DEMOCRATISATION of GAMING Discover How Valve Singlehandedly Changed the Future History of Games on Linux
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Empirical Investigation on Measurement of Game Immersion Using Real World Dissociation Factor
Thesis no: MSCS-2016-13 Empirical Investigation on Measurement of Game Immersion using Real World Dissociation Factor Gadila Swarajya Haritha Reddy Faculty of Computing Blekinge Institute of Technology SE–371 79 Karlskrona, Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science in Computer Science. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): Gadila Swarajya Haritha Reddy E-mail: [email protected] University advisor: Prof. Sara Eriksén Department of Creative Technologies Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE–371 79 Karlskrona, Sweden Fax : +46 455 38 50 57 Abstract Context. Games involve people to a large extent where they relate them- selves with the game characters; this is commonly known as game immer- sion. Generally, some players play games for enjoyment, some for stress relaxation and so on.Game immersion is usually used to describe the degree of involvement with a game. When people play games, they don’t necessar- ily realize that they have been dissociated with the surrounding world. Real world dissociation (RWD) can be defined as the situation where a player is less aware of the surroundings outside the game than about what is happen- ing in the game itself. The RWD factor has been expected to measure the losing track of time, lack of awareness of surroundings and mental trans- portation. Objectives. In this thesis, we measure and compare the difference in game immersion between experienced and inexperienced players using RWD fac- tor. -
Hardcore Gamer Profiling: Results from an Unsupervised Learning
Available online at www.sciencedirect.com Available onlineScienceDirect at www.sciencedirect.com Available online at www.sciencedirect.com Procedia Computer Science 00 (2018) 000–000 ScienceDirect ScienceDirect www.elsevier.com/locate/procedia Procedia Computer Science 126 (2018) 1289–1297 Procedia Computer Science 00 (2018) 000–000 www.elsevier.com/locate/procedia International Conference on Knowledge Based and Intelligent Information and Engineering Systems, KES2018, 3-5 September 2018, Belgrade, Serbia International Conference on Knowledge Based and Intelligent Information and Engineering Hardcore GamerSystems, Profiling: KES2018, 3 Results-5 September from 2018, a Belgrade,n unsupervised Serbia learning approach to playing behavior on the Steam platform Hardcore Gamer Profiling: Results from an unsupervised learning Florianapproach Baumann *to, Dominik playing Emmert, behavior Hermann on the Baumgartl, Steam Ricardo platform Buettner Aalen University, Germany Florian Baumann*, Dominik Emmert, Hermann Baumgartl, Ricardo Buettner Aalen University, Germany Abstract Based on a very large dataset of over 100 million Steam platform users we present the first comprehensive analysis of hardcore Abstractgamer profiles by over 700,000 hardcore players (users playing more than 20 hours per week) covering more than 3,300 games. Using an unsupervised machine learning approach we reveal the specific behavioral categories of hardcore players, i.e. First PersonBased on Shooter, a very largeTeam datasetFortress of 2over player, 100 millionAction gameSteam player, platform Dota users 2 player,we present Strategy the first and comprehensive action combiner, analysis Genre of- switchinghardcore player.gamer profilesSubsequ byently over we 700,000 derive hardcoreindividual players patterns (users of hardcore playing moregamers than in 20the hours categories per week) found, covering such as more strategy than- action3,300 games.games combinerUsing an orunsupervised game switching machine players. -
An Exploration of Zombie Narratives and Unit Operations Of
Acta Ludologica 2018, Vol. 1, No. 1 ABSTRACT: This document details the abstract for a study on zombie narratives and zombies as units and their translation from cinemas to interactive mediums. Focusing on modern zombie mythos and aesthetics as major infuences in pop-culture; including videogames. The main goal of this study is to examine the applications The Infectious Aesthetic of zombie units that have their narrative roots in traditional; non-ergodic media, in videogames; how they are applied, what are their patterns, and the allure of Zombies: An Exploration of their pervasiveness. of Zombie Narratives and Unit KEY WORDS: Operations of Zombies case studies, cinema, narrative, Romero, unit operations, videogames, zombie. in Videogames “Zombies to me don’t represent anything in particular. They are a global disaster that people don’t know how to deal with. David Melhart, Haryo Pambuko Jiwandono Because we don’t know how to deal with any of the shit.” Romero, A. George David Melhart, MA University of Malta Institute of Digital Games Introduction 2080 Msida MSD Zombies are one of the more pervasive tropes of modern pop-culture. In this paper, Malta we ask the question why the zombie narrative is so infectious (pun intended) that it was [email protected] able to successfully transition from folklore to cinema to videogames. However, we wish to look beyond simple appearances and investigate the mechanisms of zombie narratives. To David Melhart, MA is a Research Support Ofcer and PhD student at the Institute of Digital do this, we employ Unit Operations, a unique framework, developed by Ian Bogost1 for the Games (IDG), University of Malta. -
