSTRY MAGAZINE >>POSTMORTEM >>WALKING THE PLANK >>INNER PRODUCT ART & ARTIFICE IN DANIEL JAMES ON DEBUG? RELEASE? RESIDENT EVIL 4 CASUAL MMO GOLD LET’S DEVELOP! Thanks to our publishers for helping us create a new world of video games. GameTapTM and many of the video game industry’s leading publishers have joined together to create a new world where you can play hundreds of the greatest games right from your broadband-connected PC. It’s gaming freedom like never before. START PLAYING AT GAMETAP.COM TM & © 2005 Turner Broadcasting System, Inc. A Time Warner Company. Patent Pending. All Rights Reserved. GTP1-05-116-104_mstrA_v2.indd 1 9/7/05 10:58:02 PM []CONTENTS OCTOBER 2005 VOLUME 12, NUMBER 9 FEATURES 11 TOP 20 PUBLISHERS Who’s the top dog on the publishing block? Ranked by their revenues, the quality of the games they release, developer ratings, and other factors pertinent to serious professionals, our annual Top 20 list calls attention to the definitive movers and shakers in the publishing world. 11 By Tristan Donovan 21 INTERVIEW: A PIRATE’S LIFE What do pirates, cowboys, and massively multiplayer online games have in common? They all have Daniel James on their side. CEO of Three Rings, James’ mission has been to create an addictive MMO (or two) that has the pick-up-put- down rhythm of a casual game. In this interview, James discusses the barriers to distributing and charging for such 21 games, the beauty of the web, and the trouble with executables. -
Design Recommendations for Intelligent Tutoring Systems
Design Recommendations for Intelligent Tutoring Systems Volume 1 Learner Modeling Edited by: Robert Sottilare Arthur Graesser Xiangen Hu Heather Holden A Book in the Adaptive Tutoring Series Copyright © 2013 by the U.S. Army Research Laboratory. Copyright not claimed on material written by an employee of the U.S. Government. All rights reserved. No part of this book may be reproduced in any manner, print or electronic, without written permission of the copyright holder. The views expressed herein are those of the authors and do not necessarily reflect the views of the U.S. Army Research Laboratory. Use of trade names or names of commercial sources is for information only and does not imply endorsement by the U.S. Army Research Laboratory. This publication is intended to provide accurate information regarding the subject matter addressed herein. The information in this publication is subject to change at any time without notice. The U.S. Army Research Laboratory, nor the authors of the publication, makes any guarantees or warranties concerning the information contained herein. Printed in the United States of America First Printing, July 2013 First Printing (errata addressed), August 2013 U.S. Army Research Laboratory Human Research & Engineering Directorate SFC Paul Ray Smith Simulation & Training Technology Center Orlando, Florida International Standard Book Number: 978-0-9893923-0-3 We wish to acknowledge the editing and formatting contributions of Carol Johnson, ARL Dedicated to current and future scientists and developers of adaptive learning technologies CONTENTS Preface i Section I: Fundamentals of Learner Modeling 1 Chapter 1 ‒ A Guide to Understanding Learner Models ......... -
Towards Accessibility of Games: Mechanical Experience, Competence Profiles and Jutsus
Towards Accessibility of Games: Mechanical Experience, Competence Profiles and Jutsus. Abstract Accessibility of games is a multi-faceted problem, one of which is providing mechanically achievable gameplay to players. Previous work focused on adapting games to the individual through either dynamic difficulty adjustment or providing difficulty modes; thus focusing on their failure to meet a designed task. Instead, we look at it as a design issue; designers need to analyse the challenges they craft to understand why gameplay may be inaccessible to certain audiences. The issue is difficult to even discuss properly, whether by designers, academics or critics, as there is currently no comprehensive framework for that. That is our first contribution. We also propose challenge jutsus – structured representations of challenge descriptions (via competency profiles) and player models. This is a first step towards accessibility issues by better understanding the mechanical profile of various game challenges and what is the source of difficulty for different demographics of players. 1.0 Introduction Different Types of Experience When discussing, critiquing, and designing games, we are often concerned with the “player experience” – but what this means is unsettled as games are meant to be consumed and enjoyed in various ways. Players can experience games mechanically (through gameplay actions), aesthetically (through the visual and audio design), emotionally (through the narrative and characters), socially (through the communities of players), and culturally (through a combination of cultural interpretations and interactions). Each aspect corresponds to different ways that the player engages with the game. We can map the different forms of experience to the Eight Types of Fun (Hunicke, LeBlanc, & Zubek, 2004) (Table 1). -
How Functional and Aesthetic Virtual Goods Influence the Purchase Motivations and Attitudes
HOW FUNCTIONAL AND AESTHETIC VIRTUAL GOODS INFLUENCE THE PURCHASE MOTIVATIONS AND ATTITUDES Joel Hellsten International Business Bachelor's Thesis Supervisor: Suzanne Altobello Date of approval: 8 April 2019 Aalto University School of Business Bachelor´s Program in International Business Mikkeli Campus HOW FUNCTIONAL AND AESTHETIC VIRTUAL GOODS INFLUENCE THE PURCHASE MOTIVATIONS AND ATTITUDES Joel Hellsten International Business Bachelor's Thesis Supervisor: Suzanne Altobello Date of approval: 8 April 2019 Aalto University School of Business Bachelor´s Program in International Business Mikkeli Campus AALTO UNIVERSITY ABSTRACT OF SCHOOL OF BUSINESS BACHELOR’S THESIS Mikkeli Campus Author: Joel Hellsten Title of thesis: How Functional and Aesthetic Virtual Goods Impact The Purchase Motivations and Attitudes Date: 8 April 2019 Degree: Bachelor of Science in Economics and Business Administration Supervisor: Suzanne Altobello Objectives The main objectives of this study were to examine the differences functional and aesthetic virtual goods have on motivations behind virtual good purchases. In addition, this study examined the differences in attitudes towards functional and aesthetic virtual goods. Summary The subject of virtual goods and purchases has been widely studied in recent years. However, most of the studies fail to distinguish the different type of virtual goods and their individual qualities that have an impact on the purchase decision making process. A questionnaire based on previous literature (Hamari et al. 2017) was conducted to examine these differences. The results show that when functional and aesthetic virtual goods are examined separately the motivations and reasons behind purchase decision vary significantly. In addition, the study reveals that the different types of virtual goods face different attitudes. -
Pay to Play: Video Game Monetization Patents and the Doctrine of Moral Utility
GEORGETOWN LAW TECHNOLOGY REVIEW PAY TO PLAY: VIDEO GAME MONETIZATION PATENTS AND THE DOCTRINE OF MORAL UTILITY Kirk A. Sigmon* CITE AS: 5 GEO. L. TECH. REV. 72 (2021) TABLE OF CONTENTS I. INTRODUCTION ...................................................................................... 72 II. THE GROWING COST OF VIDEO GAMES ................................................. 74 III. CONTROVERSIAL VIDEO GAME PATENTS ON DLC AND MICROTRANSACTIONS ................................................................................... 81 IV. THE CONTROVERSY BEHIND THE PSYCHOLOGY OF DLC AND MICROTRANSACTIONS ................................................................................... 86 V. A BRIEF HISTORY OF PATENTS AND “MORAL UTILITY” ........................ 89 VI. WHY MORAL UTILITY SHOULD NOT BE REVIVED FOR VIDEO GAMES .. 94 VII. CONCLUSION .......................................................................................... 98 I. INTRODUCTION Video games are now more complex and realistic than they ever have been—but making those games is not cheap. Video game development and marketing costs are sky high.1 To help recoup these costs, game developers and publishers have begun inventing increasingly clever ways to encourage users to spend more money on video games—and they are pursuing patents for those inventions. One recently granted patent seeks to drive in-game purchases by making multiplayer matches difficult for a player, encouraging that player to buy an item and, once that item is purchased and used, subtly rewarding the spending by making multiplayer matches easier.2 Another recently granted patent targets players more likely to spend money in-game by presenting them with exclusive spending opportunities, maximizing value * Shareholder, Banner Witcoff. Thanks to Ross A. Dannenberg, Scott M. Kelly, and Carlos Goldie for their invaluable input and assistance with this Article. 1 See infra Part II. 2 See U.S. Patent No. 9,789,406 (filed Oct. 17, 2017) [hereinafter Marr]. -
