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Lexington Christian Academy David Naugle Lexington, Massachusetts April 6-7, 2006
Lexington Christian Academy David Naugle Lexington, Massachusetts April 6-7, 2006 Faith and Worldview Teaching: Cultivating Inquiry Across the Curriculum “Language, Liturgy, and Life: Towards a Christian Vision of Education” SimCity “You’re rewarded for creativity, experimentation, and understanding, with a healthy, thriving universe to call your own.” — Maxis Catalog (advertising SimCity) Have you heard of or ever played the video or computer game called SimCIty? In playing SimCity, where the prefix Sim is used as an abbreviation for “simulation” or “simulated,” players act as city leaders and city planners who design, develop, and govern their own ideal town or city. In SimCity, there are no specific goals or objectives to achieve. Rather, it is all about creating a world out of your own imagination. As the Maxis catalog advertising SimCity states, “You’re rewarded for creativity, experimentation, and understanding, with a healthy, thriving universe to call your own.”1 Since its release in the late 1980s, SimCity has spawned many derivatives, such as SimEarth, SimFarm, SimCopter, SimAnt, SimIsle, SimThemePark, SimSafari, and literally, SimEverything, the latter title describing what the creators of SimCity were apparently trying to accomplish overall. SimUniversity “Join a band, crash parties, find a part-time job, or get initiated into a secret society, print money, and cheat on your studies. How will your Sims enjoy their college years?” 2 To me, all this is simply amazing (forgive the pun), and I was not surprised to learn that with the popularity of the “sims” overall, which is a vital part of this 20 1 Maxis Software Toys Catalog, p. -
WILL WRIGHT Creator of the Sims & Spore
WILL WRIGHT Creator of The Sims & Spore Twenty years ago, a video game that you could neither win nor lose was inconceivable-unless you were Will Wright. With five years of college under his belt and no degree, twenty-something year old Will had the idea of creating a game based on designing and building cities. In achieving that goal, Will created a new genre in gaming and within it, one of the best-loved game franchises in history establishing Will Wright as a visionary within the world of video game design. The idea for SimCity struck as will was designing his first game, Raid on Bungeling Bay (1984) a game in which helicopters attacked islands. Realizing he preferred building islands to piloting attack 'copters, Will partnered with "idea guy" Jeff Braun to create a company known as Maxis and they released SimCity in 1989. With SimCity the mass market got its first real taste of a simulation game, and they were hooked! The word-of-mouth acclaim swirling around SimCity ultimately attracted the attention of Newsweek, and a full page story on the game cemented SimCity's place in entertainment history. An entirely new kind of video game genre, focused around open-ended, non-violent gameplay was born! Maxis followed up the surprising success of SimCity with a string of popular simulation games throughout the 1990s. Titles such as SimEarth: The Living Planet (1990), SimAnt: The Electronic Ant Colony (1991), SimCity 2000 (1993), SimCopter (1996), and SimCity 3000 (1999) introduced simulation games to hundreds of thousands of new fans, demonstrating the genre's true potential. -
Mexico Ha Ganado Un Lugar Muy Destacado En America Latina En El Juego De Comprar Videojuegos. Ciertamente, Hay Aficion, Y a Vece
