Fiction and Video Games: Towards a Ludonarrative Model
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Incommensurate Wor(L)Ds: Epistemic Rhetoric and Faceted Classification Of
Incommensurate Wor(l)ds: Epistemic Rhetoric and Faceted Classification of Communication Mechanics in Virtual Worlds by Sarah Smith-Robbins A Dissertation Submitted to the Graduate School in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Dissertation Advisor: Dr. Rai Peterson Ball State University Muncie, IN March 28, 2011 Table of Contents Table of Contents ..................................................................................................................................... ii List of Tables ........................................................................................................................................... vi List of Figures ......................................................................................................................................... vii Abstract .................................................................................................................................................. ix Acknowledgements ................................................................................................................................. xi Chapter 1: Incommensurate Terms, Incommensurate Practices ............................................................... 1 Purpose of the Study ................................................................................................................................... 3 Significance of the Study ............................................................................................................................ -
Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games
Vanderbilt Journal of Entertainment & Technology Law Volume 18 Issue 3 Issue 3 - Spring 2016 Article 2 2015 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Internet Law Commons, and the Labor and Employment Law Commons Recommended Citation Julian Dibbell, Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games, 18 Vanderbilt Journal of Entertainment and Technology Law 419 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. VANDERBILT JOURNAL OF ENTERTAINMENT & TECHNOLOGY LAW VOLUME 18 SPRING 2016 NUMBER 3 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell ABSTRACT When does work become play and play become work? Courts have considered the question in a variety of economic contexts, from student athletes seeking recognition as employees to professional blackjack players seeking to be treated by casinos just like casual players. Here, this question is applied to a relatively novel context: that of online gold farming, a gray-market industry in which wage-earning workers, largely based in China, are paid to play fantasy massively multiplayer online games (MMOs) that reward them with virtual items that their employers sell for profit to the same games' casual players. -
2010-EPIC-Conference-Proceedings
EPIC Board of Directors ken anderson, Intel Corporation, President Tracey Lovejoy, Microsoft Corporation, Secretary Ed Liebow, Battelle Memorial Institute, Treasurer Melissa Cefkin, IBM, President-elect EPIC Advisory Committee Jacob Buur, U Copenhagen Christina Wasson, U North Texas Chris Miller, Savannah College of Art and Design Donna Flynn, Microsoft Elizabeth Anderson Kempe, Artemis By Design Jeanette Blomberg, IBM Alexandra Mack, Pitney Bowes Tony Salvador, Intel Rick E. Robinson, HLB Martha Cotton, gravitytank The National Association for the Practice of Anthropology (NAPA) is pleased to welcome you to this 6th annual Ethnographic Praxis in Industry Conference. NAPA is a section of the American Anthropological Association and supports the work of practicing anthropology by helping practitioners refine their skills, develop their careers, and market their services, www.practicinganthropology.org Mary Odell Butler – President Kalfani Ture – Governing Council Dennis Wiedman – Past President Eve Pinsker – Evaluation Anthropology Interest Group Tim Wallace – President-Elect Gelya Frank - Occupational Therapy Interest Group Christine Miller – Secretary Lenora Bohren – Evaluation Task Force John Massad – Treasurer Christine Miller – Design Anthro Interest Group Cathleen Crain – Governing Council Ellen Puccia – Local Practitioner Organizations Sabrina Scott – Governing Council David Himmelgreen and Satish Kedia, NAPA Bulletin Editors The American Anthropological Association, the primary professional society of anthropologists in the United -
Nordic Game Is a Great Way to Do This
