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A Theoretical Framework of Ludic Knowledge: a Case Study in Disruption and Cognitive Engagement Peter Howell University of Portsmouth
The Philosophy of Computer Games Conference, Malta 2016 A Theoretical Framework of Ludic Knowledge: A Case Study in Disruption and Cognitive Engagement Peter Howell University of Portsmouth Abstract This paper presents a theoretical framework of ludic knowledge applicable to game design. It was developed as a basis for disrupting player knowledge of ‘normative’ game rules and behaviours, stored as different types of ludic knowledge (intraludic, interludic, transludic, and extraludic), with the aim of supporting a player’s cognitive engagement with a game. The framework describes these different types of knowledge and how they inform player expectation, engagement with gameplay choices, and critical responses to games before, during, and after play. Following the work by Howell, Stevens, and Eyles (2014) that presented an initial schema-based framework of player learning during gameplay, this paper further develops the framework based on its application to the design and development of the commercial game Amnesia: A Machine for Pigs (The Chinese Room, 2013); a first-person horror- adventure title released for PC. While the theoretical framework of ludic knowledge was developed to support the concept of ‘disruption’, it can also be applied as a standalone tool usable as a basis for critical analysis of how players engage with and talk about games more generally. The Foundation of a Theoretical Framework of Ludic Knowledge Knowledge as it relates to any one particular game has been previously suggested to be separable into three categories (Howell, Stevens, and Eyles, 2014), based on how that knowledge is contextualised relative to that particular game. Intraludic knowledge relates to the particular game being played, transludic knowledge relates to multiple other games that an individual may have played in the past, and extraludic knowledge relates to any life experiences outside of playing games. -
Annual Report & Accounts 2020
Sumo Group Annual Report & Accounts 2020 Sumo Report & Accounts Annual Group sumogroupplc.com Annual Report & Accounts 2020 We are one of the UK’s largest providers of end-to-end creative development and co-development services to the video games and entertainment industries. We make highly innovative games for the most prestigious publishers in the world, with an increasing number of titles based on original concepts developed by Sumo. Strategic Report Governance Financial Statements At a Glance 2 Introduction to Governance 45 Independent Auditor’s report 68 Chairman’s Statement 4 Corporate Governance 46 Consolidated Income Statement 76 Business Model 6 Board of Directors 50 Consolidated Statement of Our Businesses 14 Operating Board 52 Comprehensive Income 77 Our Markets 20 Audit and Risk Committee Report 54 Consolidated Balance Sheet 78 Our Strategy 22 Directors’ Remuneration Report 56 Consolidated Statement of Chief Executive’s review 23 Directors’ Report 64 Changes in Equity 79 Group Financial Review 29 Statement of Directors’ Consolidated Cash Flow Section 172 Statement 34 Responsibilities 66 Statement 80 Environmental, Social Notes to the Group Financial and Governance 38 Statements 81 Energy and Carbon Report 40 Parent Company Balance Sheet 114 Risks & Uncertainties 41 Parent Company Statement of Changes in Equity 115 Notes to the Parent Company Financial Statements 116 Financial Calendar and Company Information 119-120 Designed and printed by Perivan STRATEGICSTRATEGIC REPORTREPORT Highlights Our vision Achieving wonder together. Revenue £68.9m 2019: £49.0m +40.7% Gross profit Our mission £31.5m 2019: £23.9m Grow a sustainable business, providing security to our +31.5% people and shareholders, whilst delivering a first-class experience to our partners and players. -
SUMO FINAL RESULTS 2020 Sumo Group, T