220 adiccionesLas y el juego virtual Mexico ha ganado un lugar 1 muy destacado en America Latina en el juego de comprar La mascota más demandante. videojuegos. Ciertamente, hay aficion, y a veces desbocada, pero el juego virtual es la probadita de realidad que nos permite interactuar con el futuro. adicciones y el juego ENTRETENIMIENTO 221 virtual 3 ntusiasma, pero no asusta. Un mundo de posibilidades aluci- nantes repentinamente tiene mucho auge en el mundo de los juegos de video. La era de los juegos controlados por el pensa- 2 miento ha llegado, y muy pronto podría ser necesario sólo pensar Epara operar un juego de video. Las empresas de la electrónica de consumo están desarro- llando dispositivos especiales como el auricular Emotiv EPOC -la primera interfaz cerebro-computadora- que ayudarán a acelerar la revolución de los videojuegos. 222 El EPOC detecta y procesa en tiempo real patrones de la El futuro que ya no fue actividad cerebral (pequeños cambios de voltaje en el cerebro causadas por los disparos de las neuronas), utilizando un dis- positivo que mide la actividad eléctrica en el cerebro. En total, el EPOC recoge más de 30 diferentes expresiones, emociones ApaRECE EN 1985 SUPER MARIO y acciones. BROS., personaje que supuso un punto de Esta propuesta ya ha sido recibida con entusiasmo por inflexión en el desarrollo de los juegos electrónicos. muchos jugadores. Según los expertos, la ciencia ficción repre- Super Mario Bros., producido por la compañía Nintendo, sentada en películas como Matrix o Star Trek son ahora para la consola NES, Nintendo Entertainment System realidades del futuro. -
Finding Aid to the Kevin O’Hare Maxis/Electronic Arts Collection, 1995-2003
Brian Sutton-Smith Library and Archives of Play Kevin O’Hare Maxis/Electronic Arts Collection Finding Aid to the Kevin O’Hare Maxis/Electronic Arts Collection, 1995-2003 Summary Information Title: Kevin O’Hare Maxis/Electronic Arts collection Creator: Kevin O’Hare (primary) ID: 116.2087 Date: 1995-2003 (inclusive) Extent: 0.2 linear feet Language: The materials in this collection are in English. Abstract: The Kevin O’Hare Maxis/Electronic Arts collection holds ephemera and publications from O’Hare’s career at Maxis and Electronic Arts. The materials are from 1995 through 2003. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) have not been transferred, The Strong has permission to make copies in all media for museum, educational, and research purposes. Custodial History: The Kevin O’Hare Maxis/Electronic Arts collection was donated to The Strong in December 2015 as a gift of Kevin O’Hare. The papers were accessioned by The Strong under Object ID 116.2087 and were received from O’Hare along with more than 100 video games, card games, apparel, posters, and other Maxis- and Electronic Arts-branded ephemera (Activity ID 12650). Preferred citation for publication: Kevin O’Hare Maxis/Electronic Arts collection, Brian Sutton-Smith Library and Archives of Play at The Strong Processed by: Julia Novakovic, May 2019 Controlled Access Terms Personal Names • O’Hare, Kevin Corporate Names • Electronic Arts (Firm) • Maxis (Firm) May 2019 Page 1 Brian Sutton-Smith Library and Archives of Play Kevin O’Hare Maxis/Electronic Arts Collection Biographical Note Kevin O’Hare, an American software engineer, worked for Maxis from 1991-2003. -
Sim City 3000 Cz
Sim city 3000 cz click here to download SimCity OST. Composed by Jerry Martin. Sim Broadway Building Magic City New. Jest to mój pierwszy let's play jaki zrobiłem, więc bardzo proszę o wyrozumiałość. Chociaż bez przesady, chcę. Dziś dłuższy materiał o strategi ekonomicznej SimCity www.doorway.ru Sounds of the City. Submitted by Anonymous (not verified) on Srp 10, Language United Kingdom. Hello, I'm Kent Jolly, the audio director for the new SimCity coming out in February Today, I'm going to talk a little bit about how we've implemented traffic sound effects in this game, as well as give you a peek into. Simcity Unlimited - www.doorway.ru - Stačí otevřít a budeš v obraze. SimCity je multiplatformní budovatelská strategie, vyvinutá studiem Maxis a publikovaná studiem Electronic Arts v letech až Jde o třetí vydání ze série her SimCity. SimCity podporuje operační systémy Windows, Macintosh a díky (dnes již zaniklé) společnosti Loki také Linux. Vítejte na stránkách o skvělé počítačové hře Sim City Najdete zde vše o této hře, tipy, cheaty, obrázky a průvodce hrou. Jakub Votoupal. [email protected] založeno poslední aktualizace říjen SimCity was Maxis's second product, which has since been ported into various personal computers and game consoles, and spawned several sequels including SimCity in , SimCity in , SimCity 4 in , SimCity DS, SimCity Societies in , and SimCity in Until the release of The Sims in Sim city download on Android and ISO for free By Godfery Benjamin. How to download SimCity By Mignon Josh. SimCity Unlimited ▻ HD Widescreen City-building! - [Nostalgiasm] By Frank Martha. -