2 Igloos inc. / Carcajou Games / Triple Boris 2 Igloos is the result of a joint venture between Carcajou Games and Triple Boris. We decided to use the complementary strengths of both studios to create the best team needed to create this project. Once a Tale reimagines the classic tale Hansel & Gretel, with a twist. As you explore the magical forest you will discover that it is inhabited by many characters from other tales as well. Using real handmade puppets and real miniature terrains which are then 3D scanned to create a palpable, fantastic world, we are making an experience that blurs the line between video game and stop motion animated film. With a great story and stunning visuals, we want to create something truly special. Having just finished our prototype this spring, we have already been finalists for the Ubisoft Indie Serie and the Eidos Innovation Program. We want to validate our concept with the European market and Nordic Game is a great way to do this. We are looking for Publishers that yearn for great stories and games that have a deeper meaning. 2Dogs Games Ltd. Destiny’s Sword is a broad-appeal Living-Narrative Graphic Adventure where every choice matters. Players lead a squad of intergalactic peacekeepers, navigating the fallout of war and life under extreme circumstances, while exploring a breath-taking and immersive world of living, breathing, hand-painted artwork. Destiny’s Sword is filled with endless choices and unlimited possibilities—we’re taking interactive storytelling to new heights with our proprietary Insight Engine AI technology. This intricate psychology simulation provides every character with a diverse personality, backstory and desires, allowing them to respond and develop in an incredibly human fashion—generating remarkable player engagement and emotional investment, while ensuring that every playthrough is unique. -
Playing Shakespeare Vernon Guy Dickson Michael Lutz
SAA 2021: Playing Shakespeare Vernon Guy Dickson Michael Lutz Participant Abstracts Lindsay Adams, Saint Louis University "Empowerment or Erasure? Agency, Feminism, and Invisible Disability in Elsinore" The vital question at the heart of Hamlet is action or inaction; the play and its titular protagonist are obsessed with choice and performance. Elsinore deconstructs the narrative of Hamlet through a time-loop game mechanic that offers a seemingly endless, and at times almost crippling, number of possible choices—utilizing the genre of science-fiction and the video game medium to address its source material’s concern. Elsinore deconstructs the narrative of Hamlet through a time-loop game mechanic that offers a seemingly endless number of possible choices for Ophelia — there are thirteen different endings for Elsinore, each tellingly beginning with the line, “This is the fate I choose.” The choice is given back to her and by extension the player. Elsinore uses its medium to explore the discursive possibilities of Hamlet and acknowledge more than one narrative of womanhood. The game looks to re-imagine the play through an intersectional lens; in this adaptation Ophelia is a biracial woman who grapples with prejudice due to her interlocking identities. Yet this intersectionality does not seem to extend to her identity as a disabled woman. Elsinore chooses to erase Ophelia’s identity as a person living with a mental disability. Its feminist rewrites make Ophelia a protagonist with agency over her own choices but turns her madness into a performance or a false patriarchal assumption. It seems to be impossible for Ophelia to be both empowered and disabled, as if two are mutually exclusive. -
PER MUDARRAGARRIDO TFG.Pdf
LOS VIDEOJUEGOS COMO HERRAMIENTA DE COMUNICACIÓN, EDUCACIÓN Y SALUD MENTAL RESUMEN Desde su sencillo origen en 1958 con Tennis For Two y su consiguiente auge en los años 80, la industria del videojuego se ha ido reinventando para hacer de la experiencia del jugador algo totalmente único. Es más que evidente la gran trascendencia de los videojuegos en nuestra sociedad actual, llegando a ser una de las industrias con más ganancias en los últimos años y una de las que más consigue mantener fieles a sus seguidores, debido a todas sus capacidades y aspectos beneficiosos más allá del entretenimiento. Por todo ello, entendemos que, si los videojuegos son un medio tan consolidado y con tanta trascendencia social en el ámbito del ocio, también pueden llegar a tener aplicaciones en otros ámbitos o disciplinas. Esta cuestión es la que va a ser tratada en nuestra investigación, exponiendo como objetivos el llegar a conocer las distintas aplicaciones de los videojuegos en otros ámbitos, debido a sus posibles aspectos beneficiosos (sin dejar de tener en cuenta los perjudiciales) y analizando el cómo son vistos a través de los ojos de una sociedad crítica. Para realizar la investigación nos hemos apoyado en juegos como Life is Strange, Gris o Celeste, así como en entrevistas y encuestas realizadas a una sección de la población. La principal conclusión que podemos sacar de la investigación es que: aunque el uso de los videojuegos no es una metodología muy acogida por los profesionales de la psicología, tiene un gran efecto positivo entre las personas que padecen algún tipo de trastorno psicológico o que ha sufrido acoso. -
Copyright by Jason Todd Craft 2004 the Dissertation Committee for Jason Todd Craft Certifies That This Is the Approved Version of the Following Dissertation
