Why Speed Matters: Collective Action and Participation in Speedrunning Groups
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Le Speedrun : Pratique Compétitive, Ludique Ou Créative ? Trajectoire D’Un Détournement De Jeu Vidéo Institué En Nouveau Game
Le speedrun : pratique compétitive, ludique ou créative ? Trajectoire d’un détournement de jeu vidéo institué en nouveau game Fanny BARNABÉ Aspirante FNRS Université de Liège Bât. A2 Litt. française (19è et 20è) - Sociologie de la littérature 3-5 place Cockerill, 4000 Liège, Belgique [email protected] MOTS-CLES : Jeu vidéo, speedrun, tool-assisted speedrun, culture participative RESUME : Ce travail vise à interroger la manière dont les jeux vidéo et les dynamiques de détournement qu’ils suscitent chez les joueurs redéfinissent la traditionnelle opposition entre consommation et création. Dans ce but, nous étudierons un usage spécifique du médium vidéoludique qui s’est institué en véritable pratique créative sur internet : le speedrun (et son dérivé, le tool- assisted speedrun). L’analyse se déroulera en deux temps : une première partie envisagera les déplacements concrets qu’opère le speedrun dans les notions liées au pôle de la réception (qu’est-ce qu’être un joueur ou un spectateur au sein de ce domaine ?) ; la seconde étudiera la façon dont cette pratique participe à redéfinir le pôle de la production (que deviennent les notions d’auteur, d’œuvre et de création dans le cadre de cette activité ?). Ludovia 2014 - Le speedrun : pratique compétitive, ludique ou créative ?- 1 INTRODUCTION S’il semble aujourd’hui urgent de repenser les modalités de création et de consommation des produits culturels, c’est que le numérique a redessiné ces dernières en favorisant l’émergence d’une « culture participative » (Raessens, 2005). La généralisation de l’interactivité au sein des différents dispositifs médiatiques modifie le rapport du public tant aux œuvres qu’à leurs supports, dans le sens où la réception prend actuellement la forme d’une « expérience doublement perceptive et manipulatoire » (Fourmentraux, 2012 : 14). -
1 Fully Optimized: the (Post)Human Art of Speedrunning Like Their Cognate Forms of New Media, the Everyday Ubiquity of Video
Fully Optimized: The (Post)human Art of Speedrunning Item Type Article Authors Hay, Jonathan Citation Hay, J. (2020). Fully Optimized: The (Post)human Art of Speedrunning. Journal of Posthuman Studies: Philosophy, Technology, Media, 4(1), 5 - 24. Publisher Penn State University Press Journal Journal of Posthuman Studies Download date 01/10/2021 15:57:06 Item License https://creativecommons.org/licenses/by-nc-nd/4.0/ Link to Item http://hdl.handle.net/10034/623585 Fully Optimized: The (post)human art of speedrunning Like their cognate forms of new media, the everyday ubiquity of video games in contemporary Western cultures is symptomatic of the always-already “(post)human” (Hayles 1999, 246) character of the mundane lifeworlds of those members of our species who live in such technologically saturated societies. This article therefore takes as its theoretical basis N. Katherine Hayles’ proposal that our species presently inhabits an intermediary stage between being human and posthuman; that we are currently (post)human, engaged in a process of constantly becoming posthuman. In the space of an entirely unremarkable hour, we might very conceivably interface with our mobile phone in order to access and interpret GPS data, stream a newly released album of music, phone a family member who is physically separated from us by many miles, pass time playing a clicker game, and then absentmindedly catch up on breaking news from across the globe. In this context, video games are merely one cultural practice through which we regularly interface with technology, and hence, are merely one constituent aspect of the consummate inundation of technologies into the everyday lives of (post)humans. -
Ready Player One by Ernest Cline
