This Time It's Different
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Neon Caves - Coming Soon to Nintendo Switch
Neon Caves - Coming Soon to Nintendo Switch. FOR IMMEDIATE RELEASE Bristol, United Kingdom, Wednesday 13th March, 2019 – Force Of Habit have announced today their endless arcade-retro shooter game Neon Caves will be coming exclusively to Nintendo Switch with a brand new trailer. View it on YouTube: https://www.youtube.com/watch?v=zm7VSlFmiJE Release Date: 27th March 2019 Pre-purchase Date (EU/AU): 15th March 2019 Pre-purchase Date (NA): 20th March 2019 Price: £3.99 / $3.99 / €3.99 Pre-purchase Price: 25% off! Neon Caves is an experimental offshoot of our debut Nintendo Switch title, Toast Time: Smash Up!, with graphics by Terra Lauterbach (@rotten_tater) and music by Joe Williamson (@joecreates). To Fnd out more information about the game, including screenshots, promo codes, development videos, visit the Press Kit or alternatively Fre an email to: [email protected] Game Description: Explore the Neon Caves, a fragile ecosystem lost to the world for centuries. Recently rediscovered by your research team, use your ship's anchor ability and elite implements to stabilise the cave while keeping the hostile inhabitants at bay. Features: * Endless arcade-action gameplay. How long can you survive? * 9 unique enemy types: including historically accurate giant crustaceans! * 4 awesome power-ups: rapid Fre, bombs, invincibility and ghost ship! * 28 Achievements * Nintendo Switch exclusive Online Leaderboards Quotes: • “An eclectic mix of retro shooter and modern twin-stick shooters. The game has an achievement called 'Nic Cage'. Just remember that.” - TwinFnite • “If you’re looking for an awesome new shooter with a killer art style and a bit of depth, you’ll deFnitely want to check out Neon Caves." - Super Game Droid • “Tricky to get the hang of, but it’s fun. -
A History of Video Game Consoles Introduction the First Generation
A History of Video Game Consoles By Terry Amick – Gerald Long – James Schell – Gregory Shehan Introduction Today video games are a multibillion dollar industry. They are in practically all American households. They are a major driving force in electronic innovation and development. Though, you would hardly guess this from their modest beginning. The first video games were played on mainframe computers in the 1950s through the 1960s (Winter, n.d.). Arcade games would be the first glimpse for the general public of video games. Magnavox would produce the first home video game console featuring the popular arcade game Pong for the 1972 Christmas Season, released as Tele-Games Pong (Ellis, n.d.). The First Generation Magnavox Odyssey Rushed into production the original game did not even have a microprocessor. Games were selected by using toggle switches. At first sales were poor because people mistakenly believed you needed a Magnavox TV to play the game (GameSpy, n.d., para. 11). By 1975 annual sales had reached 300,000 units (Gamester81, 2012). Other manufacturers copied Pong and began producing their own game consoles, which promptly got them sued for copyright infringement (Barton, & Loguidice, n.d.). The Second Generation Atari 2600 Atari released the 2600 in 1977. Although not the first, the Atari 2600 popularized the use of a microprocessor and game cartridges in video game consoles. The original device had an 8-bit 1.19MHz 6507 microprocessor (“The Atari”, n.d.), two joy sticks, a paddle controller, and two game cartridges. Combat and Pac Man were included with the console. In 2007 the Atari 2600 was inducted into the National Toy Hall of Fame (“National Toy”, n.d.). -
Blast Off Broken Sword
