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Encoding the Symptom Or the Cause? Values in the Design of Computer Games That Represent School Mass-Shootings
The Philosophy of Computer Games Conference, Copenhagen, 2018 Encoding the Symptom or the Cause? Values in the Design of Computer Games that Represent School Mass-Shootings Peter Nelson Introduction In this paper, I examine how two first-person shooter (FPS) computer games set in North American high schools communicate different values in relation to the same violent phenomenon. While both commit the same transgression by making a game based on school mass-shootings, the socio-cultural, institutional and material context of their designers in relation to the violent phenomenon results in two very different readings, and very different ways to understand violence in computer games. In this paper, I locate the representational affordances of the FPS genre according to Rune Klevjer’s 2006 paper ‘The Way of the Gun’, Alexander Galloway’s research on FPS subjectivity (2006), Paul Virilio’s (1989) theory of military optics and John Bale’s (2003) research into the transgressive appropriation of non-game environments in various sporting traditions. Building on the paradigm of values as expressed through both game design and the social context of play found in procedural rhetorics (Bogost 2006) and simulation theory (Frasca 2001), I examine how the context of my designers relative to their games expresses particular values about the sociological factors surrounding school mass-shootings. By revealing the different values within these games, I seek to offer an important way to differentiate between different forms of violent representation in computer games. The case studies for this paper are a student-made modification (mod) of the first-person shooter (FPS) game Counter-Strike (CS) and a training simulation produced using the Unreal Engine for the US Department of Defense and repurposed by the US Department of Homeland Security. -
Free Full Download of Counter Strike Source
Free full download of counter strike source click here to download Counter-Strike: Source, free and safe download. While it was originally available as a free mod for Half Life, it is now a full paid product on Steam. View full. Download link: www.doorway.ru Counter Strike: Source - PC Game Download Free Full. counter strike source download free full pc game. it is the most online playing shooting game for windows and full version direct and single link. This first-person shooting game is that is one full of action with stunning details. If you're looking for a realistic game to play that involves shooting and combat. Known as: Counter Strike: Source Video Game, Highly Compressed, No Torrent, Direct Counter Strike Source Free Download (No Torrent). Counter Strike Source Free Download PC Game setup in single direct link for windows. Counter Strike We have provided direct link full setup of the game. Full Version Counter Strike Source Free Download Online Multiplayer PC Game ISO Setup Nonsteam Masterserver CSGO Counter Strike Global Offensive. Download Counter-Strike: Source WaRzOnE Free. Play the world's number 1 online action game for free. Playable on New V89 Download. Full Setup Torrent. Thread: Download Counter Strike - Source [Non Steam] Full Setup Torrent Download: CLICK HERE Full Setup Direct Download: CLICK. Counter-Strike: Source FREE DOWNLOAD! Hier kostenlos herunterladen und für PC spielen! Hier bekommst du den schnellen und einfachen. Counter Strike Source Game. File Size GB. System Requirements! Windows Xp,7,Vista,8; Ram MB; Video Memory: DirectX. You can also download counter strike condition zero game which is also fantastic creation at all defusing bomb is the new feature in it. -
Level Design in Virtual Reality
Level Design in Virtual Reality Veikka Saaristo BACHELOR’S THESIS November 2020 Degree Programme in Business Information Systems Game Development ABSTRACT Tampereen ammattikorkeakoulu Tampere University of Applied Sciences Degree Programme in Business Information Systems Game Development SAARISTO, VEIKKA: Level Design in Virtual Reality Bachelor's thesis 68 pages November 2020 This thesis studies level design methodology and best practices regarding both traditional and virtual reality level design, as well as the author’s own professional experience as a virtual reality level designer with the objective of creating a custom map extension to Half-Life: Alyx (Valve 2020). The purpose of this thesis was to introduce virtual reality level design and to display how virtual reality levels are designed and created through a documented example. The thesis focuses on methods and practices that are applicable to work outside of a specific engine or editor. Data was collected from various sources, including several online publications, the individual views of industry professionals, developer websites of headset fabricators, and from literature. The map extension was created as a part of this thesis. It was developed using Valve’s own Hammer editor, which enabled building the level based on an original design. In addition to theory, this thesis addresses the design and creation of this map extension, offering excerpts from the process in form of in-editor screenshots and descriptions. During the creation of this thesis, the superiority of the Hammer editor compared to other editors and game engines used before was noted due to its first-class built-in level design tools. Learning a new work environment from the beginning and the choice of virtual reality headset used in the development proved challenging as the older Oculus Rift headset caused issues while working with a game as new as the one used as the case study. -
A Comparative Analysis of the Early Institutionalisation of Traditional Sports and E-Sports by Dr
The Development of Sports: A Comparative Analysis of the Early Institutionalisation of Traditional Sports and E-sports by Dr. Rory Summerley, Falmouth University, Penryn Campus, Penryn, Cornwall, TR10 9FE [email protected] Abstract This paper takes the definition of a sport as ‘an institutionalised game’ under which both ‘traditional sports’ and ‘e-sports’ fall. It takes a comparative analytical approach that examines the historical documentation and cultural output of these two major categories of sports and their early institutionalisation. Given the increasing interest in, engagement with and spectator numbers of e-sports it is worth considering the key similarities and differences between various institutions. This paper examines traditional sports institutions from the mid- to-late 19th century alongside e-sports institutions that emerged from the mid-1990’s to the present day. Firstly, the processes of institutionalisation are analysed with these examples in mind and, secondly, are compared to draw out the significant differences and similarities between the factors affecting early institutionalisation. Keywords esports, e-sports, competitive gaming, sport, institutionalisation Author Bio Dr. Rory Summerley is a lecturer and researcher based in The Games Academy of Falmouth University, UK. His research interests include e-sports, experimental game design, the history of games and narrative design. INTRODUCTION As the arena of sports expands to include e-sports, many of the common definitions of sport are called into question. While traditional sports are commonly associated with athletic or physical prowess, the competitive play of video-games (like card games and board games before them) calls this association into question. Taylor (2012, 39) and Witkowski (2012a, 14; 2012b, 356) have both discussed the significance of physical behaviours in e-sports when defining the field and grey areas exist in the domains of both traditional sports and e-sports. -
Global Offensive Bachelor’S Diploma Thesis
Masaryk University Faculty of Arts Department of English and American Studies English Language and Literature Daniel Žemlík The perception of Russian players and language in Counter Strike: Global Offensive Bachelor’s Diploma Thesis Supervisor: doc. Mgr. Jan Chovanec, Ph.D. 2018 I declare that I have worked on this thesis independently, using only the primary and secondary sources listed in the bibliography. …………………………………………….. Author’s signature I would like to thank doc. Mgr. Jan Chovanec, Ph.D. for his patience and all my colleagues, who were willing to help me clarifying the thesis for readers, who might not be familiar with video game online communities. S Table of Contents The perception of Russian players and language in Counter Strike: Global Offensive ..................................................................................................................... 6 Introduction ............................................................................................................ 6 1) Theory .......................................................................................................... 7 1.1) The Viscous “circle” .................................................................................................................... 7 1.2) Intertextuality ............................................................................................................................. 8 1.3) Intertextuality through stereotypes ..........................................................................................