Cybercraft, a Security Serious Game
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Class Action Chamber)
CANADA PROVINCE OF QUEBEC SUPERIOR COURT DISTRICT OF MONTREAL (CLASS ACTION CHAMBER) No: 500-06-001132-212 GABRIEL BOURGEOIS Petitioner -vs.- ELECTRONIC ARTS INC., legal person duly constituted, having its address of service at 1209 Orange Street, Wilmington, DE 19801 USA and ELECTRONIC ARTS (Canada), INC., legal person duly constituted, having its address for service at 1800 510 West Georgia St., Vancouver, BC, V6B 0M3, Canada and ACTIVISION BLIZZARD INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, New Castle, Delaware, 19808 and ACTIVISION PUBLISHING INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, New Castle, Delaware, 19808 and BLIZZARD ENTERTAINMENT INC., legal person duly constituted, having its address for service at 251 Little 1 Falls Drive, Wilmington, New Castle, Delaware, 19808 and TAKE TWO INTERACTIVE SOFTWARE INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, Delaware, 19808 and TAKE TWO INTERACTIVE CANADA HOLDINGS INC., legal person duly constituted, having its address for service at 5770 Hutontario St, Mississauga, Ontario, L5R 3G5 and 2K GAMES INC., legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, Delaware, 19808 and ROCKSTAR GAMES INC, legal person duly constituted, having its address for service at 251 Little Falls Drive, Wilmington, Delaware, 19808 and WARNER BROS. ENTERTAINMENT INC., legal person duly constituted, having its address for service at 1209 Orange St., Wilmington, DE 19801 and WARNER BROS ENTERTAINMENT CANADA INC., legal person duly constituted, having its address for service at Suite 1600, 5000 Yonge Street, Toronto, Ontario, M2N 6P1 and 2 WARNER BROS. -
A Rundown of What's Going on with Penny Arcade
12/27/2014 A Rundown of What’s Going on with Penny Arcade Now | A Rundown of What’s Going on with Penny Arcade Now Posted on June 20, 2013 by Tami Baribeau It hasn’t been that long since the last time Penny Arcade did something that cast the company in a negative light, but here we are again with another fiasco that’s been making its way around Twitter today. I thought it would be helpful to do a quick rundown of the events from today to make everyone aware of the situation and help answer some questions about why you might want to rethink supporting Penny Arcade, PAX, or anything affiliated with that organization. It all started today when this panel was posted from PAX Australia, titled “Why So Serious? Has the Industry Forgotten That Games Are Supposed to Be Fun?”. The original screencap of the description is below. “Why does the game industry garner such scrutiny from outside sources and within? Every point aberration gets called into question, reviewers are constantly criticised and developers and publishers professionally and personally attacked. Any titillation gets called out as sexist or misogynistic and involve any antagonist race other than Anglo-Saxons and you’re a racist. It’s gone too far and when will it all end? How can we get off the soapbox and work together to bring a new constructive age into fruition?” There is so much wrong with this panel description that I don’t even know where to begin. The idea that games as a medium are exempt from criticism because they’re “supposed to be fun” is ridiculous and immature. -
Research Progress and Debates on Gaming Disorder
Open access Review Gen Psych: first published as 10.1136/gpsych-2019-100071 on 18 July 2019. Downloaded from Research progress and debates on gaming disorder Qianjin Wang, Honghong Ren, Jiang Long, Yueheng Liu, Tieqiao Liu To cite: Wang Q, Ren H, Long J, ABSTRACT the following aspects may be involved: first, et al. Research progress Gaming disorder has become a significant issue in the game’s built-in reward system may be the and debates on gaming mental healthcare. While gaming is an important form cause of the gaming disorder.7 For example, disorder. General Psychiatry of entertainment, excessive gaming may cause serious 