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Broken Sword blast off Revolution’s fight Create a jetpack in for survival Unreal Engine 4 Issue 15 £3 wfmag.cc TEARAWAYS joyful nostalgia and comic adventure in knights and bikes UPGRADE TO LEGENDARY AG273QCX 2560x1440 A Call For Unionisation hat’s the first thing that comes to mind we’re going to get industry-wide change is collectively, when you think of the games industry by working together to make all companies improve. and its working conditions? So what does collective action look like? It’s workers W Is it something that benefits workers, getting together within their companies to figure out or is it something that benefits the companies? what they want their workplace to be like. It’s workers When I first started working in the games industry, AUSTIN within a region deciding what their slice of the games the way I was treated wasn’t often something I thought KELMORE industry should be like. And it’s game workers uniting about. I was making games and living the dream! Austin Kelmore is across the world to push for the games industry to But after twelve years in the industry and a lot of a programmer and become what we know it can be: an industry that horrible experiences, it’s now hard for me to stop the Chair of Game welcomes everyone, treats its workers well, and thinking about our industry’s working conditions. Workers Unite UK, allows us to make the games we all love. That’s what a a branch of the It’s not a surprise anymore when news comes out Independent Workers unionised games industry would look like. -
Applying a Conceptual Mini Game for Supporting Simple Mathematical Calculation Skills: Students’ Perceptions and Considerations
www.sciedu.ca/wje World Journal of Education Vol . 1, No. 1; April 2011 Applying a Conceptual Mini Game for Supporting Simple Mathematical Calculation Skills: Students’ Perceptions and Considerations Chris T. Panagiotakopoulos Department of Primary Education, University of Patras University Campus 26504, Patras, Greece Tel: +30-2610-997-907 E-mail: [email protected] Received: March 4, 2010 Accepted: March 16, 2010 doi:10.5430/wje.v1n1p3 Abstract Mathematics is an area of study that particularly lacks student enthusiasm. Nevertheless, with the help of educational games, any phobias concerning mathematics can be considerably decreased and mathematics can become more appealing. In this study, an educational game addressing mathematics was designed, developed and evaluated by a sample of 33 students of the fifth grade of a primary school. Each student played the educational game “Playing with Numbers” (PwN), performing additions with integers, additions with decimals and multiplications with integers for a total of one hour, divided into four sessions. Next, the sample was asked to provide feedback regarding specific questions, and the analysis of the results showed that the PwN application is attractive and delivers usage. The attraction of the PwN game probably owes its success to its competitive element, as users are driven to achieve high scores. The PwN application was also found to be easy to use, and this made the challenge of achieving a high score more appealing, as success depended only on the cognitive skills of the user and not on any weaknesses or difficulties raised by the application itself. The findings of this study show that students would benefit from educational games and would be happy to work within an environment that motivated them and indirectly forced them to deal with mathematical operations while playing. -
First Amendment Protection of Artistic Entertainment: Toward Reasonable Municipal Regulation of Video Games
Vanderbilt Law Review Volume 36 Issue 5 Issue 5 - October 1983 Article 2 10-1983 First Amendment Protection of Artistic Entertainment: Toward Reasonable Municipal Regulation of Video Games John E. Sullivan Follow this and additional works at: https://scholarship.law.vanderbilt.edu/vlr Part of the First Amendment Commons, and the Intellectual Property Law Commons Recommended Citation John E. Sullivan, First Amendment Protection of Artistic Entertainment: Toward Reasonable Municipal Regulation of Video Games, 36 Vanderbilt Law Review 1223 (1983) Available at: https://scholarship.law.vanderbilt.edu/vlr/vol36/iss5/2 This Note is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Law Review by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. NOTE First Amendment Protection of Artistic Entertainment: Toward Reasonable Municipal Regulation of Video Games Outline I. INTRODUCTION .................................. 