Valve Corporation Tournament License
VALVE CORPORATION DOTA 2 TOURNAMENT LICENSE AND PAID SPECTATOR SERVICE AGREEMENT By pressing “Submit” you and/or the party you represent in submitting this web form (“Licensee”) agree to be bound be the terms of this Dota 2 Tournament License and Paid Spectator Service Agreement (the “Agreement”). It is entered into and effective by and between Valve Corporation, a Washington, U.S.A. corporation (“Valve”), and the Licensee as of the day that Valve accepts and confirms the submission by making it accessible through the Paid Spectator Service. 1. Definitions 1.1 “Adjusted Gross Revenue” mean the gross revenue actually received by Valve from Valve’s sale of the Tournaments via the Paid Spectator Service, less (a) actual costs resulting directly from returns, discounts, refunds, fraud or chargebacks; (b) taxes that are imposed on a customer of the Paid Spectator Service on the distribution, sale or license of the Tournaments (such as sales, use, excise, value-added and other similar taxes) that are received from such customer by Valve for payment to governmental authorities. 1.2 “Confidential Information” means (i) any trade secrets relating to Valve’s product plans, designs, costs, prices and names, finances, marketing plans, business opportunities, personnel, research development or know-how; (ii) any unreleased Valve products; and (iii) any other information that Valve designates to Licensee as being confidential or which, based on the nature of such information and the circumstances surrounding its disclosure, ought in good faith to be treated as confidential. 1.3 “Game” means the game Dota 2. 1.4 “Game-Related Intellectual Property,” means the Dota™ trademark and Dota 2 logo. -
Steganography in Steam Game Files
May 2nd,2012 Christopher Hale Dr. Cihan Varol – Graduate Advisor A NEW VILLAIN: INVESTIGATING STEGANOGRAPHY IN SOURCE ENGINE BASED VIDEO GAMES Table of Contents . History behind platform . Impact of platform . Creating game levels with hidden data . Investigating these levels to recover information . Conclusion . Future Work The Source Engine . Created by Valve . Two ex-Microsoft Employees started in 1996 . Began with the release of Half Life in 1998 . Originally a modified version of the Quake gaming engine . Known initially as $Gldsrc . Modified further into Source engine The Source Engine – Cont’d . More commercial success . Counter-Strike released in 2000 Most actively played online game in the world . Need to aggregate and control game patches . Steam was released in 2003 The Source Engine – Cont’d . One of the leading game engines in the world . Released titles such as: Half Life 1 & 2 Portal 1 & 2 Left 4 Dead 1 & 2 . Ongoing constant development What is Steam? . PC based gaming solution . Store . Game Management . Statistic Aggregation . Patch Aggregation . Social network . Currently in Development – Steamworks API The Steam Interface Steam Usage . 1523 games available . 40 million active user accounts . 5 million concurrent players on January 2, 2012 . 70% of the digital distribution market in 2009 . Continual growth Hammer . Official level (map) creation tool . Used on all Source games . Free with Source games Tools Within Hammer . Hammer is a set of tools to create, develop, and publish Source maps . Main game creation interface . Game logic . Tools to compile map data into playable levels Exploiting the Source Engine . Main focus of this project . Use video game files to hide data . -
Gentlemen's Argument
