Lest They Forget: Exploring Commemoration and Remembrance Through Games and Digital Technologies
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The Common Forms of Contemporary Videogames: a Proposed Content Analysis Model
1 The Common Forms of Contemporary Videogames: A Proposed Content Analysis Model STEVEN ALLICK A thesis submitted in partial fulfilment of the requirements of Teesside University for the degree of Doctor of Philosophy Teesside University School of Computing April 2012 2 Contents Acknowledgements 5 Declaration 9 Abstract 10 1. Introduction 11 1.1. Background 11 1.2. Motivation 12 1.3. Understanding Tropes 14 1.4. Thesis Statement 15 1.4.1 Aims 15 1.4.2 Thesis 16 1.5 Approach 17 1.6 Methods Used 19 1.6.1 Analysis and Data Gathering 19 1.6.2 Sampling Criterion 20 1.6.3 Scales and Measures 23 1.7 Thesis Organisation 23 2. Literature Review 28 2.1. Semiotics Literature 28 2.1.1 Semiotic Principles 28 2.1.2 Computing Semiotics 31 2.1.3 Artistic and Media Semiotics 33 2.1.4 General Semiotic Research Critique 33 2.2 Rhetoric and Tropes Literature 34 2.2.1 Principles of Tropes 34 2.2.2 Metaphor and Myth 35 2.2.3 Metonym, Synecdoche and Irony 36 2.2.4 Aporia and Epiphany 37 2.2.5 Tropical Research Critique 38 3 2.3 Genre Theory Literature 39 2.3.1 Background and Origin 39 2.3.2 Videogame Genres 40 2.3.3 Genre Theory Critique 41 2.4 Development Models and Methods 43 2.4.1 Perceptual Opportunities 43 2.4.2 Qualitative Design Models 44 2.4.3 Quantitative Design Models 45 2.4.4 Heuristic / Rule Models 45 2.4.5 Development Model Critique 46 2.5 Emotion, Enjoyment and Immersion Models 47 2.5.1 Emotion and Enjoyment 47 2.5.2 Immersion 49 2.5.3 Frustration 50 2.5.4 Player Centric Model Critique 50 2.6 Time 52 2.7 Representational Dimensions 53 2.8 Observations and Conclusions 55 3. -
Music Games Rock: Rhythm Gaming's Greatest Hits of All Time
“Cementing gaming’s role in music’s evolution, Steinberg has done pop culture a laudable service.” – Nick Catucci, Rolling Stone RHYTHM GAMING’S GREATEST HITS OF ALL TIME By SCOTT STEINBERG Author of Get Rich Playing Games Feat. Martin Mathers and Nadia Oxford Foreword By ALEX RIGOPULOS Co-Creator, Guitar Hero and Rock Band Praise for Music Games Rock “Hits all the right notes—and some you don’t expect. A great account of the music game story so far!” – Mike Snider, Entertainment Reporter, USA Today “An exhaustive compendia. Chocked full of fascinating detail...” – Alex Pham, Technology Reporter, Los Angeles Times “It’ll make you want to celebrate by trashing a gaming unit the way Pete Townshend destroys a guitar.” –Jason Pettigrew, Editor-in-Chief, ALTERNATIVE PRESS “I’ve never seen such a well-collected reference... it serves an important role in letting readers consider all sides of the music and rhythm game debate.” –Masaya Matsuura, Creator, PaRappa the Rapper “A must read for the game-obsessed...” –Jermaine Hall, Editor-in-Chief, VIBE MUSIC GAMES ROCK RHYTHM GAMING’S GREATEST HITS OF ALL TIME SCOTT STEINBERG DEDICATION MUSIC GAMES ROCK: RHYTHM GAMING’S GREATEST HITS OF ALL TIME All Rights Reserved © 2011 by Scott Steinberg “Behind the Music: The Making of Sex ‘N Drugs ‘N Rock ‘N Roll” © 2009 Jon Hare No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher. -
NA EU Art Alive! Western Technologies •Segana/EU/JP Buck