2019;32:e100071. doi:10.1136/ many games, particularly massively multi- consequences for players. At present, there are still gpsych-2019-100071 player online role-playing games, rely on a controversies in the academic community concerning the ‘compulsion loop’, a cycle of activities that public health problems related to gaming disorder. This article Received 02 April 2019 involve rewarding the player and driving Revised 28 May 2019 attempts to expound the definition, epidemiology, aetiology, Accepted 03 June 2019 them to continue through another cycle, diagnosis, treatment and prevention of gaming disorder, in 8 order to contribute to future conceptualization of gaming retaining them in the game. Many players disorder. refuse to quit the game because they are rewarded in the game. The expectation of DEFINITION AND PREVALENCE OF GAMING this kind of reward can increase dopamine DISORDER in the brain, activate the reward system Gaming disorder is defined as a negative gaming and, once the player is rewarded, he/she behaviour pattern characterised by the loss can become addicted in the long run. -
War and Cinema
Theatres of Representation Discourses of War and Cinema Daniel Binns SID: 16123117 ! ! ! ! Doctor of Philosophy, 2013 University of Western Sydney Table of Contents Acknowledgements i. Dedication ii. Abstract iii. 1. Introduction – War and Cinema 1 2. Survey of the Field & Analytic Narrative 23 3. For Glory: World Wars I and II 58 4. Fear, Frustration, Paranoia: Vietnam 103 5. Live from the Front Line: Conflict in the Middle East 148 6. Extended Discourses of War: Video Games & Comic Books 192 7. Conclusion: Cycles of Violence, Repeat Performances 225 Sources 238 Appendix: Sample Film Analysis 254 Acknowledgements This thesis has felt, at times, like a battle. Now that the battle is over, I must take some time to thank my comrades-in-arms, without whom none of what you hold would have been possible. To the various people with whom I had personal correspondence or conversation during the course of this research, thank you for your time and expertise. These fine souls include, but are not limited to, Bill Nichols, Bruce Isaacs, Richard Smith, David Burchell, David Axe, Brendan Keogh, Elizabeth Roberts, and Hunter Cordaiy. Thanks to Jonathan Foye, and JT Velikovsky, for casting an objective eye over the piece in its final stages – and for your validation. To the employers who have graciously worked around my research commitments, continuing to further my experience in the film industry and academia, thank you. To my supervisors – Dr. Paul Ryder and Dr. Peter Dallow – your patience, commitment, wisdom, and good humour have been invaluable. It is needless to say that this document would not exist without you both. -
Player Immersion in Video Games
Selja Tanskanen Player immersion in video games Designing an immersive game project Bachelor’s thesis Degree programme in Game Design 2018 Tekijä Tutkinto Päiväys Selja Tanskanen Muotoilija Huhtikuu 2018 Opinnäytetyön nimi 60 pages Player immersion in video games 15 pages of appendices Designing an immersive game project Toimeksiantaja Kaakkois-Suomen ammattikorkeakoulu Ohjaajat Tuntiopettaja Brenda Jiménez, tuntiopettaja Marko Siitonen Tiivistelmä Opinnäytetyön aiheena on pelaajien kokema immersio videopeleissä. Aikaisempien tutkimuksien laajuus koskien pelaajien immersiota johti aiheen tarkkaan rajaukseen. Immersiivisen pelikokemuksen luominen hyödyntäen pelisuunnittelua, psykologiaa ja tarinankerrontaa oli opinnäytetyön päätutkimuskohteena. Opinnäytetyö koostuu kolmesta osasta: teoriaosuudesta, kyselystä ja tuotanto-osuudesta. Teoriaosuudessa sana immersio määriteltiin ensin lukijalle. Käsitteen avaamisen jälkeen, opinnäytetyössä paljon vaikuttanut teoria esiteltiin immersiosta videopeleissä. Teoriaosuus pyrki selvittämään kuinka suuri vaikutus pelisuunnittelulla, psykologialla ja tarinankerronnalla voi olla immersion synnyssä peleissä. Teoriaosuuden jälkeen kysely, joka oli osa opinnäytetyötä, esiteltiin ja analysoitiin. Kyselyllä ja sen tuloksilla pyrittiin saamaan käytännönläheisempää näkökulmaa immersiosta. Kyselystä saatuja tuloksia hyödynnettiin myös immersiivisen peliprojektin pohjana. Viimeinen osuus esitteli opinnäytteen tuotteen, peliprojektin. Teoriaosuudesta ja kyselystä kerätty tieto hyödynnettiin peliprojektin tuotannossa. -