Ready Player One by Ernest Cline Chapter 1 Everyone my age remembers where they were and what they were doing when they first heard about the contest. I was sitting in my hideout watching cartoons when the news bulletin broke in on my video feed, announcing that James Halliday had died during the night. I’d heard of Halliday, of course. Everyone had. He was the videogame designer responsible for creating the OASIS, a massively multiplayer online game that had gradually evolved into the globally networked virtual reality most of humanity now used on a daily basis. The unprecedented success of the OASIS had made Halliday one of the wealthiest people in the world. At first, I couldn’t understand why the media was making such a big deal of the billionaire’s death. After all, the people of Planet Earth had other concerns. The ongoing energy crisis. Catastrophic climate change. Widespread famine, poverty, and disease. Half a dozen wars. You know: “dogs and cats living together … mass hysteria!” Normally, the newsfeeds didn’t interrupt everyone’s interactive sitcoms and soap operas unless something really major had happened. Like the outbreak of some new killer virus, or another major city vanishing in a mushroom cloud. Big stuff like that. As famous as he was, Halliday’s death should have warranted only a brief segment on the evening news, so the unwashed masses could shake their heads in envy when the newscasters announced the obscenely large amount of money that would be doled out to the rich man’s heirs. 2 But that was the rub. -
Linux Journal 23 FOSS Project Spotlight: Nitrux, a Linux Distribution with a Focus on Appimages and Atomic Upgrades by Nitrux Latinoamerican S.C
ModSecurity Globbing Edit PDFs and nginx and Regex with Xournal Since 1994: The original magazine of the Linux community Linux Gaming A Talk with Linux Game Developers | Review: Thrones of Britannia Two Portable DIY Retro Console Projects | Survey of Native Linux Games TASBot the Linux-Powered Robot Plays Games for Charity ISSUE 290 | SEPTEMBER 2018 www.linuxjournal.com SEPTEMBER 2018 CONTENTS ISSUE 290 86 DEEP DIVE: Gaming 87 Crossing Platforms: a Talk with the Developers Building Games for Linux By K.G. Orphanides Games for Linux are booming like never before. The revolution comes courtesy of cross-platform dev tools, passionate programmers and community support. 105 Would You Like to Play a Linux Game? By Marcel Gagné A look at several games native to Linux. 117 Meet TASBot, a Linux-Powered Robot Playing Video Games for Charity By Allan Cecil Can a Linux-powered robot play video games faster than you? Only if he . takes a hint from piano rolls...and the game for Linux in November 2016. Enix. Feral Interactive released and published by Square , developed by Eidos Montréal doesn’t desync. 135 Review: Thrones Shroud of the Avatar Shroud of Britannia Deus Ex: Mankind Divided By Marcel Gagné from from A look at the recent game from the Total War series on the Linux desktop Image from Portalarium’s Portalarium’s Image from thanks to Steam and Feral Interactive. Cover image 2 | September 2018 | http://www.linuxjournal.com CONTENTS 6 Letters UPFRONT 14 Clearing Out /boot By Adam McPartlan 17 VCs Are Investing Big into a New Cryptocurrency: Introducing Handshake By Petros Koutoupis 20 Edit PDFs with Xournal By Kyle Rankin 22 Patreon and Linux Journal 23 FOSS Project Spotlight: Nitrux, a Linux Distribution with a Focus on AppImages and Atomic Upgrades By Nitrux Latinoamerican S.C. -
ESPORTS a Guide for Public Libraries
ESPORTS A Guide for Public Libraries 1 Contents Introduction…………….….……….………….…………3 Esports 101….……….….……….………….….….…….4 What Are Esports? Why Are Esports a Good Fit for Libraries? Esports & the Public Library……….…….…….………6 Making a Library Team Other Ways Libraries Can Interact with Video Games Partnerships….……………..…….……………….….….9 Local Partners North America Scholastic Esports Federation Technical Requirements…….………..….……….……10 Creating Internet Videos….…………….……….……12 Recording Editing Uploading IP & Privacy Considerations…………….…………….15 IP Considerations for Video Sharing Privacy A Note on ESRB Ratings Glossary………….……….……….……….……………18 Acknowledgements…….……….………..……………28 Further Reading….….……….…..………….……….…29 URLs……..……….….….……….