688 Attack Sub Electronic Arts Sega NA EU NA EU Art Alive! Western Technologies •SegaNA/EU/JP NAJP BREU Buck Rogers: Countdown to Doomsday Strategic Simulations •Electronic ArtsNA/EU NABR EU California Games •EpyxOriginal design •SegaNA/EU BR Centurion: Defender of Rome •Bits of Magic Electronic Arts NA EU Divine Sealing (Unlicensed) Studio Fazzy CYX JP Hardball! Accolade Ballistic NA EU NA EU James Pond: Underwater Agent •Millennium Interactive •Electronic ArtsNA/EU BR John Madden Football '92 Electronic Arts EASN NA EU M-1 Abrams Battle Tank Dynamix Electronic Arts/Sega NA EU NA EU Marble Madness Atari Electronic Arts JP Mario Lemieux Hockey Ringler Studios Sega NA EU NA EU Marvel Land Namco Namco JP Master of Monsters Systemsoft Renovation Products NA JP Master of Weapon Taito Taito JP NA EU Mercs Capcom Capcom JP Mickey's Ultimate Challenge Designer Software Hi Tech Expressions NA Might and Magic: Gates to Another World New World Computing Electronic Arts NA EU Mike Ditka Power Football Ballistic Accolade NA Ms. Pac-Man General Computer Corp. Tengen NA EU NA EU Mystical Fighter Taito DreamWorks JP Onslaught •RealmsOriginal Design Ballistic NA NA JP Rampart •Atari GamesOriginal design •TengenNA/JP KR Rings of Power Naughty Dog Software Electronic Arts NA EU NA EU Road Rash Electronic Arts •Electronic ArtsNA/EU JP BR Saint Sword Taito Taito NA JP NA EU Shadow of the Beast Psygnosis Electronic Arts NAJP EU Space Invaders '91 Taito Taito NAJP EU Speedball 2 The Bitmap Brothers Arena Entertainment JP NA EU Spider-Man Sega Sega JP Starflight -
Theescapist 016.Pdf
That EA stands for nothing like this today For the record, I am not now, nor have I is an indictment of its current ever been, an investor in, advisor to, or management - but not of Trip. associate in any way, of EA, 3D0, or Digital Chocolate (Trip Hawkins’s current Thank you for joining us for another And I don’t know if anyone else venture). week of The Escapist. This week’s theme To the Editor: Just for the record - Trip remembers this, but in its final days, as is Import/Export. We have invited our Hawkins is not the Antichrist. 3DO was headed for the knacker’s yard, -Greg Costikyan writers to explore the ways this flow of Trip put up a big chunk of his own goods and services affects the gaming The story of the decline-and-gutting of financial resources to try to keep it To the Editor: “Guns, Gangs and scene. Allen Varney discusses an Origin by EA is not a happy one; but let going, even as 3DO embarked on an Greed” perpetuates the illusion of race. upcoming import from Croatia, Serious us be clear that, by the time EA did gut (ultimately fruitless) quest to obtain By identifying a group of people based Sam 2, and the background of the Origin, Trip had been long gone from EA. more money to stay in business. He lost on physical traits and claiming they are company behind it, Croteam. Mark And while Trip is indeed a controversial the lot. I’d venture to suggest that there somehow disadvantaged because no one Wallace takes a different approach to the figure in the field, and more than a bit of are very few highly placed executives in chooses to create content that features theme of the issue and delves into the an operator (I’m reminded of Noah any American business who would risk characters having these traits, the article virtual world import/export. -
WHETHER You're LOOKING to COMPLETE the FUL SET