The Performative Interactivity of Video Games
SHALL WE PLAY A GAME?: THE PERFORMATIVE INTERACTIVITY OF VIDEO GAMES Michael J. Beck Thesis Prepared for the Degree of MASTER OF SCIENCE UNIVERSITY OF NORTH TEXAS August 2014 APPROVED: John M. Allison, Jr., Major Professor and Chair of the Department of Communication Studies Justin T. Trudeau, Committee Member Shaun Treat, Committee Member Holley Vaughn, Committee Member Mark Wardell, Dean of the Toulouse Graduate School Beck, Michael J. Shall We Play a Game? The Performative Interactivity of Video Games. Master of Science (Communication Studies), August 2014, 113 pp., bibliography, 61 titles. This study examines the ways that videogames and live performance are informed by play theory. Utilizing performance studies methodologies, specifically personal narrative and autoperformance, the project explores the embodied ways that gamers know and understand videogames. A staged performance, “Shall We Play a Game?,” was crafted using Brechtian theatre techniques and Conquergood’s three A’s of performance, and served as the basis for the examination. This project seeks to dispel popular misconceptions about videogames and performance and to expand understanding about videogaming as an embodied performative practice and a way of knowing that has practical implications for everyday life. Copyright 2014 by Michael J. Beck ii TABLE OF CONTENTS Page Chapters 1. INTRODUCTION ........................................................................................................ 1 2. LITERATURE REVIEW ............................................................................................. -
Unplug-Book-No-Security.Pdf
UUNPLUGNPLUG RAISING KIDS IN A TECHNOLOGY ADDICTED WORLD Lisa K. Strohman, J.D., Ph.D. Melissa J. Westendorf, J.D., Ph.D. Copyright © 2015 Lisa Strohman, J.D., Ph.D. Melissa Westendorf, J.D., Ph.D. T is is a work of f ction. All of the characters, names, incidents, organizations, and dialogue in this novel are either the products of the author’s imagination or are used f ctitiously. All rights reserved. No part of this book may be reproduced, stored, or transmitted by any means—whether auditory, graphic, mechanical, or electronic—without written permission of both publisher and author, except in the case of brief excerpts used in critical articles and reviews. Unauthorized reproduction of any part of this work is illegal and is punishable by law. ISBN: 978-1-4834-2954-0 (sc) ISBN: 978-1-4834-2953-3 (e) Library of Congress Control Number: 2015905959 Because of the dynamic nature of the Internet, any web addresses or links contained in this book may have changed since publication and may no longer be valid. T e views expressed in this work are solely those of the author and do not necessarily ref ect the views of the publisher, and the publisher hereby disclaims any responsibility for them. Any people depicted in stock imagery provided by T inkstock are models, and such images are being used for illustrative purposes only. Certain stock imagery © T inkstock. Lulu Publishing Services rev. date: 7/6/2015 T is book is dedicated to the countless parents, teachers, and young adults we have worked with through legal and emotional issues, personal tragedy and loss, and the simple yet painful reality of emotional and interpersonal strife caused by technology. -
(The) Absolute N/A New York Tiffany White
