Social and Spatial Ecosystems in Location-Based Mobile Gameplay
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Disruptive Behaviors Within Ingress. (Under the Direction of Dr
ABSTRACT HUNZAKER, MICHELLE ASHLEY. Intent or Misinterpretation? Disruptive Behaviors within Ingress. (Under the direction of Dr. Nick Taylor). Disruptive behaviors, such as trolling, have eluded definition across multiple platforms. Adding another case study and new platform to the list of past scholar definitions, this study does not define what disruptive behavior looks like in location-based mobile games (LBMG), but looks at how a community within the LBMG, Ingress, views and manages disruptive behaviors. Through the combined use of multi-cited ethnography and connective ethnography, three themes came from 11 participant interviews (8 male and 3 female) with examples from interviews and observations of public, in-game communications panes and private community messaging channels and forums and suggestions of how to manage these behaviors are noted. Additionally, suggestions are offered about how to perform future ethnographic work within hybrid spaces such as LBMGs and augment reality games (ARG). © Copyright 2016 Michelle Ashley Hunzaker All Rights Reserved Intent or Misinterpretation? Disruptive Behaviors within Ingress by Michelle Ashley Hunzaker A thesis submitted to the Graduate Faculty of North Carolina State University in partial fulfillment of the requirements for the degree of Masters of Science Communications Raleigh, North Carolina 2016 APPROVED BY: ________________________________ ________________________________ Dr. Adriana de Souza e Silva Dr. Steve Wiley ________________________________ Dr. Nicholas Taylor BIOGRAPHY Michelle Hunzaker is a second year graduate student at North Carolina State University completing the thesis track of the Masters of Science in Communications program. She attended undergraduate at Fairleigh Dickinson University for a Bachelors of Arts in Broadcast Communications accompanied by a minor in Information Technology as well as competed as a student-athlete on the school’s NCAA Division I Bowling Team all years of attendance. -
Game Changer: Investing in Digital Play to Advance Children’S Learning and Health, New York: the Joan Ganz Cooney Center at Sesame Workshop
Game 2 changer: June 2009 Investing in digital play to advance children's learning and health Ann My Thai David Lowenstein Dixie Ching David Rejeski The Joan Ganz Cooney Center at Sesame Workshop © The Joan Ganz Cooney Center !""#. All rights reserved. The mission of the Joan Ganz Cooney Center at Sesame Workshop is to foster innovation in children’s learning through digital media. The Center supports action research, encourages partnerships to connect child development experts and educators with interactive media and technology leaders, and mobilizes public and private investment in promising and proven new media technologies for children. For more information, visit www.joanganzcooneycenter.org. The Joan Ganz Cooney Center is committed to disseminating useful and timely research. Working closely with our Cooney Fellows, national advisers, media scholars, and practitioners, the Center publishes industry, policy, and research briefs examining key issues in the $eld of digital media and learning. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, or any information storage and retrieval system, without permission from The Joan Ganz Cooney Center at Sesame Workshop. A full-text PDF of this document is available for free download from www.joanganzcooneycenter.org. Individual print copies of this publication are available for %&' via check, money order, or purchase order sent to the address below. Bulk-rate prices are available on request. For permission to reproduce excerpts from this report, please contact: Attn: Publications Department The Joan Ganz Cooney Center Sesame Workshop One Lincoln Plaza New York, NY &""!( p: !&! '#' ()'* f: !&! +,' ,("+ [email protected] Suggested citation: Thai, A., Lowenstein, D., Ching, D., & Rejeski, D. -
A Sense of Presence: Mediating an American Apocalypse
religions Article A Sense of Presence: Mediating an American Apocalypse Rachel Wagner Department of Philosophy and Religion, Ithaca College, Ithaca, NY 14850, USA; [email protected] Abstract: Here I build upon Robert Orsi’s work by arguing that we can see presence—and the longing for it—at work beyond the obvious spaces of religious practice. Presence, I propose, is alive and well in mediated apocalypticism, in the intense imagination of the future that preoccupies those who consume its narratives in film, games, and role plays. Presence is a way of bringing worlds beyond into tangible form, of touching them and letting them touch you. It is, in this sense, that Michael Hoelzl and Graham Ward observe the “re-emergence” of religion with a “new visibility” that is much more than “simple re-emergence of something that has been in decline in the past but is now manifesting itself once more.” I propose that the “new awareness of religion” they posit includes the mediated worlds that enchant and empower us via deeply immersive fandoms. Whereas religious institutions today may be suspicious of presence, it lives on in the thick of media fandoms and their material manifestations, especially those forms that make ultimate promises about the world to come. Keywords: apocalypticism; Orsi; enchantment; fandom; video games; pervasive games; cowboy; larp; West 1. Introduction Michael Hoelzl and Graham Ward observe the “re-emergence” of religion today with a “new visibility” that is “far more complex and nuanced than simple re-emergence of something that has been in decline in the past but is now manifesting itself once more” (Hoelzl and Ward 2008, p. -
Università Degli Studi Di Urbino Carlo Bo Dipartimento Di Scienze Della Comunicazione E Discipline Umanistiche