COLLECTORS' CORNER! WHETHER You’re lOOKING TO COMPLETE THE FUL SET, COLLECT ALL THE GAMES PUBLISHED IN THE FOUR MAIN TERRITORIES, OR MORE MODESTLY LIST THE TITLES YOU OWN, THE COLLECTor’s CORNER WAS MADE FOR YOU. TITLE PAGE ALTERNATE TITLE RELEASE RELEASE RELEASE DEVELOPER PUBLISHER DATE JP DATE NTSC DATE PAL 2020 SUPER BASEBALL 10 MONOLITH K AMUSEMENT LEASING (JP) / TRADEWEST (US) 3 NINJAS KICK BACK 10 l l MALIBU INTERACTIVE SONY IMAGESOFT 3×3 EYES JÛMA HÔKAN 10 l SYSTEM SUPPLY N-TECH BANPRESTO 3×3 EYES SEIMA KÔRINDEN 10 l NOVA GAMES YUTAKA GREAT BATTLE III (THE) 114 l SUN L BANPRESTO 4-NIN SHÔGI 10 l PLANNING OFFICE WADA PLANNING OFFICE WADA 7TH SAGA (THE) 10 ELNARD (JP) l PRODUCE GAMEPLAN21 (JP) / ENIX AMERICA (US) 90 MINUTES: EUROPEAN PRIME GOAL 11 J.LEAGUE SOCCER PRIME GOAL 3 (JP) l l NAMCO NAMCO (JP) / OCEAN (EU) A.S.P AIR STRIKE PATROL 11 DESERT FIGHTER (EU) l l OPUS SETA (JP-US) / SYSTEM 3 (EU) AAAHH!!! REAL MONSTERS 12 l l l REALTIME ASSOCIATES VIACOM NEW MEDIA ABC MONDAY NIGHT FOOTBALL 11 l l KÛSÔ KAGAKU DATA EAST ACCELE BRID 11 l Gl ENKI TOMY ACE O NERAE! 11 l TELENET JAPAN TELENET JAPAN ACME ANIMATION FACTORY 12 l PROBE SOFTWARE SUNSOFT ACROBAT MISSION 12 l l MICRONICS TECHIKU ACTION PACHIO 12 l C-LAB COCONUTS JAPAN ACTRAISER 13 l QUINTET ENIX (JP-EU) / ENIX AMERICA (US) ACTRAISER 2 14 ACTRAISER 2: CHINMOKU E NO SEISEN (JP) l l l QUINTET ENIX (JP) / ENIX AMERICA (US) / UBISOFT (EU) ADDAMS FAMILY (THE) 14 l l l OCEAN MISAWA (JP) / OCEAN (EU-US) ADDAMS FAMILY (THE): PUGSley’S SCAVENGER HUNT 14 l l l OCEAN OCEAN ADDAMS FAMILY VALUES 14 l l OCEAN OCEAN ADVANCED DUNGEONS & DRAGONS: EYE OF THE BEHOLDER 15 l Cl APCOM CAPCOM ADVENTURES OF BATMAN & ROBIN (THE) 15 l l KONAMI KONAMI ADVENTURES OF DR. -
1001 Video Games You Must Play Before You Die
1001 Video Games You Must Play Before You Die G = Completed B = Played R = Not played bold = in collection 1971-1980 (1 st GENERATION) 1. The Oregon Trail Multi-platform MECC 1971 2. Pong Multi-platform Atari 1972 1976-1992 (2 nd GENERATION) 3. Breakout Multi-platform Atari 1976 4. Boot Hill Arcade Midway 1977 5. Combat Atari 2600 Atari 1977 6. Space Invaders Arcade Taito 1978 7. Adventure Atari 2600 Atari 1979 8. Asteroids Arcade Atari 1979 9. Galaxian Arcade Namco 1979 10. Lunar Lander Arcade Atari 1979 11. Battle Zone Arcade Atari 1980 12. Defender Arcade Williams 1980 13. Eamon Apple II D. Brown 1980 14. Missile Command Arcade Atari 1980 15. Rogue Multi-platform M. Toy, G. Wichman, K. Arnold 1980 16. Tempest Arcade Atari 1980 17. MUD Multi-platform R. Trubshaw, R. Bartle 1980 18. Pac-Man Arcade Namco 1980 19. Phoenix Arcade Amstar Electronics 1980 20. Zork I Multi-platform Infocom 1980 21. Warlords Arcade / Atari 2600 Atari 1980 22. Centipede Arcade Atari 1980 23. Galaga Arcade Namco 1981 24. Donkey Kong Arcade Nintendo 1981 25. Qix Arcade R. Pfeiffer, S. Pfeiffer 1981 26. Scramble Arcade Konami 1981 27. Stargate Arcade Vid Kidz 1981 28. Venture Multi-platform Exidy 1981 29. Ms. Pac-Man Arcade Midway 1981 30. Frogger Arcade Konami 1981 31. Gorf Arcade Midway 1981 32. Ultima Multi-platform Origin Systems 1981 33. Gravitar Arcade Atari 1982 34. Joust Arcade Williams 1982 35. The Hobbit Multi-platform Beam Software 1982 36. Choplifter Multi-platform Brøderbund 1982 37. Robotron 2084 Arcade Williams 1982 38. -
From WEST to EAST Top Publishers Share Their Experience of Launching Mobile Games in China Table of Content