Gaming Media Canada & US First Last Works for email Phone Located Evan Hoover (The) Absolute N/A New York Tiffany White (The) Absolute N/A New York Nadia Oxford 148Apps N/A Toronto Larry Braz 1Life2Play N/A Cleveland Jason Belec 2ndOpinionPod N/A Webster Caleb Gayle 2ndOpinionPod N/A 1(936) 204-0191 Webster Jeremy Roughan 2ndOpinionPod N/A 1(508) 983-4317 Webster Joel Albert 2old2play N/A Chicago Derek Nolan 2old2play N/A Chicago Rod Wyman 2old2play N/A Chicago Sean Robinson 3GEM Studios N/A Guelph Jeffrey Harris 411mania.com N/A 1(818) 980-1995 Studio City Dan Watson 411mania.com N/A 1(832) 654-6437 Woodridge Nick Henderson 4Player Network N/A Austin David Liao 4Player Network N/A Austin Paige Jagan 7 Kids and Us N/A Orlando John C. A Gaming Website.com N/A Joey Held A Hot Cup of Joey N/A Austin Eric Abbruzzese ABI Research Group N/A 1(516) 624-2500 Oyster Bay Craig Kaufman AbleGamers N/A Harpers Ferry Steve Spohn AbleGamers N/A Harpers Ferry Dan Ackerman Ackerman, Dan N/A 1(646) 472-3986 New York Uros Jojic Action Trip N/A Orem Ure Paul Action Trip N/A Orem Emily Morganti Adventure Gamers N/A Curtis Sindrey Aesthetic Magazine TorontoN/A Toronto Adam Taylor Aesthetic Magazine TorontoN/A Toronto Daniel Carosella Affairesdegars.com N/A 1(819) 200-0834 x201Sherbrooke Ronald Mina AFKer Games N/A Christina Janke Agents of Geek N/A Jim Napier Agents of Geek N/A Anthony JohnAgnello Agnello, Anthony John N/A 1(215) 801-0766 Astoria Richard Aihoshi Aihoshi, Richard N/A 1(905) 820-4025 Mississauga ChristopherAdams Aimless Podcasts N/A Albert Chen -
Are Loot Boxes an Illegal Gambling Mechanic?
Are Loot Boxes An Illegal Gambling Mechanic? By James Gatto and Mark Patrick A member of the United Kingdom’s Parliament has opened an inquiry into the legality of loot boxes. Loot boxes are virtual items that may be redeemed to receive a randomized selection of additional virtual items. Various countries around the world have recently moved to regulate the provision of loot boxes in video games, often in response to inquiries from consumers or legislators, such as the aforementioned inquiry in the UK. This leads to the ultimate question: are loot boxes legal? Some believe that they are a form of gambling. Others see them as an effective, but legal, game monetization technique. The answer, as it is with many legal issues, is “it depends.” The primary legal issue is whether the loot box mechanic constitutes gambling. Other issues, which are addressed below, include whether the age rating of games with loot box mechanics should be impacted based on the inclusion of the game mechanic, and whether consumer protection laws require disclosure of the odds of obtaining certain virtual items through loot boxes. The short answer on the primary issue is that most, “standard” loot box mechanics should not be deemed gambling, in most countries. However, a number of factors discussed below could alter the result. It is critical to understand that this issue is quite fact-specific and slight changes in the facts can lead to a different result. Furthermore, the relevant laws vary by jurisdiction. Various jurisdictions are looking into the need for further regulation in this area, so it is important to stay abreast of continuing developments. -
Competitive Gaming
WORCESTER POLYTECHNIC INSTITUTE Competitive Gaming Design and Community Building Interactive Qualifying Project Stefan Alexander and Maxwell Perlman Advisor: Brian Moriarty, IMGD 3/6/2014 Abstract This project attempts to characterize the qualities that make a competitive game successful. By researching the relevant literature and conducting original interviews with designers, players, and other people associated with the gaming scene, we identified three important development principles: 1. Competitive games should be designed for casual play and balanced for competitive play. Nearly every successful competitive game has far more casual players than it does competitive players. Players should want to play your game regardless of any fame or prize support they could gain from playing it competitively. 2. Understanding who your players are and what they want, both in terms of game content and what they want to gain mentally or emotionally from playing the game, can greatly assist in the design of competitive games. When a player gets to use a strategy they enjoy at a high level of play, the game becomes far more enjoyable. 3. A competitive game is defined by its community. When the community is open, accepting, friendly, and helpful, it reflects well on the game and leads to thriving casual and competitive communities. Communities are also vital to the evolution of their players’ skills. Without a supportive and helpful community, players in that community will have a much harder time being successful than if they were a member of a more -