Philos Template PDF Generator
The author of this informative study explores the Unleashed! Players question of what happens when players practise media and negotiate computer code, various ideologies, Players Unleashed! matters media and the game itself by modding (modifying) The Sims, the bestselling computer game of all time. Modding The Sims and Sihvonen examines the technical and material specificities ofThe Sims mods, as well as their the Culture of Gaming matters cultural context. Viewed as a manifestation of participatory culture, modding makes pc games malleable: players reconfigure the game by creating new content, changing the behaviours of game characters and altering the uses of the game engine. Using a semiotic framework, Sihvonen suggests a signification process that includes interpretation, configuration, reworking and redirection with the game system and rules. sihvonen tanja From its historical roots in shooters and text ad- venture games, the author bares the fascinating evolution and dynamics of modding, where gen- der stereotypes, the thrills of hacking and living the Sims’ American Dream intersect with the aesthetic and operational dimensions of mod- ding. Dr. Tanja Sihvonen is researcher in computer games, play and digital culture. ‘Players Unleashed! is a thought provoking and well- argued reconstruction of the history of digital games and the role of player modifications to such artifacts. Focusing on the wide-ranging universe of mods for the best selling game The Sims, Sihvonen presents a cogent and persuasive argument for the importance of -
Playing at Reality
Playing at Reality Exploring the Potential of the Digital Game as a Medium for Science Communication Alexander Lewis Aitkin October, 2004 A thesis submitted for the degree of Doctor of Philosophy of The Australian National University Centre for the Public Awareness of Science Faculty of Science Declaration I certify that this thesis does not incorporate without acknowledgment any material previously submitted for a degree or diploma at any university and that, to the best of my knowledge and belief, it does not contain any material previously published or written by another person except when due reference is made in the text. The empirical work described within was not carried out with any other person. Alexander Lewis Aitkin Acknowledgements With thanks to Sue Stocklmayer and Chris Bryant – respectively my supervisor and adviser at the Centre for the Public Awareness of Science – for guidance and comments on my drafts. And with special thanks to my parents, to whom I dedicate this work. Abstract Scientific culture is not popular because the essential nature of science – the models and practices that make it up – cannot be communicated via conventional media in a manner that is interesting to the average person. These models and practices might be communicated in an interesting manner using the new medium of the digital game, yet very few digital games based upon scientific simulations have been created and thus the potential of such games to facilitate scientific knowledge construction cannot be studied directly. Scientific simulations have, however, been much used by scientists to facilitate their own knowledge construction, and equally, both simulations and games have been used by science educators to facilitate knowledge construction on the part of their students. -
Sim City 3000 Fund Cheat