……………………….30 2 Introduction In September 2019, Pottsboro Area Library in Pottsboro, TX, began an esports program funded by a IMLS grant. With ten new gaming computers and a vastly improved internet connection, Pottsboro Library has acted as a staging location for an esports team in association with Pottsboro High School, opening new hours on Saturdays for the team to practice in private. This collaboration also includes the esports club of nearby Austin College, whose students serve as mentors for the library’s club, and the North America Scholastic Esports Federation (NASEF), which has provided information and assistance in setting up the team to play in its high school league. In addition to being used by the team, four of the gaming computers are open for public use, which has attracted younger patrons to the library and provides new options for children and young adults in an area where internet access is otherwise extremely limited. This guide is intended for public libraries that are interested in esports or video games for any reason—to increase participation of young adults in library programming, to encourage technological skills and literacy, to provide a space for young people to gather and practice teamwork, etc. -
Weigel Colostate 0053N 16148.Pdf (853.6Kb)
THESIS ONLINE SPACES: TECHNOLOGICAL, INSTITUTIONAL, AND SOCIAL PRACTICES THAT FOSTER CONNECTIONS THROUGH INSTAGRAM AND TWITCH Submitted by Taylor Weigel Department of Communication Studies In partial fulfillment of the requirements For the Degree of Master of Arts Colorado State University Fort Collins, Colorado Summer 2020 Master’s Committee: Advisor: Evan Elkins Greg Dickinson Rosa Martey Copyright by Taylor Laureen Weigel All Rights Reserved ABSTRACT ONLINE SPACES: TECHNOLOGICAL, INSTITUTIONAL, AND SOCIAL PRACTICES THAT FOSTER CONNECTIONS THROUGH INSTAGRAM AND TWITCH We are living in an increasingly digital world.1 In the past, critical scholars have focused on the inequality of access and unequal relationships between the elite, who controlled the media, and the masses, whose limited agency only allowed for alternate meanings of dominant discourse and media.2 With the rise of social networking services (SNSs) and user-generated content (UGC), critical work has shifted from relationships between the elite and the masses to questions of infrastructure, online governance, technological affordances, and cultural values and practices instilled in computer mediated communication (CMC).3 This thesis focuses specifically on technological and institutional practices of Instagram and Twitch and the social practices of users in these online spaces, using two case studies to explore the production of connection- oriented spaces through Instagram Stories and Twitch streams, which I argue are phenomenologically live media texts. In the following chapters, I answer two research questions. First, I explore the question, “Are Instagram Stories and Twitch streams fostering connections between users through institutional and technological practices of phenomenologically live texts?” and second, “If they 1 “We” in this case refers to privileged individuals from successful post-industrial societies. -
SEUM: Speedrunners from Hell Think Arcade
Warp Reference: SEUM: Speedrunners From Hell Think Arcade ----- Context ----- SEUM: Speedrunners from Hell is about a man named Marty who has his beer stolen by Satan. He proceeds to head to hell to get it back. That’s about it really. The game focuses more on gameplay, only incorporating story to give some context as to why the player is running through hell. ----- What Worked Well ----- Short, Simple Levels: Levels were, for the most part, were very lightweight and were designed to be completed in 20 seconds or less. This allowed the game to have 80+ levels in it, and it doesn’t feel exhausting to players to complete them all. In addition, levels that introduced a new power up or mechanic were extremely simple and focused solely on that new element, and allowing other levels to introduce how it mixed with other mechanics. This created a sort of modular design, where each level served a specific purpose. Also, levels were cleverly named to describe what the player was supposed to do, learn, or overcome, which at times served as a hint. Figure 1: A tutorial level 1 8/2/18 Warp Reference: SEUM: Speedrunners From Hell Think Arcade Figure 2: A slightly more complex level Figure 3: More difficult level still confined to a single tower Instant Restart: Levels load incredibly fast in SEUM, and with the press of the ‘R’ key the player instantly restarts the level back to its initial state. There’s no lengthy death sequence, and as soon as the player knows they messed up they can immediately restart and be back in the action in well under a second. -
Copyright by Kaitlin Elizabeth Hilburn 2017