Making Intelligent Systems Team Players: Case Studies and Design Jssues
i f - ) .'- ] NASA Technical Memorandum 104738 ! / Making Intelligent Systems Team Players: Case Studies and Design Jssues Volume 1: Human-Computer Interaction Design Jane T. Malin Debra L. Schreckenghost David D. Woods, Scott S. Potter, Leila Johannesen, Matthew Holloway Kenneth D. Forbus (" ,.",.,_ , .; :_ . C_Ct ].Z_ -'. > ./:_ ? September 1991 N/ A vJ _._.1 r _dJ NASA Technical Memorandum 104738 Making Intelligent Systems Team Players: Case Studies and Design Issues Volume 1" Human-Computer Interaction Design Jane T. Malin Lyndon B. Johnson Space Center Houston, Texas Debra L. Schreckenghost The MITRE Corporation Houston, Texas David D. Woods, Scott S. Potter, Leila Johannesen, Matthew Holloway Ohio State University Columbus, Ohio Kenneth D. Forbus Northwestern University Evanston, Illinois National Aeronautics and Space Administration Lyndon B. Johnson Space Center Houston, Texas September 1991 Request for Comments We are interested in making this document useful to the reader. We encourage comments about this document that can help us improve it in future releases. Please send comments to: [email protected] schreck@ aio.jsc.nasa.gov Abstract Initial results are reported from a multi-year, interdisciplinary effort to provide guidance and assistance for designers of intelligent systems and their user interfaces. The objective is to achieve more effective human-computer interaction (HCI) for systems with real-time fault management capabilities (i.e., process monitoring and control during anomalous situations). Intelligent fault management systems within the National Aeronautics and Space Administration (NASA) have been evaluated for insight into the design of systems with complex HCI. Preliminary results include (1) a description of real-time fault management in aerospace domains, (2) recommendations and examples for improving intelligent system design and user interface design, (3) identification of issues requiring further research, and (4) recommendations for a development methodology integrating HCI design into intelligent system design. -
Policy Paper the Case for Uniform Loot Box Regulation: a New Classification Typology and Reform Agenda
Journal of Gambling Issues http://igi.camh.net/doi/pdf/10.4309/jgi.2021.46.15 Volume 46, February 2021 DOI: http://dx.doi.org/10.4309/jgi.2021.46.15 policy paper The Case for Uniform Loot Box Regulation: A New Classification Typology and Reform Agenda Stephanie Derrington,1 Shaun Star,2,3 & Sarah J. Kelly1 1 UQ Business School, University of Queensland, Brisbane, Queensland, Australia 2 Jindal Global Law School, Sonipat, India 3 TC Beirne School of Law, The University of Queensland, Brisbane, Queensland Australia Abstract The recent exponential increase in the presence of loot boxes and other forms of microtransactions in online games, together with the consequential development of a ‘‘token economy,’’ have created regulatory challenges around the world. The similarities between loot boxes and traditional forms of gambling give rise to serious and long-term psychological and financial risks, particularly among a largely minor, vulnerable audience. Regulators must, therefore, decide whether loot boxes and microtransactions should be addressed in the same manner as traditional gambling activities. Recognizing that the legal definition of gambling is a policy matter for different legislatures, this paper proposes a new classification framework for loot boxes and microtransactions that could be adopted as a guide by regulators and gaming publishers operating in the global, hyper-connected landscape of online gaming. The framework is designed to assist policy makers to achieve consumer welfare goals while also not unduly restricting the ability of adult consumers to make informed decisions as to when they participate in gambling-like activities or inappropriately interfering with the legitimate commercial endeavors of game developers. -