Sim city 3000 fund cheat click here to download Get all the inside info, cheats, hacks, codes, walkthroughs for SimCity Unlimited on GameSpot. Go to the ''SimCity Unlimited\Apps\Res\Sound'' directory and open ''www.doorway.ru'' with a text editor such as fund, Ticker Message. For SimCity on the PC, GameFAQs has 13 cheat codes and secrets. ; advisor; bat; broccoli; easter egg; electronic arts; erts; FUND; fund; hello;. SimCity Cheats - PC Cheats: This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for SimCity for PC. If you've discovered a [Alt] + C during game. Then type "fund" in the console window. There are three available categories of SimCity cheats. fund, FUND Not A Cheat Code, Do Not Type MOREMONEY, It Is Not A Cheat Code Either. Get exclusive SimCity trainers at Cheat Happens . "FUND Not A Cheat Code, Do Not Type MOREMONEY, It Is Not A Cheat Code Either" message, fund. "FUND Not A Cheat Code, Do Not Type MOREMONEY, It Is Not A Cheat Code Either" message, fund. "Unknown" message, simon says. Description of City Hall . Fund is not a cheatcode no, it's just to let a message appear and that message says: FUND Not A Cheat Code, Do Not Type MOREMONEY. SimCity Unlimited cheats, Tips, and Codes for PC. "FUND Not A Cheat Code, Do Not Type MOREMONEY, It Is Not A Cheat Code. Get the latest SimCity cheats, codes, unlockables, hints, Easter eggs, . message fund "Unknown" message simon says Description of City Hall set to. Get the latest SimCity Unlimited cheats, codes, unlockables, hints, Easter . -
Japan Import
Stalker Call Of Pripyat SKU-PAS1067400 Forza 3 - Ultimate Platinum Hits -Xbox 360 NBA Live 07 [Japan Import] Jack Of All Games 856959001342 Pc King Solomons Trivia Challenge Mbx Checkers 3D Karaoke Revolution Glee: Volume 3 Bundle -Xbox 360 Battlefield: Bad Company - Playstation 3 Wii Rock Band Bundle: Guitar, Drums & Microphone PS3 Mortal Kombat Tournament Edition Fight Stick SEGA Ryu ga Gotoku OF THE END for PS3 [Japan Import] Foreign Legion: Buckets of Blood I Confessed to a Childhood Friend of Twins. ~ ~ Seppaku School Funny People Dream Pinball 3D Midnight Club: Los Angeles [Japan Import] Fragile: Sayonara Tsuki no Haikyo [Japan Import] Bowling Champs The Tomb Raider Trilogy (PS3) (UK IMPORT) Disney/Pixar Cars Toon: Mater's Tall Tales [Nintendo Wii] Hataraku Hit [Japan Import] Navy SEAL (PC - 3.5" diskette) Mystery Masters: Wicked Worlds Collection Dynasty Warriors 8 - Xbox 360 Storybook Workshop - Nintendo Wii Learn with Pong Pong the Pig: The Human Body New - Battlefield 3 PC by Electronic Art - 19726 (japan import) Angry Birds Star Wars - Xbox 360 Viva Media No Limit Texas Hold'Em 3D Poker 2 (plus 2 games) Cards & Casino for W indows for Adults X-Plane 10 Flight Simulator - Windows and Mac London 2012 Olympics - Xbox 360 Fisherman's Paradise II (Jewel Case) John Daly's ProStroke Golf - PC Dungeons & Dragons: Chronicles of Mystara Trapped Dead Memories Off 6: T-Wave [Japan Import] Anno 2070 Complete Edition Microsoft Flight Simulator 2004: A Century of Flight - PC New Casual Arcade Crystal Bomb Runner Stop The Alien Hordes Search -
LA CIUDAD NO ES UN JUGUETE: Cómo Simcity Juega Con El Urbanismo
LA CIUDAD NO ES UN JUGUETE cómo SimCity Juega con el urbanismo Daniel G. Lobo Otoño 2006 www.daquellamanera.org LA CIUDAD NO ES UN JUGUETE: cómo SimCity juega con el urbanismo Daniel G. Lobo Este texto se publicó originalmente en español en el número 178 2/2006 de la revista Arquitectos del Consejo Superior de los Colegios de Arquitectos de España - CSCAE Construcción de ciudad Una versión preliminar del texto en inglés apareció publicada dentro de la serie Cities Programme: Architecture and Engineering Discussion Paper Series 2005 de la London School of Economics Agradecimientos a Alicia Fuentes Gargallo por su colaboración en la traducción. dosmasunoarquitectos - Ignacio Borrego, Néstor Montenegro, Lina Toro por la oportunidad de sacar el texto adelante en español. Elena por leerse una vez, y otra vez, y otra vez más el texto. Daniel G. Lobo es urbanista, artista e investigador y reside en Washington DC desde el 2000. Combina su participación en proyectos de cultura urbana contemporánea, desarrollo social y propuestas artísticas con la gestión de la plataforma Daquella manera: www.daquellamanera.org