Empirical Evaluation of Metadata for Video Games and Interactive Media
Empirical Evaluation of Metadata for Video Games and Interactive Media Jin Ha Lee Information School, University of Washington, Mary Gates Hall, Suite 370, Seattle, WA 98195. E-mail: [email protected] Rachel Ivy Clarke Information School, University of Washington, Mary Gates Hall, Suite 370, Seattle, WA 98195. E-mail: [email protected] Andrew Perti Seattle Interactive Media Museum, 305 Harrison Street, Seattle, WA 98109. E-mail: [email protected] Despite increasing interest in and acknowledgment of Introduction the significance of video games, current descriptive practices are not sufficiently robust to support search- Video games are of increasing importance to American ing, browsing, and other access behaviors from diverse society as objects of economic stimulus as well as cultural user groups. To address this issue, the Game Metadata heritage. Because of this increased interest in games for Research Group at the University of Washington consumer entertainment as well as historical, cultural, and Information School, in collaboration with the Seattle Interactive Media Museum, worked to create a standard- scientific study, many cultural heritage institutions have ized metadata schema. This metadata schema was established collections of video games and related media. empirically evaluated using multiple approaches— The Library of Congress collects, preserves, and offers collaborative review, schema testing, semi-structured access to two main types of video games: educational games user interview, and a large-scale survey. Reviewing and that support the Library’s initiatives and controversial games testing the schema revealed issues and challenges in sourcing the metadata for particular elements, determin- collected to support legislation related to sex and violence in ing the level of granularity for data description, and video games (Owens, 2012). -
Schedule of Events
Sunday, January 25 Sunday, January 25 Start End Event Location Start End Event Location 1:00 PM 3:00 PM Virtua Fighter 5: Final Showdown (PS3) Tournament Console 8:00 PM 9:00 PM Bringing Game Music to the Masses: Panels 4 1:00 PM 2:30 PM Combat for the Camera Arena Game Music Record Labels SCHEDULE OF EVENTS 1:00 PM 1:30 PM Zombie Larp LARP 8:00 PM 8:30 PM Power of Glove / Bagged & Bored Games on Film 1:30 PM 3:00 PM How to Become a Pro VGM composer! (presented by OC Panels 2 8:00 PM 11:00 PM Street Fighter Ultra Arcade (PS3) Tournament Console ReMix) 8:00 PM 10:00 PM Sports Arena Arcade Tournament Arcade Friday, January 23 1:30 PM 2:30 PM BRENTALFLOSS FAQ LIVE! Panels 3 8:00 PM 12:30 AM Dragon Age: The Second Blight LARP 1:30 PM 2:30 PM Is Game Art Art? -Lecture MAGES 1 8:00 PM 12:00 AM MTG drafts Tabletop (CCG) Start End Event Location 1:30 PM 2:30 PM Affection Games: Loving Your Way into the Hearts of Players MAGES 2 8:00 PM 12:00 AM 6-10: The Wounded Wisp, 3-06: Song of the Sea Witch, 6-07: Tabletop (Pathfinder) 10:00 AM 7:00 PM MTG drafts Tabletop (CCG) -Lecture Valley of Veiled Flame, 5-19: The Horn of Aroden 11:00 AM 8:00 PM PAX Streaming Panels 5 1:30 PM 2:30 PM Defining the Classics: Establishing a Video Game Canon Forum 8:00 PM 10:30 PM Clipstream Chipspace Jam-a-thon 5000 Chipspace 1:00 PM 5:00 PM Scrabble Tournament Tabletop (Tournaments) 2:00 PM 3:00 PM Robot Brains in Robot Bodies LIVE Panels 4 8:00 PM 8:35 PM Viking Guitar Concert Hall 2:00 PM 4:30 PM Street Fighter: Assassin's Fist MARATHON Games on Film 2:00 PM 5:00 PM