1225 II. LOCAL GOVERNMENT REGULATION OF VIDEO GAMES . 1232 A. Zoning Regulation ......................... 1232 1. Video Games Permitted by Right ........ 1232 2. Video Games as Conditional or Special U ses .................................. 1233 3. Video Games as Accessory Uses ......... 1234 4. Special Standards for Establishments Of- fering Video Game Entertainment ....... 1236 a. Age of Players and Hours of Opera- tion Standards .................. 1236 b. Arcade Space and Structural Stan- dards ........................... 1237 c. Arcade Location Standards....... 1237 d. Noise, Litter, and Parking Stan- dards ........................... 1238 e. Adult Supervision Standards ..... 1239 B. Licensing Regulation ....................... 1239 1. Licensing and Zoning Distinguished ...... 1239 2. Video Game Licensing Standards ........ 1241 3. Administration of Video Game Licensing. 1242 a. Denial of a License ............. -
The Effects of Background Music on Video Game Play Performance, Behavior and Experience in Extraverts and Introverts
THE EFFECTS OF BACKGROUND MUSIC ON VIDEO GAME PLAY PERFORMANCE, BEHAVIOR AND EXPERIENCE IN EXTRAVERTS AND INTROVERTS A Thesis Presented to The Academic Faculty By Laura Levy In Partial Fulfillment Of the Requirements for the Degree Master of Science in Psychology in the School of Psychology Georgia Institute of Technology December 2015 Copyright © Laura Levy 2015 THE EFFECTS OF BACKGROUND MUSIC ON VIDEO GAME PLAY PERFORMANCE, BEHAVIOR, AND EXPERIENCE IN EXTRAVERTS AND INTROVERTS Approved by: Dr. Richard Catrambone Advisor School of Psychology Georgia Institute of Technology Dr. Bruce Walker School of Psychology Georgia Institute of Technology Dr. Maribeth Coleman Institute for People and Technology Georgia Institute of Technology Date Approved: 17 July 2015 ACKNOWLEDGEMENTS I wish to thank the researchers and students that made Food for Thought possible as the wonderful research tool it is today. Special thanks to Rob Solomon, whose efforts to make the game function specifically for this project made it a success. Additionally, many thanks to Rob Skipworth, whose audio engineering expertise made the soundtrack of this study sound beautifully. I express appreciation to the Interactive Media Technology Center (IMTC) for the support of this research, and to my committee for their guidance in making it possible. Finally, I wish to express gratitude to my family for their constant support and quiet bemusement for my seemingly never-ending tenure in graduate school. iii TABLE OF CONTENTS Page ACKNOWLEDGEMENTS iii LIST OF TABLES vii LIST OF -
Notes Du Mont Royal ←
Notes du mont Royal www.notesdumontroyal.com 쐰 Cette œuvre est hébergée sur « No- tes du mont Royal » dans le cadre d’un exposé gratuit sur la littérature. SOURCE DES IMAGES Google Livres OMHPOY HOIHMATA. do...- HOMERI CARMINA. UNIE"!!! Hum DIDOT PRAIRIES, "A JACOB, 56. OMHPOY HOIHMATA KAI TA TOY KYKAOY AEIWANA. HOMERI CARMINA ET CYCLI EPICI RELIQUIÆ. ---n---- GRÆCE ET LATINE CUM INDICE NOMINUM ET BERUM. PARISIIS, EDITORE AMBROS. FIRMIN DIDOT, INST llllllllllllllllll M DCCC XXXVHL 604562 PRÆFATIO. [nounou nostrum, quo primi in Gallia Græcos scriptores in unius corporis æquabilitatem redigere aggressi sumus, commendatione et nolis præfationum artibus egere non videtur; sed paucis dicendum est. unde en quam elegimus edendi ratio pendent. Dudum ægre tuleramus quod tot scriptorum editiones veteribus inquinatæ vitiis vulgo circum- ferpentur atque adeo sæpius repeterentur, dum exstarent commdem scriptorum emendatæ et a summis criticis autiquo nitori restitutæ: armon oportuit illorum ingeniorum, qua: optimi quique nostratium laudibuset imitatione celebrarunt, opera popularibus nostris exliiberi pure, emendata, quantum fieri potest libera a depravatione barbaria- quam transierant? Hoc igitur primum et præcipue curamus, ut non solum ex optimis quœ exstant editionibus scriptorum quisque expri- matur, au] harum etiam multas criticis celeberrimis tradidimus denuo examinandas et emendandas; præterea, ubicumque res videtur postu- lare, Regiæ Bihliothecæ manuscriptos imus consultum. Altera cura est, ut ad intelligentiam quoque scriptorum in Collectione nostra præste- mus quod prosit unicuique: quum enim adnotatio vel præstantissimn ex arbitrio denique pendeat commentatoris, cui plana nonnunquam videbuntur quæ aliis ohscura, lhterlnefationes lutinas e regione grac- corum panera decrevimus, utpote quæ prorsus omuia reddaut, non locos selectos illustrent. H33 vero, antequam tradantur typothetis, doctissimi viri severo examini subjectas accurate corrigunt; nonuullo- mm scriptorum plane novæ parantur. -
Saving Face Mova Closes in on Reality in Digital Imaging, Hoping to Make the Process So Easy That Animators — and Someday Consumers — Can Just Create
www.MercuryNews.com Tech Monday JULY 31, 2006 MOVA In the Mova process, fluorescent child’s makeup is applied to a person’s face — such as this writer’s. A hundred thousand images are captured with 44 cameras, then synthesized into a single 3-D computer model artists can manipulate. SAVING FACE MOVA CLOSES IN ON REALITY IN DIGITAL IMAGING, HOPING TO MAKE THE PROCESS SO EASY THAT ANIMATORS — AND SOMEDAY CONSUMERS — CAN JUST CREATE By Dean Takahashi ley” first described by Japanese robot- that rely on soft body tissue. Mercury News maker Masahori Mori in 1970. Mori Mova hopes to make the process of observed that the more inventors tried converting real-life images into digital When it comes to creating realistic to create a realistic human-like robot, form so easy that artists will be able to characters in video games, computer the more artificial it looked. spend more time being creative, artists have made brilliant replicas but Four years ago, Perlman anticipated Perlman says. One day, he hopes that they still struggle with the last frontier: that the last frontier for computer consumers themselves will be able to making a human face that acts like the artists would be human faces. With a use the technology to create their own real thing. small team, he created Contour, a tool lifelike computer animations. The gap between what players see that combines the images from 44 cam- “Contour takes us from motion cap- on the screen, and what they expect, is eras into a three-dimensional image of ture to reality capture,” said Perlman. -
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. -
Edutainment Case Study
What in the World Happened to Carmen Sandiego? The Edutainment Era: Debunking Myths and Sharing Lessons Learned Carly Shuler The Joan Ganz Cooney Center at Sesame Workshop Fall 2012 1 © The Joan Ganz Cooney Center 2012. All rights reserved. The mission of the Joan Ganz Cooney Center at Sesame Workshop is to harness digital media teChnologies to advanCe Children’s learning. The Center supports aCtion researCh, enCourages partnerships to ConneCt Child development experts and educators with interactive media and teChnology leaders, and mobilizes publiC and private investment in promising and proven new media teChnologies for Children. For more information, visit www.joanganzCooneyCenter.org. The Joan Ganz Cooney Center has a deep Commitment toward dissemination of useful and timely researCh. Working Closely with our Cooney Fellows, national advisors, media sCholars, and praCtitioners, the Center publishes industry, poliCy, and researCh briefs examining key issues in the field of digital media and learning. No part of this publiCation may be reproduCed or transmitted in any form or by any means, eleCtroniC or meChaniCal, inCluding photoCopy, or any information storage and retrieval system, without permission from the Joan Ganz Cooney Center at Sesame Workshop. For permission to reproduCe exCerpts from this report, please ContaCt: Attn: PubliCations Department, The Joan Ganz Cooney Center at Sesame Workshop One Lincoln Plaza New York, NY 10023 p: 212 595 3456 f: 212 875 7308 [email protected] Suggested Citation: Shuler, C. (2012). Where in the World is Carmen Sandiego? The Edutainment Era: Debunking Myths and Sharing Lessons Learned. New York: The Joan Ganz Cooney Center at Sesame Workshop. -