Comentarios y preguntas: [email protected] 2 ¿Es hora de ser alcalde? ¿Tienes la habilidad constructora de desarrollar una metrópolis con elevados rascacielos o la sensibilidad estética para crear una atractiva ciudad? ¿Disfrutas reparando el mundo – ensanchando la orilla de un río por aquí o aumentando impuestos por allá, para poder ver los efectos en los habitantes de tus dominios? ¿O quieres ensuciarte las manos con Los Sims en tus calles, aceptando misiones que te harán precipitarte a la carretera en un tanque? Éstas son las frases de bienvenida a SimCity 4 Deluxe, la última novedad del juego de estrategia más influyente en la historia de la planificación urbana. -
Modding the Sims and the Culture of Gaming
TURUN YLIOPISTON JULKAISUJA ANNALES UNIVERSITATIS TURKUENSIS SARJA – SER. B OSA – TOM. 320 HUMANIORA Players Unleashed! Modding The Sims and the Culture of Gaming By Tanja Sihvonen TURUN YLIOPISTO Turku 2009 TURUN YLIOPISTON JULKAISUJA ANNALES UNIVERSITATIS TURKUENSIS SARJA – SER. B OSA – TOM. 320 HUMANIORA Players Unleashed! Modding The Sims and the Culture of Gaming By Tanja Sihvonen TURUN YLIOPISTO Turku 2009 ISBN 978-951-29-3940-4 (PRINT) ISBN 978-951-29-3941-1 (PDF) ISSN 0082-6987 Uniprint – Turku, Finland 2009 PREFACE I INTRODUCTION: TINKERING WITH THE SIMS 1.1. Theory and practice of modding………………………....…………..1 1.1.1. The exceptionality of The Sims ………………………….........…..………..1 1.1.2. The game industry context………………..…………………....………...12 1.1.3. Tackling the diversification of gameplay……………….….....………...18 1.1.4. Potentiality and actuality of games …………………….......……………22 1.2. Framework of this study……………………………………………..29 1.2.1. Digital games in the circuits of capital and culture…….........................29 1.2.2. Research on play, games, and media……………………………………34 1.2.3. Structure of this work……………………………………………………..42 II MODDING AS CULTURAL AND COMMERCIAL APPROPRIATION 2.1. Game modding and participatory culture…………………………49 2.1.1. Basics of modding…………………………………………………………49 2.1.2. Towards an axiology of participatory culture………………………….54 2.1.3. Levels of engagement……………………………………………………..59 2.1.4. Involving players in game development………………………………..66 2.2. Modding in the history of games…………………………………...73 2.2.1. The ‘shooter’ history of modding………………………………………..73 2.2.2. Toolkits, construction kits and the malleability of text………………..79 2.2.3. Hacking together the action game history………………...……………85 2.2.4. -
SIMCITY Maxis MARKLE FORUM on CHILDREN and MEDIA
MARKLE FORUM on CHILDREN and MEDIA SIMCITY Maxis Case Presenter: •Lucy Bradshaw Maxis General Manager January 31, 2002 Why SimCity? • SimCity is a game • SimCity has been used in classrooms as an educational tool • SimCity has a uniquely broad audience since its original version • How has its educational appeal aided in the success of SimCity? • How have the above factors affected both iterations of SimCity as well as other Maxis games? SimCity Case Presentation • The SimCity Franchise – Creative and development approach – The role of research • The PC Entertainment Market • The SimCity Audience • Market & Response The SimCity Franchise • SimCity is a thirteen year phenomenon – SimCity Original, 1989 – SimCity 2000, 1993 – SimCity 3000 & Unlimited, 1999 & 2000 • Lifetime sales of over 9M units • Grown from $20M to $122M per title franchise since its first release Note: this excludes license and compilation units/revenue The Evolution of SimCity Origins of the Idea • Will Wright was inspired about building cities, organically, when making another game, Raid on Bungling Bay • A lifetime interest in emergent complex behavior from simple systems • Topical Research – specific inspiration came from Jay Forrester’s work in modeling cities on computers for social science study purposes SimCity Description • SimCity gives you they power to build the ultimate urban empire; your city, your way. – The first of a new type of entertainment software now known as “God” games. – A system simulation that provides the player with a set of rules and tools