Relationships Between Game Genre, Business Model and Loot Box Opening
The Games We Play: Relationships between game genre, business model and loot box opening Joseph Macey1 and Juho Hamari1, 2 1 Gamification Group, Faculty of Information Technology and Communication Sciences, Tampere University, Finland. [email protected] 2 Gamification Group, Faculty of Humanities, University of Turku, 20500 Turku, Finland. [email protected] Abstract. The use of loot boxes is endemic in contemporary games, having originated in the free-to-play games of China and Japan they are now a common feature in almost every type of business model and genre. Primarily used to increase monetisation they are not without controversy as they have been accused of driving a “pay-to-win” approach to gaming and have even been linked to the development of problematic gambling behaviours. Considering the fact that there are a huge range of disparate practices connected to loot boxes, and that loot boxes are present in all forms of contemporary games this research asks the following question: Which business models and game genres, if any, are associated with increased opening of paid loot boxes? We employed survey data (N=613) gathered among gamers. We can conclude that loot boxes seem to be pervasive across games and there is no strong evidence that any business model of genre would clearly predict loot box opening activities and that players of all kinds of games probably encounter them in the gaming activities one way or the other. However, we can also conclude that loot box opening activities seems to be most strongly connected with both the retail and free-to-play business models as well as the shooter game genre. -
Vgarchive : My Video Game Collection 2021
VGArchive : My Video Game Collection 2021 Nintendo Entertainment System 8 Eyes USA | L Thinking Rabbit 1988 Adventures in the Magic Kingdom SCN | L Capcom 1990 Astérix FRA | L New Frontier / Bit Managers 1993 Astyanax USA | L Jaleco 1989 Batman – The Video Game EEC | L Sunsoft 1989 The Battle of Olympus NOE | CiB Infinity 1988 Bionic Commando EEC | L Capcom 1988 Blades of Steel SCN | L Konami 1988 Blue Shadow UKV | L Natsume 1990 Bubble Bobble UKV | CiB Taito 1987 Castlevania USA | L Konami 1986 Castlevania II: Simon's Quest EEC | L Konami 1987 Castlevania III: Dracula's Curse FRA | L Konami 1989 Chip 'n Dale – Rescue Rangers NOE | L Capcom 1990 Darkwing Duck NOE | L Capcom 1992 Donkey Kong Classics FRA | L Nintendo 1988 • Donkey Kong (1981) • Donkey Kong Jr. (1982) Double Dragon USA | L Technōs Japan 1988 Double Dragon II: The Revenge USA | L Technōs Japan 1989 Double Dribble EEC | L Konami 1987 Dragon Warrior USA | L Chunsoft 1986 Faxanadu FRA | L Nihon Falcom / Hudson Soft 1987 Final Fantasy III (UNLICENSED REPRODUCTION) USA | CiB Square 1990 The Flintstones: The Rescue of Dino & Hoppy SCN | B Taito 1991 Ghost'n Goblins EEC | L Capcom / Micronics 1986 The Goonies II NOE | L Konami 1987 Gremlins 2: The New Batch – The Video Game ITA | L Sunsoft 1990 High Speed ESP | L Rare 1991 IronSword – Wizards & Warriors II USA | L Zippo Games 1989 Ivan ”Ironman” Stewart's Super Off Road EEC | L Leland / Rare 1990 Journey to Silius EEC | L Sunsoft / Tokai Engineering 1990 Kings of the Beach USA | L EA / Konami 1990 Kirby's Adventure USA | L HAL Laboratory 1993 The Legend of Zelda FRA | L Nintendo 1986 Little Nemo – The Dream Master SCN | L Capcom 1990 Mike Tyson's Punch-Out!! EEC | L Nintendo 1987 Mission: Impossible USA | L Konami 1990 Monster in My Pocket NOE | L Team Murata Keikaku 1992 Ninja Gaiden II: The Dark Sword of Chaos USA | L Tecmo 1990 Rescue: The Embassy Mission EEC | L Infogrames Europe / Kemco 1989 Rygar EEC | L Tecmo 1987 Shadow Warriors FRA | L Tecmo 1988 The Simpsons: Bart vs. -
Videoconsolas Videojuegos Desarrolladores Accesorios