Gaming, Gamification and BYOD in Academic and Library Settings: Bibliographic Overview Plamen Miltenoff St
St. Cloud State University theRepository at St. Cloud State Library Faculty Publications Library Services 6-2015 Gaming, Gamification and BYOD in academic and library settings: bibliographic overview Plamen Miltenoff St. Cloud State University, [email protected] Follow this and additional works at: https://repository.stcloudstate.edu/lrs_facpubs Part of the Library and Information Science Commons Recommended Citation Miltenoff, Plamen, "Gaming, Gamification and BYOD in academic and library settings: bibliographic overview" (2015). Library Faculty Publications. 46. https://repository.stcloudstate.edu/lrs_facpubs/46 This Bibliographic Essay is brought to you for free and open access by the Library Services at theRepository at St. Cloud State. It has been accepted for inclusion in Library Faculty Publications by an authorized administrator of theRepository at St. Cloud State. For more information, please contact [email protected]. Plamen Miltenoff [email protected] Gaming, Gamification and BYOD in academic and library settings: bibliographic overview Keywords: gaming, gamification, game-based learning, GBL, serious games, Bring Your Own Device, BYOD, mobile devices, Millennials, Generation Y, Generation Z, academic libraries, education, assessment, badges, leaderboards Introduction Lev Vygotsky’s “Zone of proximal development” and his Sociocultural Theory opened new opportunities for interpretations of the learning process. Vygotsky’s ideas overlapped Jean Piaget’s and Erik Erickson’s assertions that cooperative learning, added to experimental learning, enhances the learning process. Peer interaction, according to them, is quintessential in accelerating the learning process (Piaget, 1970; Erickson, 1977; Vygotsky, 1978). Robert Gagné, B.F. Skinner, Albert Bandura, and others contributed and constructivism established itself as a valid theory in learning. Further, an excellent chapter of social learning theories is presented by Anderson, & Dron (2014). -
Well, She Sneaks Around the World from Kiev to Carolina She's a Sticky
1, 2, 3, yeah! Well, she sneaks around the world from Kiev to Carolina She's a sticky-fingered filcher from Berlin down to Belize She'll take you for a ride on a slow boat to China Tell me, where in the world is Carmen Sandiego? Steal their Seoul in South Korea, make Antarctica cry "Uncle!" From the Red Sea to Greenland, they'll be singing the blues Well, they never Arkansas her steal the Mekong from the jungle Tell me, where in the world is Carmen Sandiego? She'll go from Nashville to Norway, Bonaire to Zimbabwe Chicago, to Czechoslovakia* and back! Well, she'll ransack Pakistan, and run a scam in Scandinavia Then she'll stick 'em up down under and go pick-pocket Perth She put the "miss" in misdemeanor when she stole the beans from Lima Tell me, where in the world is Carmen Sandiego? Whoa, tell me where in the world? Hey! Come on, tell me where can she be? Botswana to Thailand, Milan via Amsterdam Mali, to Bali, Ohio, Oa-wa-hu! Aaahhhh!** The warrant, the warrant** The warrant, ba-ba-ba-ba-the warrant** Ooh, the chase** Ooh-woo-woo-woo, the chase** Monday through Friday at 5! Well, she glides around the globe, and she'll flim-flam every nation She's a double-dealing diva with a taste for thievery Her itinerary's loaded up with moving violations Tell me, where in the world is Carmen Sandiego? Whoa, tell me, where in the world is Carmen Sandiego? Tell me, where in the world is Carmen Sandiego? Tell me, where in the world is Carmen Sandiego? Tell me, where in the world is Carmen Sandiego? Tell me, where in the world is Where can she be, yeah? Whoa, where in the world is Carmen Sandiego? Tell me, where in the world is Carmen Sandiego? Watch your back! >> Look at a book about rocket ships.