From WEST To EAST Top publishers share their experience of launching mobile games in China Table of Content Executive 01 Summary Overall 03 Conclusion 04 Methodology Money, Money, Money – 06 why developers release in China A tough nut to crack – 08 the logistical challenges of releasing into China Localisation – 11 adapting to Chinese culture and habits Distribution - 15 set and forget vs partnering up Is it worth releasing 20 your game in China? 22 Conclusion 24 About Mintegral 25 Contributor Profile Executive Summary Mintegral has interviewed 14 mobile game developers and publishers from a range of backgrounds who have published in China to hear directly from them what it is like releasing games into the world’s biggest market. These individuals – drawn from Miniclip, Tamalaki, Rumpus Animation, Perchang, Jagex, Mattel/NetEase, IFightBears, Lucky Kat Studios, Tower Studios, YoDo1, Splendy Games, Digital Legends, Animoca Brands and JoyPac – responded to five questions about the market in a series of interviews. As a result of the interviews, we have concluded the following key insights about the Chinese market. Why do Western developers release their games in China? Most developers released into the Chinese market because of its size, both in terms of consumers and revenue. However, developers also released into the market out of curiosity, because of publishing deals paid by Chinese partners and because the App Store “tickbox” approach reduces friction. What are the biggest logistical challenges for entering the Chinese market? The biggest barriers to releasing into China are logis- tical ones. The principal challenges are the Chinese regulatory environment (especially since the 2018 release freeze), the fragmented nature of the domestic mobile gaming market outside of the App Store, and the technical challenge of integrating relevant SDKs to tie into Chinese stores, social media platforms and advertising partners. -
Of 81 /Users/Tom/Desktop/Games.Txt Saved
/Users/tom/Desktop/games.txt Page 1 of 81 Saved: 2/6/14, 12:31:18 AM Printed For: Tom Tostanoski 1 1 To Nil Soccer Manager (1992)(Wizard Games Of Scotland Ltd) 2 1000 Miglia (1991)(Simulmondo) 3 100000 Pyramid (1988)(Basada) 4 10th Frame (1986)(Access Software Inc) 5 15x15 Picture Puzzle (1996)(Freeware) 6 1830 Railroads And Robber Barons (1995)(Avalon Interactive) 7 1869 (1992)(Max Design) 8 1942 Pacific Air War Scenario Disk (1995)(Microprose Software) 9 1942 The Pacific Air War (1994)(Microprose Software Inc) 10 1942 The Pacific Air War (1994)(Microprose Software Inc)(Rev1) 11 20000 Leagues Under The Sea (1988)(Coktel Vision) 12 221 B Baker St (1986)(Datasoft Inc) 13 2400 Ad (1987)(Origin Systems Inc) 14 3 Demon (1983)(Pc Research) 15 3 Point Basketball (1994)(MVP Software) 16 3d Ball Blaster (1992)(Dungeon Entertainment) 17 3d Beauty Jessica Sewell (1994)(Playboy)(3d goggles) 18 3d Body Adventure (1994)(Knowledge Adventure Levande Bocker) 19 3d Construction Set 1 (1991)(Domark) 20 3d Construction Set 2 (1992)(Domark) 21 3d Cyber Blaster (1994)(Dungeon Entertainment) 22 3d Cyberpuck (1995)(Dungeon Entertainment) 23 3d Dinosaur Multimedia (1994)(Knowledge Adventure) 24 3d Helicopter Simulator (1987)(Sierra Online) 25 3d Helicopter Simulator 1.10 (1987)(Sierra Online)(Rev) 26 3d Table Sports (1995)(Time Warner Interactive) 27 3d World Boxing (1992)(Simulmondo) 28 4 Queens Computer Casino (1992)(Applications Plus) 29 43D Nightmares (1996)(Visioneer) 30 4d Boxing (1991)(Mindscape Inc)(Rev1) 31 4d Boxing (1991)(Mindscape Inc)(Rev2) 32 4d -
Arcade Legends Sensible Soc