31 March 2021 SUMO GROUP PLC (“Sumo Group”, the “Group” or the “Company”) AIM: SUMO FINAL RESULTS 2020 Sumo Group, the award-winning provider of creative and development services to the video games and entertainment industries, announces its final results for the year ended 31 December 2020 (“FY20”), which show substantial growth in revenue and Adjusted EBITDA and further outperform consensus market expectations for FY20, which were upgraded in January 2021 following the Group’s positive trading update. Financials Reported results 2020 2019 Change Revenue £68.9m £49.0m + 40.7% Gross profit £31.5m £23.9m + 31.5% Gross margin 45.7% 48.9% Profit before taxation1 £0.9m £7.4m Cash flow from operations £13.0m £14.4m Net cash £6.8m £12.9m Basic earnings per share 1.08p 5.19p Diluted earnings per share 1.01p 5.07p Underlying results 2020 2019 Change Adjusted gross profit2 £31.7m £25.2m + 25.8% Adjusted gross margin3 41.8% 44.8% Adjusted EBITDA4 £16.5m £14.1m + 17.1% 1 The statutory profit before taxation of £0.9m in 2020 is stated after charging an amount of £7.3m arising on the acquisition of Pipeworks consisting of the £2.7m fair value loss on contingent consideration, £1.7m of amortisation of customer contracts and customer relationships and £2.9m of transactions costs on that acquisition. In addition, the statutory profit before taxation is stated after charging exceptional items other than the costs incurred on the acquisition of Pipeworks of £1.2m (2019: £0.5m) and the share-based payment charge of £5.0m (2019: £2.7m) and the unrealised gain on foreign currency derivative contracts of £1.0m. -
Worldbuilding Voices in the Soundscapes of Role-Playing Video Games
University of Huddersfield Repository Jennifer, Smith Worldbuilding Voices in the Soundscapes of Role Playing Video Games Original Citation Jennifer, Smith (2020) Worldbuilding Voices in the Soundscapes of Role Playing Video Games. Doctoral thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/35389/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ Worldbuilding Voices in the Soundscapes of Role-Playing Video Games Jennifer Caron Smith A thesis submitted to the University of Huddersfield in partial fulfilment of the requirements for the degree of Doctor of Philosophy The University of Huddersfield October 2020 1 Copyright Statement i. The author of this thesis (including any appendices and/ or schedules to this thesis) owns any copyright in it (the “Copyright”) and s/he has given The University of Huddersfield the right to use such Copyright for any administrative, promotional, educational and/or teaching purposes. -
Impact Case Study (Ref3b) Institution: University of Portsmouth
Impact case study (REF3b) Institution: University of Portsmouth Unit of Assessment: 36 Communication, Cultural and Media Studies; Library and Information Management Title of case study: Game Changing: Games research creates new knowledge of digital games environments, improves industry perception of collaborations with academia and results in commercially successful, award-winning products 1. Summary of the impact An innovative approach towards researching story-telling and its relevance in games design has resulted in cultural and economic impact in the creative sector and generated novel approaches that have influenced creative practice in the games industry. As a direct result of the research, an independent games development studio has been established and two commercial game titles have been released, with commercial sales to date of approximately £1.65m. The first release, Dear Esther, has been a major commercial success, has also won several industry recognition awards and is cited as directly responsible for the genesis of a new gaming genre. 2. Underpinning research The research described was led by Dr Dan Pinchbeck, Reader in Computer Games at the University of Portsmouth, School of Creative Technologies, between March 2007 and February 2013. Pinchbeck identified a lack of research data in the area of participant experience, narrative modes and games design. In 2007-8, he was awarded an AHRC speculative research grant [Grant 1] to lead research into how story telling in virtual environments could be used to increase participants’ sense of immersion and self-presence (1, 2). To create conditions under which player participation could be evaluated an innovative approach to the research was taken: to maximise the experiential engagement of players, virtual environments within games were created and made publicly available to the gaming community. -