VIDEOCONSOLAS -Sobremesa: Consiste en una serie de consolas que se caracterizan por ser utilizadas en un sitio fijo y conectadas a una pantalla a través de la cual se visualizará el contenido del videojuego. -Portátil: Consiste en una serie de consolas que se caracterizan por poder ser utilizadas en cualquier lugar siempre y cuando la consola esté car- gada. Son consolas con menos potencia que las de sobremesa. -Híbrida: Consiste en una serie de consolas que se caracterizan por ser a la vez tanto portátiles como de sobremesa, ambas con potencias y características distintas pero siendo el mismo sistema. Actualmente, en Nintendo solo existe una, la Nintendo Switch. VIDEOCONSOLAS SOBREMESA NINTENDO COLOR TV -Nintendo Color TV: Es una serie de cinco consolas dedi- cadas para el hogar y lanzadas úni- camente en Japón. Nintendo vendió tres millones con los cuatro primeros modelos, sien- do la cifra más alta en cuanto a ventas de la primera generación de consolas de videojuegos. Estos sistemas pueden funcionar con baterías C o un adaptador de CA. La serie debutó en 1977. VIDEOCONSOLAS SOBREMESA NES -NES: Es una videoconsola de 8 bits que pertenece a la tercera generación. Fue lanzada en Norteamérica, Euro- pa y Australia entre 1985 y 1987. Fue la consola más exitosa de su época. A partir de esta consola, Nintendo estableció un modelo de negocios estandarizado en la era contempo- ránea y referente a la licencia de de- sarrollo de software a terceros. VIDEOCONSOLAS SOBREMESA N64 -N64: Es la cuarta consola de Nintendo, desarrollada para suceder a la Super Nintendo. Compitió con la Saturn de SEGA y con la Playstation de Sony. -
Female Fighters
Press Start Female Fighters Female Fighters: Perceptions of Femininity in the Super Smash Bros. Community John Adams High Point University, USA Abstract This study takes on a qualitative analysis of the online forum, SmashBoards, to examine the way gender is perceived and acted upon in the community surrounding the Super Smash Bros. series. A total of 284 comments on the forum were analyzed using the concepts of gender performativity and symbolic interactionism to determine the perceptions of femininity, reactions to female players, and the understanding of masculinity within the community. Ultimately, although hypermasculine performances were present, a focus on the technical aspects of the game tended to take priority over any understanding of gender, resulting in a generally ambiguous approach to femininity. Keywords Nintendo; Super Smash Bros; gender performativity; symbolic interactionism; sexualization; hypermasculinity Press Start Volume 3 | Issue 1 | 2016 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Adams Female Fighters Introduction Examinations of gender in mainstream gaming circles typically follow communities surrounding hypermasculine games, in which members harass those who do not conform to hegemonic gender norms (Consalvo, 2012; Gray, 2011; Pulos, 2011), but do not tend to reach communities surrounding other types of games, wherein their less hypermasculine nature shapes the community. The Super Smash Bros. franchise stands as an example of this less examined type of game community, with considerably more representation of women and a colorful, simplified, and gore-free style. -
Week 2: Game Theory // History & Origins // Industry Stats
NMED 3300(A) // Theory and Aesthetics of Digital Games Friday Genre Discussions / Play Sessions Schedule, Spring 2016 Mondays and Wednesdays will consist of lectures. Fridays will be broken into two sessions. The first will take place in W866 where we will discuss particular genres and look at select examples. The second session will take place in W560 and will consist of hands-on gameplay (1 hour) of the games covered earlier in class. Some Rules for W560 Usage: 1. Please be considerate of others in the lab and those working in adjacent offices/classrooms by keeping noise to a minimum, 2. Please note that food and drink are not allowed in W560, except water if it is contained in a non-spillable container (with a screw-top or sealable cap) 3. Only students with official access are allowed in these labs (you cannot bring friends into the lab, sorry), 4. Please be gentle with equipment, consoles, and peripherals as a lot of the equipment is David’s personal property and much of the equipment is old and getting more difficult (if not impossible) to replace. 5. Finally, do not leave discs in consoles and make sure consoles and televisions are turned off when you are finished and that the area where you were working is clean and tidy. Notes on Gameplay Sessions in W560: Please keep the volume of the monitors and verbalizations to a minimum. Have a look at each of the games listed for that week’s gameplay sessions by consulting reviews/criticism, gameplay video, screenshots. As many games are released on multiple platforms and are often emulated, make sure you are viewing information for the correct version (platform, year).