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Professional Counter-Strike: an Analysis of Media Objects, Esports Culture, and Gamer Representation
The University of Southern Mississippi The Aquila Digital Community Dissertations Spring 2021 Professional Counter-Strike: An Analysis of Media Objects, Esports Culture, and Gamer Representation Steven Young Follow this and additional works at: https://aquila.usm.edu/dissertations Part of the Other Film and Media Studies Commons Recommended Citation Young, Steven, "Professional Counter-Strike: An Analysis of Media Objects, Esports Culture, and Gamer Representation" (2021). Dissertations. 1886. https://aquila.usm.edu/dissertations/1886 This Dissertation is brought to you for free and open access by The Aquila Digital Community. It has been accepted for inclusion in Dissertations by an authorized administrator of The Aquila Digital Community. For more information, please contact [email protected]. PROFESSIONAL COUNTER-STRIKE: AN ANALYSIS OF MEDIA OBJECTS, ESPORTS CULTURE, AND GAMER REPRESENTATION by Steven Maxwell Young A Dissertation Submitted to the Graduate School, the College of Arts and Sciences and the School of Communication at The University of Southern Mississippi in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Approved by: Dr. John Meyer, Committee Chair Dr. Christopher Campbell Dr. Eura Jung Dr. Paul Strait Dr. Steven Venette May 2021 COPYRIGHT BY Steven Maxwell Young 2021 Published by the Graduate School ABSTRACT Esports are growing in popularity at a rapid pace worldwide. In contemporary society, individuals watch esports broadcasts as part of their normal media consuming practices. This dissertation focuses on Counter-Strike: Global Offensive (CS:GO), which is currently the most recognized first-person shooter esport worldwide and the third most popular game across all esports genres (Irwin & Naweed, 2020). -
What Makes a Video Game Fun
What makes a video game fun: An investigation into the expectations of playing First Person Shooter video games. Tabi Polson Master of Business project 2011 Abstract There are over 2,000 new video games created each year, so it is therefore important for video game developers to fully comprehend the video game market before they undergo the production of new offerings in order to stand out from their competitors. Understanding gamer wants and expectations will help developers to better produce an offering which satisfies these customer needs resulting in enhanced financial success for the developer. This study investigates the expectations of gamers in the First Person Shooter (FPS) genre of video games and endeavours to understand what components make up a good FPS from the perspective of both ‘hardcore’ and ‘casual’ gamers. Through the use of an online discussion, this study collected the detailed perspectives of 29 ‘hardcore’ and ‘casual’ gamers, regarding the topic of FPS video games. It investigates what the gamers want in a FPS by means of an online discussion which builds on the benefits of both ethnography and focus group methodologies. Since the study’s main goal was exploratory, a qualitative approach was considered the most appropriate; in addition to this, the method used to collect the data was done within a grounded theory framework. This study finds that, though graphics have historically been a major factor in driving the success of a FPS video game, this is no longer the case. Gamers expect there to be a balance between the different components, with a more holistic gaming experience desired, and that too much focus on one component at the expense of another will result in an unsatisfactory video game experience. -
Comparison of Game Addiction Prevalence Rates Between MMOFPS Players and MMORPG Players
Comparison of game addiction prevalence rates between MMOFPS players and MMORPG players. A case of EVE Online and DUST 514 Guðmundur Helgason & Ólafur Hrafn Steinarsson Lokaverkefni til BS-gráðu Sálfræðideild Heilbrigðisvísindasvið Comparison of game addiction prevalence rates between MMOFPS players and MMORPG players. A case of EVE Online and DUST 514 Guðmundur Helgason & Ólafur Hrafn Steinarsson Lokaverkefni til BS-gráðu í sálfræði Leiðbeinandi: Daníel Þór Ólason Sálfræðideild Heilbrigðisvísindasvi ð Háskóla Íslands Maí 2013 Ritgerð þessi er lokaverkefni til BS-gráðu í sálfræði og er óheimilt að afrita ritgerðina á nokkurn hátt nema með leyfi rétthafa. © Guðmundur Helgason & Ólafur Hrafn Steinarsson 2013 Prentun: Háskólaprent Reykjavík, Ísland 2013 Table of Contents Author Note ...................................................................................................................... 1 Abstract ............................................................................................................................ 2 Introduction ..................................................................................................................... 3 History of MMORPGs ............................................................................................. 6 EVE Online .............................................................................................................. 8 History of First Person Shooters .............................................................................. 8 DUST 514 ............................................................................................................. -
Screen Combat: Recreating World War Ii in American Film and Media