Copyright © 2007, Chicago-Kent Journal of Intellectual Property A GENTLEMEN'S AGREEMENT ASSESSING THE GNU GENERAL PUBLIC LICENSE AND ITS ADAPTATION TO LINUx Douglas A. Hass" Introduction "Starting this Thanksgiving, I am going to write a complete Unix-compatible software system called GNU (for GNU's Not Unix), and give it away free to everyone who can use it." With his post to the Usenet 2 newsgroup net.unix-wizards, 3 Richard Stallman launched a sea change in software development. In 1983, he could not have known that his lasting contribution would not be the GNU operating system, but instead the controversial software license that he would develop as its underpinning: the GNU General Public License (GPL).4 Today, the operating system most closely associated with the GPL is Linux, developed originally by Linus Torvalds, a Finnish university student.5 Research group IDC's Quarterly Server Tracker marked Linux server revenue growth at three times Microsoft Windows server growth in the first quarter of 2006, its fifteenth consecutive quarter of double-digit revenue growth. 6 British research firm Netcraft's July 2006 Web Server Survey gives Linux-based 7 Apache Web servers the largest market share among Web servers queried in its monthly survey. With Linux gaining an increasingly larger position in these markets, the validity of the GPL takes on increasing importance as well. The open source community's commercial and non-commercial members are conducting a robust debate on the intellectual property issues surrounding the GPL and Linux, its most * Douglas A. Hass, Director of Business Development, ImageStream; J.D. -
FOSS Philosophy 6 the FOSS Development Method 7
1 Published by the United Nations Development Programme’s Asia-Pacific Development Information Programme (UNDP-APDIP) Kuala Lumpur, Malaysia www.apdip.net Email: [email protected] © UNDP-APDIP 2004 The material in this book may be reproduced, republished and incorporated into further works provided acknowledgement is given to UNDP-APDIP. For full details on the license governing this publication, please see the relevant Annex. ISBN: 983-3094-00-7 Design, layout and cover illustrations by: Rezonanze www.rezonanze.com PREFACE 6 INTRODUCTION 6 What is Free/Open Source Software? 6 The FOSS philosophy 6 The FOSS development method 7 What is the history of FOSS? 8 A Brief History of Free/Open Source Software Movement 8 WHY FOSS? 10 Is FOSS free? 10 How large are the savings from FOSS? 10 Direct Cost Savings - An Example 11 What are the benefits of using FOSS? 12 Security 13 Reliability/Stability 14 Open standards and vendor independence 14 Reduced reliance on imports 15 Developing local software capacity 15 Piracy, IPR, and the WTO 16 Localization 16 What are the shortcomings of FOSS? 17 Lack of business applications 17 Interoperability with proprietary systems 17 Documentation and “polish” 18 FOSS SUCCESS STORIES 19 What are governments doing with FOSS? 19 Europe 19 Americas 20 Brazil 21 Asia Pacific 22 Other Regions 24 What are some successful FOSS projects? 25 BIND (DNS Server) 25 Apache (Web Server) 25 Sendmail (Email Server) 25 OpenSSH (Secure Network Administration Tool) 26 Open Office (Office Productivity Suite) 26 LINUX 27 What is Linux? -
Applications of Machine Learning in Dota 2: Literature Review and Practical Knowledge Sharing
Applications of Machine Learning in Dota 2: Literature Review and Practical Knowledge Sharing Aleksandr Semenov1, Peter Romov2;3, Kirill Neklyudov2;3, Daniil Yashkov2;3, and Daniil Kireev4 1 International Laboratory for Applied Network Research, National Research University Higher School of Economics, Moscow, Russia 2 Yandex Data Factory, Moscow, Russia 3 Moscow Institute of Physics and Technology, Moscow, Russia 4 Moscow State University, Moscow, Russia [email protected], [email protected], [email protected], [email protected], [email protected] Abstract. We present the review of recent applications of Machine Learning in Dota 2. It includes prediction of the winning team from the drafting stage of the game, calculating optimal jungling paths, pre- dict the result of teamfights, recommendataion engine for the draft, and detection of in-game roles with emphasis on win prediction from team composition data. Besides that we discuss our own experience with mak- ing Dota 2 Machine Learning hachathon and Kaggle competitions. Keywords: Dota 2, MOBA, eSports, Machine Learning 1 Introduction to Dota 2 game rules and mechanics DotA 2 is an online multiplayer video game and its first part, DotA (after \De- fense of the Ancients") created a new genre, called Multiplayer Online Battle Arena (MOBA). It is played by two teams, called Radiant and Dire which con- sist of five players each. The main goal of the game is to destroy other team's \Ancient", located at the opposite corners of the map. Each of the players choose one hero to play with from a pool of 113 heroes in the drafting stage of the game (sometimes called 'picks'). -
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Boundary Maintaining Mechanisms in Left 4 Dead 2