'Little Orpheus' from the Chinese Room Launches Today On
Jun 12, 2020 14:00 BST ‘Little Orpheus’ From The Chinese Room Launches Today on Apple Arcade An impossible adventure awaits in Little Orpheus, the brand-new adventure from award-winning studio The Chinese Room, a Sumo Digital Studio, available from today exclusively on Apple Arcade. From the BAFTA-winning team behind Everybody’s Gone to the Rapture and Dear Esther, Little Orpheus is a side-scrolling adventure game about one comrade’s journey to the centre of the Earth. Check out the game’s launch trailer here: https://youtu.be/avGJU2hvVeA The year is 1962. NASA are trying to put a man on the moon but in a remote corner of Siberia, a Soviet cosmonaut is heading in the other direction. Ivan Ivanovich is dropped into an extinct volcano in his exploration capsule, Little Orpheus, to explore the centre of the earth. Ivan vanishes, emerging three years later claiming to have saved the world. In a top-secret bunker, he is debriefed by the fearsome General Yurkovoi. Little Orpheus casts players as Ivan as he recounts an adventure beyond belief: a tale of lost civilizations, undersea kingdoms, and prehistoric jungles deep below the Earth’s crust. Brought to you in glorious technicolour with visuals inspired by a bygone era of adventure, Little Orpheus is a serialised adventure inspired by classic movies like Flash Gordon, Sinbad and The Land That Time Forgot. “Little Orpheus is about the power of story-telling and our limitless imaginations,” said Dan Pinchbeck, creative director and founder of The Chinese Room and writer for Little Orpheus. -
Los Videojuegos En El Mundo Del Arte: Del Juego En El Arte Al Arte Del Juego
Capítulo 1. Introducción UNIVERSIDAD DE CASTILLA-LA MANCHA Departamento de Arte Doctorado en Investigación en Humanidades, Artes y Educación Escuela Internacional de Doctorado Los videojuegos en el mundo del arte: del juego en el arte al arte del juego Autora Dña. Ruth García Martín Directora y Tutora Dra. Dña. Ana Martínez-Collado Martínez Noviembre de 2019 3 Ítaca te brindó tan hermoso viaje. Sin ella no habrías emprendido el camino. Pero no tiene ya nada que darte. Aunque la halles pobre, Ítaca no te ha engañado. Así, sabia como te has vuelto, con tanta experiencia, entenderás ya qué significan las Ítacas. Ítaca, Constantino Cavafis AGRADECIMIENTOS Esta investigación no hubiera sido posible si contar con la ayuda de muchas personas en diferentes niveles. A mi directora y tutora la Dra. Dña. Ana Martínez-Collado Martínez por descubrirme la senda de la investigación. Mis gracias a todos los que, por una u otra razón, habéis contribuido a la consecución de este trabajo sin ser conscientes de toda vuestra influencia: José Andrés por las conversaciones, por tu amistad y por los proyectos; Alberto Murcia por tu generosidad con la bibliografía; al colectivo Arsgames por ser un punto de inflexión en muchas cosas; A Remo Fernández, Laura Jiménez, Iñaki Ramis, Jorge Abellán, Mercedes Ávila, Martín Muelas, Soledad Corcuera y José Manuel Pastor por el humor y vuestros consejos y sugerencias; y a Miguel Angel Ortega por el diván y los cafés, entre todos habéis hecho que el viaje sea más ligero. A mi suegra, Luisa, por el tiempo otorgado. ¡Mil gracias! A mi Enano, Luis Miguel, por tus sugerencias y viaje compartido, ¡hay vida más allá de Paradox! Un agradecimiento especial a Ricci, Ricardo Lara, y Bego, Begoña Cadiñanos, por vuestra ayuda y conversaciones, por aguantarme las disertaciones a horas intempestivas. -
Games of Empire Electronic Mediations Katherine Hayles, Mark Poster, and Samuel Weber, Series Editors