SCREEN COMBAT: RECREATING WORLD WAR II IN AMERICAN FILM AND MEDIA by Tanine Allison B.A. in Modern Culture and Media, Brown University, 2001 Submitted to the Graduate Faculty of The School of Arts and Sciences in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Pittsburgh 2010 UNIVERSITY OF PITTSBURGH ARTS AND SCIENCES This dissertation was presented by Tanine Allison It was defended on September 8, 2010 and approved by Dr. Lucy Fischer, Distinguished Professor, Department of English Dr. Randall Halle, Klaus W. Jonas Professor, Department of German Dr. Marcia Landy, Distinguished Professor, Department of English Dissertation Advisor: Dr. Adam Lowenstein, Associate Professor, Department of English ii Copyright © by Tanine Allison 2010 iii SCREEN COMBAT: RECREATING WORLD WAR II IN AMERICAN FILM AND MEDIA Tanine Allison, Ph.D. University of Pittsburgh, 2010 “Screen Combat” interrogates how the cultural mythology of the Second World War as the “Good War” surfaces in the American war film by examining the change in the aesthetics of combat sequences over time. By juxtaposing 1940s documentary and fiction films with contemporary cinema and video games, this dissertation argues that the World War II combat genre is not the conservative, coherent, “classical” genre that previous studies have assumed it to be. Rather, combat films and video games are complex, polysemic texts that challenge our assumptions about Hollywood filmmaking and mainstream American media. This dissertation contends that the combat sequences of World War II films give voice to a counter-narrative of the war, breaking away from the typical plots of noble sacrifice and dedicated heroism to show literally explosive images of devastation and annihilation. -
University of California Santa Cruz the Stabilization
UNIVERSITY OF CALIFORNIA SANTA CRUZ THE STABILIZATION, EXPLORATION, AND EXPRESSION OF COMPUTER GAME HISTORY A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Eric Kaltman September 2017 The Dissertation of Eric Kaltman is approved: Noah Wardrip-Fruin, Chair Michael Mateas Henry Lowood Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Eric Kaltman 2017 Table of Contents List of Figures vi List of Tables viii Abstract ix Dedication xi Acknowledgments xii 1 Introduction 1 1.1 On the history of technology . .4 1.2 On the history of software . 10 1.3 On the history of computer games in the history of software in the history of technology . 12 1.4 On preservation . 13 1.5 On knowledge accumulation, exploration and expression in the his- tory of technology . 15 1.6 On an intermediary perspective for the history of games as software 20 1.7 Stabilization . 25 1.8 Exploration . 27 1.9 Expression . 29 2 Appraisal 31 2.1 Compiling the Record . 31 2.2 Appraisal . 33 2.2.1 Related Work . 38 2.3 Prom Week .............................. 41 2.3.1 Choice of Prom Week ..................... 42 2.3.2 Process . 43 2.3.3 Context . 57 2.3.4 Documentary Enumeration . 62 iii 2.4 Conclusion . 79 3 Description 82 3.1 Introduction . 82 3.1.1 A Brief on Controlled Vocabularies . 84 3.1.2 A Course Through the Thicket . 86 3.2 Controlled Vocabularies . 90 3.2.1 A Brief Record Example . 92 3.2.2 Vocabulary and Ontology Best Practices . -
History of Computer Games and Online Gaming Although the History
History of Computer Games and Online Gaming Although the history of computer and video games spans five decades, computer and video games themselves did not become part of the popular culture until the late 1970s, with online casino websites like http://www.spinpalace.co.uk/ not being launched until the millenium. Now, in 2012, online gaming is common place, with new sites appearing all the time. As well as sites that offer traditional casino games such as poker and roulette, online bingo websites, and evenmobile bingo games that can be played on smartphones, have become very popular. Over the past three or four decades, video games have become extremely popular, either in the form of hand held consoles, or with games that run on computers or attached to TVs. The genres available is also immense, with action, strategy, adventure, and the sports games arena being very popular. If you're looking for somewhere to play some fun, free online games right now, why not try free-games.net. In this article we will look at how computer and other video games have evolved since the 1960s. Computer games: the beginning 1947 is believed to be the first year when a game was designed for playing on a Cathode Ray Tube (CRT). This very simple game was designed by Thomas T. Goldsmith Jr. and Estle Ray Mann. A patent application was filed on January 25th, 1947 and U.S. Patent #2 455 992 issued on Dec 14th, 1948. Though the filing date was in 1947, the game was probably designed earlier in 1946. -
A Brief History of Videogames
A brief History of Videogames piero scaruffi September 2021 www.scaruffi.com/art/videogames.html Unfortunately, this presentation seems to work only with Firefox and Internet Explorer. Sources of images: •mobygames.com •webdesignerdepot.com •the manufacturers •ads in magazines Prehistory • 1962: Spacewar I Prehistory • 1974: Jim Bowery‘s Spasim for PLATO • 1974: Greg Thompson’s Arpanet version of Maze Wars, precursor of virtual worlds • 1974: John Daleske’s Empire III for PLATO Arcade Era • 1971: Nolan Bushnell's and Ted Dabney's "Computer Space" • 1972: Atari’s Pong Arcade Era • 1978: Tomohiro Nishikado’s Space Invaders • 1980: Toru Iwatani’s Pac-Man • 1980: Ed Rotberg’s Battlezone • 1981: Eugene Jarvis’ Defender • 1981: Shigeru Miyamoto’s Donkey Kong Arcade Era Arcade Era • 1982: Williams Electronics arcade games contain custom 16-color bitmap chips • 1985: Commodore Amiga's custom graphics chip Console Era • 1972: Magnavox Odyssey, the first