Copyright by Kaitlin Elizabeth Hilburn 2017 The Report Committee for Kaitlin Elizabeth Hilburn Certifies that this is the approved version of the following report: Transformative Gameplay Practices: Speedrunning through Hyrule APPROVED BY SUPERVISING COMMITTEE: Supervisor: Suzanne Scott Kathy Fuller-Seeley Transformative Gameplay Practices: Speedrunning through Hyrule by Kaitlin Elizabeth Hilburn, B.S. Comm Report 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 Master of Arts The University of Texas at Austin May 2017 Dedication Dedicated to my father, Ben Hilburn, the first gamer I ever watched. Abstract Transformative Gameplay Practices: Speedrunning Through Hyrule Kaitlin Elizabeth Hilburn, M.A. The University of Texas at Austin, 2017 Supervisor: Suzanne Scott The term “transformative” gets used in both fan studies and video game studies and gestures toward a creative productivity that goes beyond simply consuming a text. However, despite this shared term, game studies and fan studies remain fairly separate in their respective examination of fans and gamers, in part due to media differences between video games and more traditional media, like television. Bridging the gap between these two fields not only helps to better explain transformative gameplay, but also offers additional insights in how fans consume texts, often looking for new ways to experience the source text. This report examines the transformative gameplay practices found within video game fan communities and provides an overview of their development and spread. It looks at three facets of transformative gameplay, performance, mastery, and education, using the transformative gameplay practices around The Legend of Zelda: Ocarina of Time (1998) as a primary case study. -
Analysing Constraint Play in Digital Games 自製工坊:分析應用於數碼遊戲中的限制性玩法
CITY UNIVERSITY OF HONG KONG 香港城市大學 Workshops of Our Own: Analysing Constraint Play in Digital Games 自製工坊:分析應用於數碼遊戲中的限制性玩法 Submitted to School of Creative Media 創意媒體學院 In Partial Fulfilment of the Requirements for the Degree of Doctor of Philosophy 哲學博士學位 by Johnathan HARRINGTON September 2020 二零二零年九月 ABSTRACT Players are at the heart of games: games are only fully realised when players play them. Contemporary games research has acknowledged players’ importance when discussing games. Player-based research in game studies has been largely oriented either towards specific types of play, or towards analysing players as parts of games. While such approaches have their merits, they background creative traditions shared across different play. Games share players, and there is knowledge to be gleamed from analysing the methods players adopt across different games, especially when these methods are loaded with intent to make something new. In this thesis, I will argue that players design, record, and share their own play methods with other players. Through further research into the Oulipo’s potential contributions to games research, as well as a thorough analysis of current game studies texts on play as method, I will argue that the Oulipo’s concept of constraints can help us better discuss player-based design. I will argue for constraints by analysing various different types of player created play methods. I will outline a descriptive model that discusses these play methods through shared language, and analysed as a single practice with shared commonalities. By the end of this thesis, I will have shown that players’ play methods are often measured and creative. -
Teachers Course Description
Teachers Stephanie Boluk Patrick LeMieux Associate Professor Assistant Professor English, Cinema and Digital Media Cinema and Digital Media University of California, Davis University of California, Davis [email protected] [email protected] http://stephanieboluk.com http://patrick-lemieux.com Course Description Rather than treat “videogames and culture” as two distinct categories that play off one another, in this large lecture and in discussion sections we will examine the community histories and material practices that have evolved alongside videogames as a mass medium, cultural commodity, and digital technology. We will challenge the seemingly self-evident differences between play and production, leisure and labor, form and function, and freedom and control through a quarter-long investigation of the concept of “metagaming.” Metagames are the games we play in, on, around, and through videogames. From the most complex player practices to the simple decision to press