Should I stay or should I go Boundary maintaining mechanisms in Left 4 Dead 2 Jonas Linderoth University of Gothenburg Department of Education, Communication and Learning 405 30 Gothenburg SWEDEN +46 (0)31-786 21 72 [email protected] Staffan Björk University of Gothenburg and Chalmers University Department of Applied Information Technology 412 96 Gothenburg SWEDEN +46 (0)31-7721039 [email protected] Camilla Olsson University of Gothenburg Department of Education, Communication and Learning 405 30 Gothenburg SWEDEN +46 (0)31-786 21 72 [email protected] ABSTRACT In this paper we report an ethnographic study of Pick Up Groups (PUGs) in the game Left 4 Dead 2. Our aim with the study is to contribute with a deeper understanding of how these new social arenas are constituted by its’ participants and the role game design plays in structuring these encounters. As a deliberate attempt to go beyond the discussion in the game studies field about formalism versus play studies, we use both concepts from micro-sociology as well as concepts from the field of game design as our analytical framework. Our results shows that the dynamics of a PUG can be understood in relation to how players uphold and negotiate the boundary between the their in-game-identity based on their gaming skill and a other social relations outside of the game context. Keywords Gameplay design patterns, Goffman, Frame analysis, Pick Up Groups, Ethnography INTRODUCTION Trawling down memory lane, recalling the games that we used to play in childhood can be a bittersweet experience. For some of us memories of careless joy and happy days are blended with episodes of being excluded from play activities, chosen last to a team or leaving a game in a tantrum. -
An Overview of Esports in Europe
THIS REPORT IS BROUGHT TO YOU BY ESPORTS BAR AN OVERVIEW OF ESPORTS IN EUROPE FEATURING AN IN-DEPTH LOOK AT FOUR OF EUROPE’S MOST VIBRANT ESPORTS ECOSYSTEMS SWEDEN POLAND SPAIN GERMANY DECEMBER 2017 TABLE OF CONTENTS 1. Foreword 3 2. Key Facts About Europe 4 3. European Market Trends 6 4. Local Impact 10 5. Biggest Events 15 6. Using Consumer Insights 18 FOREWORD A NEW PHASE FOR ESPORTS COMMENCES Esports is entering a new phase toward becoming a mature ESPORTS ENTERING A CRUCIAL PHASE TOWARDS MATURITY market. The coming two years will be crucial in how fast it grows into a multi-billion-dollar business. The key determining factors are the success of local leagues and the franchising approach, the implementation of regulations, the arrival of new game formats and competition, the uptake of content rights sales, team profitability, and the impact of industry convergence involving traditional media, entertainment, telecom, and sports companies. Depending on how these factors play out in the coming year or two, esports’ growth could accelerate and reach $2.4 billion in 2020 in an optimistic scenario, almost $1 billion higher than the base scenario of $1.5 billion. Europe has been one of the most important regions in the development of the esports industry. Some of the first organizations that made esports popular, especially in the West, originate from Europe. Most notable is ESL, arguably the world’s largest esports organization, which has its roots in Germany. The company has helped build and shape esports from small community events to record-breaking events, including the Intel Extreme Masters in Katowice and ESL One in Cologne. -
Adaptive Learning in an Educational Game
ADAPTIVE LEARNING IN AN EDUCATIONAL GAME Adapting Game Complexity to Gameplay Increases Efficiency of Learning A master thesis for the title of Master of Science (MSc) in Cognitive Artificial Intelligence by Jeroen Linssen Utrecht University, Faculty of Humanities, Department of Philosophy Dated 2011–08–11 for 30 ECTS Supervisors Game research for training and entertainment prof. dr. John-Jules Meyer from Intelligent Systems dr. Herre van Oostendorp from Human Media Interaction Erik van der Spek, MSc from Human Media Interaction Keywords: adaptive learning, adaptivity, artificial intelligence, educational games, game design, ser- ious games Abstract This thesis investigates the possibilities of adaptivity in an educational game called Code Red: Triage. This game lets players assume the role of a medical first responder who has to triage victims. A triage is a procedure through which medical personnel can determine the priority of a victim. The first hypothesis of this thesis is that, by making the game adapt itself autonomously to the player, it becomes more efficient. That is, based on how a player performs in the game, the game changes its properties to suit his needs. The second hypothesis is that the player feels more engaged by the game if it adapts itself to his needs. This would be the case because he would be challenged optimally by the adaptations the game makes. The adaptation consists of determining which victim cases should be presented to the player. Each victim has his own complexity, so when a player reaches a particular skill level, slightly more complex victims are presented to him. This idea is implemented in Code Red: Triage and subjected to an experi- ment in order to falsify the hypotheses.