Games of Empire Electronic Mediations Katherine Hayles, Mark Poster, and Samuel Weber, Series Editors 29 Games of Empire: Global Capitalism and Video Games Nick Dyer- Witheford and Greig de Peuter 28 Tactical Media Rita Raley 27 Reticulations: Jean-Luc Nancy and the Networks of the Political Philip Armstrong 26 Digital Baroque: New Media Art and Cinematic Folds Timothy Murray 25 Ex- foliations: Reading Machines and the Upgrade Path Terry Harpold 24 Digitize This Book! The Politics of New Media, or Why We Need Open Access Now Gary Hall 23 Digitizing Race: Visual Cultures of the Internet Lisa Nakamura 22 Small Tech: The Culture of Digital Tools Byron Hawk, David M. Rieder, and Ollie Oviedo, Editors 21 The Exploit: A Theory of Networks Alexander R. Galloway and Eugene Thacker 20 Database Aesthetics: Art in the Age of Information Overfl ow Victoria Vesna, Editor 19 Cyberspaces of Everyday Life Mark Nunes 18 Gaming: Essays on Algorithmic Culture Alexander R. Galloway 17 Avatars of Story Marie-Laure Ryan 16 Wireless Writing in the Age of Marconi Timothy C. Campbell 15 Electronic Monuments Gregory L. Ulmer 14 Lara Croft: Cyber Heroine Astrid Deuber- Mankowsky 13 The Souls of Cyberfolk: Posthumanism as Vernacular Theory Thomas Foster 12 Déjà Vu: Aberrations of Cultural Memory Peter Krapp 11 Biomedia Eugene Thacker 10 Avatar Bodies: A Tantra for Posthumanism Ann Weinstone 9 Connected, or What It Means to Live in the Network Society Steven Shaviro 8 Cognitive Fictions Joseph Tabbi 7 Cybering Democracy: Public Space and the Internet Diana Saco 6 Writings Vilém Flusser 5 Bodies in Technology Don Ihde 4 Cyberculture Pierre Lévy 3 What’s the Matter with the Internet? Mark Poster 2 High Techne¯: Art and Technology from the Machine Aesthetic to the Posthuman R. -
OF US, PLAYERS Pathways in the Diffusion of Digital Gaming: Relocations, Pervasiveness, Gamification Edited by the Editors at GAME
ISSN 2280-7705 The Italian Journal www.gamejournal.it Associazione Culturale LUDICA of Game Studies Games as Art, Media, Entertainment Issue 01, 2012 – volume 1 JOURNAL (PEER-REVIEWED) ALL OF US, PLAYERS Pathways in the diffusion of digital gaming: relocations, pervasiveness, gamification Edited by the Editors at GAME GAME JOURNAL – Peer-Reviewed Section Issue 01 – 2012 GAME Journal Games as Art, Media, Entertainment G|A|M|E is an international, peer-reviewed, free access games studies journal. G|A|M|E publishes one monographic issue per year A PROJECT BY SUPERVISING EDITORS Associazione Culturale LUDICA Antioco Floris (Università di Cagliari), Roy Menarini (Università di Udine), Leonardo Quaresima (Università di Udine) Reggio Calabria IT & London UK HQ: Via Vittorio Veneto 33 89123 Reggio Calabria, Italy EDITORS Offices: 52 Kelly Avenue, London SE15 5LH, UK Stefano Baschiera (Queen’s University, Belfast), Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Università di Bologna), Adam Gallimore In association with (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), filmforumfestival.it Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano) WITH THE PATRONAGE OF Università di Cagliari ADVISORY BOARD Dipartimento di Storia, Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College -
Anthropomorphic Machines: Alien Sensation and Experience in Nonhumans Created to Be Like Us
Anthropomorphic machines: alien sensation and experience in nonhumans created to be like us by Tessa Gwendoline Leach ORCID 0000-0002-0560-7667 Doctor of Philosophy (Arts) June 2018 School of Historical and Philosophical Studies This thesis is submitted in total fulfilment of the requirements of the degree i Abstract This thesis is positioned at the intersection between technology studies and the nonhuman turn in the humanities. It argues that typical approaches to the study of technology omit any consideration of the alien nature of nonhuman sensation and experience. The discussion of metaphysical theory aimed at redressing this omission is grounded in this thesis in the study of specific case studies of anthropomorphic machines, objects which are typically surrounded by human-centric rhetoric. There are four main case studies presented. The first, the Microsoft Kinect for Xbox One, is a sensor designed for use in videogames. The second is the “robot tortoises” (Machina speculatrix) designed by William Grey Walter in the 1940s and 50s. The third is the language- using artificial intelligence program SHRDLU developed by Terry Winograd between 1968 and 1972. The fourth is the concept of the gynoid (female humanoid robot) and particularly the gynoid sexbot. Each of these case studies has previously been analysed in Science and Technology Studies, Cultural Studies or Engineering, and this thesis builds on this past work by giving primacy and due consideration to the alien in these anthropomorphic technologies. The thesis aims to decentre the anthropomorphic qualities of machines that are often foregrounded in both engineering and critical texts. This is done both by emphasising the alien nature of nonhuman sensation and experience, and through anthrodecentric theory and language. -