E Passing go to war- but only 15 of them are allowed to volunteer for each mission. Can you see When on the ball if you press Button C whilst you are directing the controller, the ball will them coming over the hill? Fortunately for all concerned, the innocent are added to the be passed along the ground in the direction you are facing or, if there is one of your team- experienced troop of survivors from previous missions. mates standing roughly in the direction you are facing and within passing distance then There are 24 missions to complete, each one with a different terrain and objective and the ball will be played straight to your team-mate’s feet. split into a maximum of six phases. The number of kills for and against you are represent- Kicking ed by HOME and AWAY respectively. To kick the ball in the normal way the controller should be directed in the desired direction In Play and Button B should be pressed. Note that is you quickly press Button B it will perform a All the action takes place in the playfield which takes up the main part of the screen. You pass. do not control the troopers but instead determine their behaviour using the control pad. Lift and Bend Troopers will only follow their leader but can be encouraged to run round in circles, shoot When the ball has been kicked as opposed to being passed it is possible to apply vary- anything that moves, throw grenades, shoot bazookas, drive tanx, fly choppas, split up ing degrees of lift and bend to it. -
Lifting the Lid on Video Games
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Mystery Shopper Issue 8 £3 wfmag.cc Mystery and making in Mineko’s Night Market 08 GAME-CRAFTING TIPS/ADVICE/GUIDES 72000 Make a score Horror city Amazing 16 attack game planning sound design 7263 Cram an action Simple ways to make Create worlds with 97 08 game into 1kB of code scarier locations sound and music Subscribe today 12 weeks for £12* Visit: wfmag.cc/12weeks to order UK Price. 6 issue introductory oer The ugliness of photorealism an we stop calling triple-A games ‘beautiful’ massive commercial ventures and characterise them as as a reflexive move? This is probably an beautiful’ extremely distasteful. We should know better. unreasonable ask, and there’s likely some ost, if not entirely all, game developers who work C beauty to be found in some of these big, big at triple-A studios don’t enoy many protections from games. ut every year we get the same maor studios abusive crunch practices: massive layoffs (as we’ve ust racing towards a chasm of hyper-fidelity. Throwing more DIA LACINA seen at Activision liard) to make earnings calls sound money, time, and bodies into the problem, as though better, or the ability to petition for the kinds of bonuses Dia Lacina is a they’re trying to build a bridge ust stable enough to or residuals they deserve from shipping a title that sells. queer indigenous cross into the next hardware cycle. trans woman writer, We know that labour conditions in this industry suck And every year, we get critics, and gamers, and photographer, and because we know how uickly people burn out and marketing departments all enraptured with the founding editor of leave. -
PONTIFÍCIA UNIVERSIDADE CATÓLICA DE SÃO PAULO PUC-SP Caio Assis Capasso Dimensões Do Conteúdo Gerado Por Usuário Em Videog