start, just as there are no videogames without culture, there are no games without metagames. And although the term “metagame” has a long history–from Cold War mind games in the 1940s to countercultural role-playing games in the 1970s to collectable card games in the 1990s–the concept has taken on renewed importance and political urgency with the rise of social media, streaming video, and sharing services in the twenty-first century. From speedrunning The Legend of Zelda to making a living playing League of Legends and from modding miniature computers in Minecraft to laundering money through Team Fortress 2, in this class we will document and theorize histories of play through the concept of metagaming and a rigorous engagement with academic disciplines such as media studies, games studies, software studies, platform studies, and code studies. -
Second Annual SXSW Gaming Awards Announces Top Winners in 21 Categories
Second Annual SXSW Gaming Awards Announces Top Winners in 21 Categories Dragon Age: Inquisition takes home Game of the Year followed by three award wins for Middle- earth: Shadow of Mordor AUSTIN, Texas (Mar. 14, 2015) — South by Southwest (SXSW) Gaming today announced the winners of the second-annual SXSW Gaming Awards – part of the SXSW Gaming Expo – presented by iam8bit, Logitech, Porter Novelli, Twitch and Wikia. Austin City Limits Live at The Moody Theater hosted the ceremony which was co-emceed by actress and comedian Janet Varney and popular YouTube personality Markiplier. In all, 21 awards were handed out, with Dragon Age: Inquisition taking the top honor as Game of the Year. Middle-earth: Shadow of Mordor followed with three award wins, including Excellence in Gameplay and Excellence in Animation. Speedrunners was chosen by gamers on the show floor to take home the Gamer’s Voice Award, beating out 29 other games showcased in the SXSW Gaming Indie Corner. To be considered for the Gamer’s Voice Award, games must have had less than $1 million in funding; a working and playable demo; and be released by the end of 2015 or shortly thereafter. “We’re ecstatic to see the gaming industry and gamers alike embrace the SXSW Gaming Awards,” said Justin Burnham, SXSW Gaming Project Manager. “Our awards bring together the voice of gamers everywhere with those of industry experts to decide the best of the best. Congrats to the team behind Dragon Age: Inquisition for its Game of the Year win and to the rest of this year’s winners for making 2014 another stellar year for gaming!” The submission process opened in August 2014 through the official Gaming Awards page and closed in December. -
Text Begins by Discussing Spe Beginnings on Edrunningspeeddemosarchive.Com As a Community
Re-curating the Accident: Speedrunning as Community and Practice Rainforest Scully-Blaker A Thesis in The Department of Communication Studies Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts (Media Studies) at Concordia University Montreal, Quebec, Canada September 2016 © Rainforest Scully-Blaker, 2016 Scully-Blaker iii Abstract Re-curating the Accident: Speedrunning as Community and Practice Rainforest Scully-Blaker This thesis is concerned with speedrunning, the practice of completing a video game as quickly as possible without the use of cheats or cheat devices as well as the community of players that unite around this sort of play. As video games become increasingly ubiquitous in popular media and culture, the project of accounting for and analysing how people interact with these pieces of software becomes more relevant than ever before. As such, this thesis emerges as an initiatory treatment of a relatively niche segment of game culture that has gone underrepresented in extant game and media scholarship. The text begins by discussing spe beginnings on edrunningSpeedDemosArchive.com as a community. and By examiningchronicling its the growth communitys with the emergence of contemporary content hosting sites like YouTube and Twitch, this thesis presents speedrunning as a collaborative and fast-growing community of practice made up of players who revel in playing games quickly. From there, an analysis of space and speed, both natural and virtual, is undertaken with a view to understanding how speedrunning as a practice relates to games as narrative spaces. Discussions of rule systems in games and within the speedrunning community itself follow.