Copyright by Jason Todd Craft 2004 The Dissertation Committee for Jason Todd Craft Certifies that this is the approved version of the following dissertation: Fiction Networks: The Emergence of Proprietary, Persistent, Large- Scale Popular Fictions Committee: Adam Z. Newton, Co-Supervisor John M. Slatin, Co-Supervisor Brian A. Bremen David J. Phillips Clay Spinuzzi Margaret A. Syverson Fiction Networks: The Emergence of Proprietary, Persistent, Large- Scale Popular Fictions by Jason Todd Craft, B.A., M.A. Dissertation Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy The University of Texas at Austin December, 2004 Dedication For my family Acknowledgements Many thanks to my dissertation supervisors, Dr. Adam Zachary Newton and Dr. John Slatin; to Dr. Margaret Syverson, who has supported this work from its earliest stages; and, to Dr. Brian Bremen, Dr. David Phillips, and Dr. Clay Spinuzzi, all of whom have actively engaged with this dissertation in progress, and have given me immensely helpful feedback. This dissertation has benefited from the attention and feedback of many generous readers, including David Barndollar, Victoria Davis, Aimee Kendall, Eric Lupfer, and Doug Norman. Thanks also to Ben Armintor, Kari Banta, Sarah Paetsch, Michael Smith, Kevin Thomas, Matthew Tucker and many others for productive conversations about branding and marketing, comics universes, popular entertainment, and persistent world gaming. Some of my most useful, and most entertaining, discussions about the subject matter in this dissertation have been with my brother, Adam Craft. I also want to thank my parents, Donna Cox and John Craft, and my partner, Michael Craigue, for their help and support. -
Foundations for Music-Based Games
Die approbierte Originalversion dieser Diplom-/Masterarbeit ist an der Hauptbibliothek der Technischen Universität Wien aufgestellt (http://www.ub.tuwien.ac.at). The approved original version of this diploma or master thesis is available at the main library of the Vienna University of Technology (http://www.ub.tuwien.ac.at/englweb/). MASTERARBEIT Foundations for Music-Based Games Ausgeführt am Institut für Gestaltungs- und Wirkungsforschung der Technischen Universität Wien unter der Anleitung von Ao.Univ.Prof. Dipl.-Ing. Dr.techn. Peter Purgathofer und Univ.Ass. Dipl.-Ing. Dr.techn. Martin Pichlmair durch Marc-Oliver Marschner Arndtstrasse 60/5a, A-1120 WIEN 01.02.2008 Abstract The goal of this document is to establish a foundation for the creation of music-based computer and video games. The first part is intended to give an overview of sound in video and computer games. It starts with a summary of the history of game sound, beginning with the arguably first documented game, Tennis for Two, and leading up to current developments in the field. Next I present a short introduction to audio, including descriptions of the basic properties of sound waves, as well as of the special characteristics of digital audio. I continue with a presentation of the possibilities of storing digital audio and a summary of the methods used to play back sound with an emphasis on the recreation of realistic environments and the positioning of sound sources in three dimensional space. The chapter is concluded with an overview of possible categorizations of game audio including a method to differentiate between music-based games. -
An Analysis of Gendered Violence in Life Is Strange and Before the Storm Mitchi Anne Maja University of South Carolina - Columbia, [email protected]
University of South Carolina Scholar Commons Senior Theses Honors College Spring 2019 Violence in the Hands of Women: An Analysis of Gendered Violence in Life is Strange and Before the Storm Mitchi Anne Maja University of South Carolina - Columbia, [email protected] Follow this and additional works at: https://scholarcommons.sc.edu/senior_theses Part of the Feminist, Gender, and Sexuality Studies Commons, Gender and Sexuality Commons, and the Other Film and Media Studies Commons Recommended Citation Maja, Mitchi Anne, "Violence in the Hands of Women: An Analysis of Gendered Violence in Life is Strange and Before the Storm" (2019). Senior Theses. 287. https://scholarcommons.sc.edu/senior_theses/287 This Thesis is brought to you by the Honors College at Scholar Commons. It has been accepted for inclusion in Senior Theses by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. Maja 2 TABLE OF CONTENTS Abstract 3 Introduction 4 Method and Gameplay 15 Female Violence 23 Male Violence 48 Works Cited 52 Maja 3 ABSTRACT This thesis is an analysis of the video games Life is Strange and Before the Storm and how they serve to reflect social expectations and norms placed upon both women and men even today. Cultural studies recently accepted video games as a form of media to study, especially with the prevalence and accessibility of video games in various platforms. Violence in video games is culturally associated with men and the male audience; my analysis focuses on violence in the hands of women. By analyzing the choices I made as a player and how these games present their narratives and characters, I conclude that these video games, which are thus a reflection of society, still hold both women and men to a traditionalist standard. -
Life Is Strange 2: Tutti I Dettagli