PONTIFÍCIA UNIVERSIDADE CATÓLICA DE SÃO PAULO PUC-SP Caio Assis Capasso Dimensões do Conteúdo Gerado Por Usuário Em Videogames: Cultura participativa e a intervenção criativa através do Modding MESTRADO EM TECNOLOGIAS DA INTELIGÊNCIA E DESIGN DIGITAL SÃO PAULO 2014 PONTIFÍCIA UNIVERSIDADE CATÓLICA DE SÃO PAULO PUC-SP Caio Assis Capasso Dimensões do Conteúdo Gerado Por Usuário Em Videogames: Cultura participativa e a intervenção criativa através do Modding MESTRADO EM TECNOLOGIAS DA INTELIGÊNCIA E DESIGN DIGITAL Dissertação apresentada à Banca Examinadora da Pontifícia Universidade Católica de São Paulo, como exigência parcial para a obtenção do título de MESTRE em Tecnologias da Inteligência e Design Digital – Área de contentração: “Processos Cognitivos e Ambientes Digitais”; Linha de Pesquisa: “Design Digital e Inteligência Coletiva” - sob a orientação do Prof. Dr. Fábio Fernandes. SÃO PAULO 2014 Banca Examinadora _________________________________________ ________________________________________ ________________________________________ DEDICATÓRIA Dedico este trabalho àqueles que estiveram ao meu lado, em especial aos meus pais, Laura e Cesar, e agradeço pelo cuidado constante e pelo suporte oferecidos durante todo esse percurso. AGRADECIMENTOS Ao meu orientador Prof. Dr. Fábio Fernandes por acreditar nesse trabalho e pela paciência e compreensão durante todo o processo. À PUC-SP e à sempre atenciosa Edna Conti pelo apoio constante durante esse período. Agradeço também à todos os colegas do TIDD com quem tive o prazer de conviver, debater e aprender ao longo desses dois anos. RESUMO Nesse trabalho discutimos videogames, definidos como jogos digitais dependentes de um suporte computacional para sua realização, que nos ajudam a entender melhor as formas que as atividades de criação e alteração de conteúdo por jogadores se dão. -
Appendix a Collecting for the Commodore 64
Appendix A Collecting for the Commodore 64 With more than 10,000 games and applications officially released back in the day, the Commodore 64 is surely a challenging, though potentially very rewarding, sys- tem to collect for. Before embrarking in such a quest, some clear goals and guide- lines should be established first. First of all, collecting games for the C64 has some fundamental differ- ences compared to collecting for other classic systems like the Atari 2600, the Intellivision or the NES. While obscure games can be very valuable due to their rarity, regardless of their quality, on dedicated systems which had only a few hun- dred games available (Air Raid, which is valued at more than $30,000 for the Atari 2600, is a typical example), on the C64, with thousands and thousands of games, not many people really care for a low quality, forgotten title that was released unsuccessfully in limited quantities, whatever its supposed “rarity” rating. On the other hand, most C64 collectors tend to focus on games that were high quality, rare box variations and first or special editions of famous games. Why is it so? Most likely, piracy is one of the reasons that made these games highly collectible nowadays. Despite being considered “popular” back in the day, this didn’t mean most kids who played and loved them actually owned a legit copy. Now that many of them turned into more responsible adults and collectors, effectively owning the “real” thing becomes a common collecting goal that makes such releases very sought after. It should also be pointed out that, while monetary values can fluctuate wildly from time to time and it is very difficult to provide reliable estimates, lose games have very little value and only complete specimen with box, manual and any even- tual extras in good condition, are worth any money as collectible items.