videogame console • 1976: Fairchild's Video Entertainment System, first console based on a microprocessor • 1977: Atari 2600 • 1979: Milton Bradley’s handheld Microvision • 1980: Nintendo’s Gemu & Uotchi/ Game & Watch Console Era • 1983: Nintendo Famicom (later Nintendo Entertainment System) • 1983: Crash of console market • 1988: Sega Mega-Drive/Genesis • 1989: Nintendo's handheld Game Boy Game Design Era • 1979: Activision , the first company to focus on game design • 1982: Trip Hawkins founds Electronic Arts • 1982: Enix founded in Japan • 1982: George Lucas founds Lucasfilm Games Game Design Era • Malcolm Evans’ 3D Monster Maze (1981) for the Sinclair ZX81 • David Crane’s Pitfall! (1982) for the Atari 2600 • John O'Neill Lifespan (1983) for the Atari • Jaron Lanier’s Moondust (1983) for the Commodore Rogue games 1976: Will Crowther’a Colossal Cave Adventure (on a PDP-10) 1980: Michael Toy and Glenn Wichman's Rogue (on Unix) 1982: Jay Fenlason's Hack Multi-player games • 1983: Dan Bunten's M.U.L.E. -
Science Fiction Video Games Focuses on Games That Are Part of the Science Fiction Genre, Rather Than Set in Magical Milieux Or Exaggerated Versions of Our Own World
SCIENCE FICTION Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this video games book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction. Neal Tringham The beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG). Features • Focuses exclusively on video games from the science fiction genre—the first book to do so • Provides critical descriptions and encyclopedic overviews of a wide range of the most important science fiction video games • Explores the connections between science fiction video games and other science fiction forms, such as tabletop RPGs, film, and television • Explains the themes that define science fiction video games • Presents a well-researched account of the history of science fiction games About the Author Neal Tringham is a videogame developer, a former astrophysicist, and a Fellow of the Royal Astronomical Society. He is also a contributing editor of and contributor to the third edition of the Encyclopedia of Science Fiction, winner of the 2012 Hugo Award for Best Related Work. -
118428 Andrew%20Hutchison.Pdf (210.8Kb)
Second draft for December 2007 issue Game Studies: the International Journal of Computer Game Research 15.10.07 Andrew Hutchison Curtin University Western Australia ph +61 8 92663855 [email protected] Making the Water Move: Techno-Historic limits in the Game Aesthetics of Myst and Doom Author Bio Andrew Hutchison is a lecturer in the Multimedia Design course at Curtin University in Perth, Western Australia, where he has initiated specific game design courses at both undergraduate and postgraduate level. His research is focussed on the relationship between narrative elements and interface in virtual environments, including games and art works. He is one of the producers of the Juvenate project (2001), a multiple award winning new media art work. [email protected] Abstract This paper proposes that the technical limitations at the time of a game’s creation have an enormous impact on the overall aesthetic of any specific game, and also the traditions of the whole craft. Thus, an awareness of this aspect is critical to the useful analysis of games. However, this is often missing from current analysis of games. To illustrate both the significance of techno-historic limits, and several fundamental principals of digital technology, the landmark games Myst (Cyan, 1993) and Doom (id Software, 1993) are explored as examples of the evolution of game aesthetics over time. This leads to an examination of the future limits of the rendering of images and sounds, and how this may impact on future game aesthetics and genres. Introduction Because the area of digitally manifested games has developed so rapidly, and the history of games is now significantly long (Järvinen, 2002)(Kent, 2002)(Curran, 2004), there is a real danger that the technical limitations of earlier and current games might be overlooked by some scholars who study games. -
Random and Raster: Display Technologies and the Development of Videogames
Random and Raster: Display Technologies and the Development of Videogames The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Montfort, N., and I. Bogost. “Random and Raster: Display Technologies and the Development of Videogames.” Annals of the History of Computing, IEEE 31.3 (2009): 34-43. © 2009 IEEE. As Published http://dx.doi.org/10.1109/MAHC.2009.50 Publisher Institute of Electrical and Electronics Engineers Version Final published version Citable link http://hdl.handle.net/1721.1/60006 Terms of Use Article is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use. Random and Raster: Display Technologies and the Development of Videogames Nick Montfort Massachusetts Institute of Technology Ian Bogost Georgia Institute of Technology Videogame developers have utilized many types of display technology, from oscilloscopes to Teletypes to high-definition LCD displays. Two significant early display technologies, raster scan and random scan CRTs, played a significant part in the history and evolution of videogames. A study of these technologies shows how the choice of one or the other, and the need to port games between the two, influenced game design and prompted developers to innovate. Many forces have shaped the development of programmer writing a game for a PDP-1 videogame displays and influenced the design would have assumed that a text-output video and functionality of games, not just their terminal or Teletype machine would be ready appearance.