(In) What Remains of Edith Finch
Worlds at our fingertips. Reading (in) What Remains of Edith Finch Mona Bozdog Dayna Galloway This is the author's version of an article accepted for publication in Games and Culture. The published version will be available from: https://journals.sagepub.com The article is protected by copyright. Users may download and save a local copy of an article accessed in an institutional repository for the user's personal reference. For permission to reuse an article, please follow the publisher's Process for Requesting Permission available from: https://uk.sagepub.com/en- gb/eur/process-for-requesting-permission Title Worlds at our fingertips. Reading (in) What Remains of Edith Finch Abstract Video games are works of written code which portray worlds and characters in action and facilitate an aesthetic and interpretive experience. Beyond this similarity to literary works, some video games deploy various design strategies which blend gameplay and literary elements to explicitly foreground a hybrid literary/ludic experience. We identify three such strategies: engaging with literary structures, forms and techniques; deploying text in an aesthetic rather than a functional way; and intertextuality. This paper aims to analyse how these design strategies are deployed in What Remains of Edith Finch (Giant Sparrow, 2017) to support a hybrid readerly/playerly experience. We argue that this type of design is particularly suited for walking simulators because they support interpretive play (Upton, 2015) through slowness, ambiguity (Muscat et al., 2016; Pinchbeck 2012), narrative and aesthetic aspirations (Carbo-Mascarell, 2016). Understanding walking sims as literary games (Ensslin, 2014) can shift the emphasis from their lack of ‘traditional’ gameplay complexity and focus instead on the opportunities that they afford for hybrid storytelling and for weaving literature and gameplay in innovative and playful ways. -
30 September 2020 SUMO GROUP PLC (“Sumo Group”, the “Group” Or the “Company”) AIM: SUMO UNAUDITED HALF YEAR RESULTS
30 September 2020 The person responsible for the disclosure of this announcement for the purposes of EU Regulation 596/2014 is David Wilton, Chief Financial Officer. SUMO GROUP PLC (“Sumo Group”, the “Group” or the “Company”) AIM: SUMO UNAUDITED HALF YEAR RESULTS 2020 On track to deliver FY 20 results at least in line with consensus market expectations and outlook for FY 21 very positive Sumo Group, the provider of award-winning creative and development services to the video games and entertainment industries, announces its unaudited half year results for the six months ended 30 June 2020 (“H1 20” or the “Period”), which are in line with management expectations. During the Period, Sumo Group continued to deliver on its stated strategic objectives: to expand; to win new clients; to develop complementary new revenue streams; and to develop its own IP - both self-funded and co-funded. The Group has strong revenue visibility for the year ending 31 December 2020 (“FY 20”) and beyond, and these results reflect the expected significant H2 performance weighting in this year’s financial results. The Board is confident that the Group’s results for FY 20 will be at least in line with consensus market expectations. Financials Underlying results H1 20 H1 19 FY 19 Change (Restated4) Adjusted gross profit1 £11.5m £9.8m £25.2m 18.2% Adjusted gross margin excluding royalties2 40.6% 46.3% 50.2% Adjusted EBITDA3 £6.0m £5.2m £14.1m 15.2% Reported results H1 20 H1 19 FY 19 Change Revenue £26.3m £20.8m £49.0m 26.7% Gross profit £10.8m £9.3m £23.9m 16.6% Gross margin 41.2% 44.8% 48.9% Profit before taxation £2.8m £1.3m £7.4m 122.1% Cash flow from operations £4.9m £3.5m £16.3m Net cash £15.2m £4.3m £12.9m Basic earnings per share 2.11p 0.51p 5.19p 313.7% Diluted earnings per share 2.04p 0.50p 5.07p 308.0% 1 Adjusted gross profit is stated after including £0.7m (H1 19: £0.5m) investment in co-funded games expensed and is a non-GAAP metric used by management and is not an IFRS disclosure.