Life is Strange 2: tutti i dettagli Non è semplice sviluppare un gioco che possa legare emotivamente giocatore e protagonista, ma Dontnod ce l’ha fatta. Con Life is Strange ha creato un mondo del tutto nuovo, con personaggi comuni sotto alcuni punti di vista, ma unici nel complesso. Già dal primo episodio, pubblicato il 30 gennaio 2015, la critica e soprattutto i giocatori, di tutte le età, hanno elogiato il titolo, tanto da permettere a Square Enix di pubblicare altri due giochi: Life is Strange: Before The Storm e, un solo episodio di The Awesome Adventures of Captain Spirit, un assaggio di quel ci aspetterà in Life is Strange 2. Proprio quest’ultimo è stato il protagonista di un trailer e un video gameplay pubblicato prima dell’apertura al pubblico di una delle fiere più importanti d’Europa: la Gamescom di Colonia. Dontnod ha, sin dal primo capitolo della saga, creato e sviluppato dei personaggi semplici, con vite comuni, dei soggetti mai stereotipati, in modo che ogni giocatore, indipendentemente dall’età, possa immergersi, possa identificarsi in uno dei personaggi. I problemi che affliggono i protagonisti sono di vita quotidiana nell’adolescenza: amori non corrisposti, litigi e incomprensioni con i genitori, amicizie che finiscono e altre che cominciano, bullismo, droga e molto altro. Dontnod, con Chloe e Max è riuscita a fare tutto ciò: due ragazzine che si affacciano al mondo “adulto”, due semplici adolescenti, che con la loro naturalezza hanno stregato milioni di giocatori. Questa volta, però, i protagonisti saranno due ragazzi e la storia sarà ambientata non più ad Arcadia Bay, ma a Seattle. -
I Fought the Law: Transgressive Play and the Implied Player Espen Aarseth Center for Computer Games Research IT University of Copenhagen, Denmark Aarseth at Itu Dk
I Fought the Law: Transgressive Play and The Implied Player Espen Aarseth Center for Computer Games Research IT University of Copenhagen, Denmark aarseth at itu dk ABSTRACT development cycle), can exist without players, and always This paper is an attempt to understand Game Studies without one particular, historical player. through the contested notion of the “player” both inside and outside “the game object” – that is the object that game The potential player, before becoming an actual users perceive and respond to when they play. Building on player, must receive some instructions, either from the Hans-Georg Gadamer’s notion of games as a subject that game itself, or from a guide or accompanying material. “masters the players”, the paper will go beyond the Thus, the player is created, by these instructions, and by his traditional split between the social sciences’ real players or her initial learning experience. In many cases, this and the aesthetics/humanities critical author-as-player, and experience is social, and the player learns from other, more present a theory of the player and player studies that experienced players. But this is far from always the case, incorporates the complex tensions between the real, especially with singleplayer games. While it is important to historical player and the game’s human components. Since acknowledge that even singleplay can be perfectly social games are both aesthetic and social phenomena, a theory of (eg. when two players cooperate or in a group discuss the the player must combine both social and aesthetic intricacies of a singleplayer game) it is perhaps just as perspectives to be successful. -
The Grand Old Man and the Great Tradition Adriana Boscaro with a Bun 'Ya Ningyo, Island of Sado, 1971
The Grand Old Man and the Great Tradition Adriana Boscaro with a Bun 'ya ningyo, Island of Sado, 1971. The Grand Old Man and the Great Tradition Essays on Tanizaki Jun'ichiro in Honor of Adriana Boscaro EDITED BY LUISA BLENATI AND BONAVENTURA RUPERTI CENTER FOR JAPANESE STUDIES THE UNIVERSITY OF MICHIGAN ANN ARBOR 2009 Open access edition funded by the National Endowment for the Humanities/ Andrew W. Mellon Foundation Humanities Open Book Program. Copyright © 2009 by The Regents of the University of Michigan "On Translating The Tale ofGenji into Modern Japanese" (1938) and "Some Malicious Remarks" (1965) Copyright © Chuokoron-Shinsha, Inc. Published by the Center for Japanese Studies, The University of Michigan 1007 E. Huron St. Ann Arbor, MI 48104-1690 Library of Congress Cataloging-in-Publication Data The grand old man and the great tradition : essays on Tanizaki Jun'ichiro in honor of Adriana Boscaro / edited by Luisa Bienati and Bonaventura Ruperti. p. cm. Includes bibliographical references. ISBN 978-1-929280-55-1 (pbk.: alk. paper) 1. Tanizaki, Jun'ichiro, 1886-1965—Criticism and interpretation. I. Boscaro, Adriana. II. Bienati, Luisa. III. Ruperti, Bonaventura, 1959- IV. Title. PL839.A7Z626 2010 895.6344—dc22 2009041181 This book was set in Times New Roman. Kanji set in Hiragino Mincho Pro W3. This publication meets the ANSI/NISO Standards for Permanence of Paper for Publications and Documents in Libraries and Archives (Z39.48—1992). Printed in the United States of America ISBN 978-1-92-928055-1 (paper) ISBN 978-0-47-212766-5 (ebook) ISBN 978-0-47-290161-6 (open access) The text of this book is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License: https://creativecommons.org/licenses/by-nc-nd/4.0/ Contents Acknowledgments vii Introduction 1 Luisa Bienati Adriana Boscaro: A Biography 9 Luisa Bienati The Modern Murasaki 13 Edward Seidensticker The "Tanizaki GenjF: Inception, Process, and Afterthoughts 25 Ibuki Kazuko and G.