UNIVERSITÀ DEGLI STUDI DI URBINO CARLO BO DIPARTIMENTO DI SCIENZE DELLA COMUNICAZIONE E DISCIPLINE UMANISTICHE CORSO DI LAUREA: COMUNICAZIONE E PUBBLICITÀ PER LE ORGANIZZAZIONI INGRESS introduzione teorica e analisi dei suoi giocatori Relatore: Chiar.mo Prof. Tesi di laurea di: GIGLIETTO FABIO ANDREA RIVIS ANNO ACCADEMICO 2012-2013 Ingress Andrea Rivis Indice 1.Introduzione.................................................................................................................................... 4 1.1.Trama della storia...................................................................................................................6 1.2.Definizione tipologia di gioco.............................................................................................10 1.3.Finalità nella creazione del gioco.......................................................................................13 1.3.1.I tre principi per il futuro del gaming........................................................................14 1.3.1.1.Sradicare i pantofolai...........................................................................................14 1.3.1.2.Pensare oltre il telefono......................................................................................16 1.3.1.3.Contenuti pubblicitari innovativi........................................................................17 1.3.2.L'altra faccia della medaglia........................................................................................18 1.3.2.1.PlaceRank factor per le Local Search.................................................................18 -
The Ludic Garden
THE LUDIC GARDEN: THE WORK OF PLAY IN COMPOSITION AND RHETORIC By JACOB EUTENEUER Bachelor of Arts in English University of Nebraska Lincoln, Nebraska 2009 Master of Arts in English Kansas State University Manhattan, Kansas 2012 Master of Fine Arts in Creative Writing University of Akron Akron, OH 2015 Submitted to the Faculty of the Graduate College of the Oklahoma State University in partial fulfillment of the requirements for the Degree of DOCTOR OF PHILOSOPHY May, 2019 THE LUDIC GARDEN: THE WORK OF PLAY IN COMPOSITION AND RHETORIC Dissertation Approved: Joshua Daniel-Wariya Dissertation Adviser Lynn Lewis Anna Sicari Tutaleni Asino ii ACKNOWLEDGEMENTS This dissertation would not have been possible without the unending support of my wife, Jamie. Her guidance, encouragement, love, and support are the unseen threads that hold this work together. In addition to Jamie, I would like to thank our two sons, Oliver and Peter. Their curiosity and joy are what have driven me throughout this long process. Many of the video games mentioned throughout this dissertation were played with them at my side, stomping Koopa Troopas or vanquishing evil from the land of Hyrule. I would also like to thank the members of my dissertation committee, Joshua Daniel- Wariya, Lynn Lewis, Anna Sicari, and Tutaleni Asino. Their knowledge, wisdom, mentorship, energy, and labor have made this all possible. As a long time English major, it is common to see acknowledgement sections with nods to the authors and writers who have blazed the trail before them and inspired them to take up the study of language and literature. -
Dc5m United States Software in English Created at 2016-12-23 18:01
Announcement DC5m United States software in english 27 articles, created at 2016-12-23 18:01 1 Apple's new MacBook Pros fail to receive Consumer Reports' recommended rating for the first time (1.02/2) Apple may like to boast about the all-new Touch Bar, but its latest range of MacBooks Pros have just received a more unwelcome first: the three machines failed to achieve “recommended” ratings from Consumer Reports. 2016-12-23 08:30 2KB www.techspot.com 2 Capcom is porting six 'Mega Man' games to Android and iOS (but they may suck) Capcom put a smile on my face this past April when it revealed plans to develop and publish mobile games based on some of its most popular franchises. As a huge Mega Man fan, I knew I had something to… 2016-12-23 11:30 2KB www.techspot.com 3 Wolfprint 3D raises $500K to bring scanning pods to an airport near you 3D body scanning isn't very exciting right now - you can't really use your scan anywhere except maybe on Thingiverse where people and print you out and create.. 2016-12-23 11:21 1KB feedproxy.google.com 4 Microsoft is now selling the Lumia 735 for just $129 on its online store The online Microsoft Store has begun selling its Lumia 735 for just $129, which is $70 off of the regular price of $199. It's still $9 more expensive than what Verizon sells it for. 2016-12-23 11:20 1KB feedproxy.google.com 5 Microsoft is offering over £200 worth of free accessories with Surface Books in the UK Microsoft is giving buyers of all but the entry-level Surface Book model a free bundle of accessories worth over £200, which includes the Surface Dock, Arc Touch mouse, and Wireless Display Adapter. -
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. -
Gaming Literacy Game Design As a Model for Literacy in the Twenty-First Century
Page 23 CHAPTER 1 Gaming Literacy Game Design as a Model for Literacy in the Twenty-First Century ERIC ZIMMERMAN Introduction: Literacy and games from the inside-out Gaming literacy is an approach to literacy based on game design. My argument is that there is an emerging set of skills and competencies, a set of new ideas and practices that are going to be increasingly a part of what it means to be literate in the coming century. This essay’s proposal is that game design is a paradigm for understanding what these literacy needs are and how they might be addressed. I look at three main concepts—systems, play, and design—as key components of this new literacy. Traditional ideas about literacy have centered on reading and writing— the ability to understand, exchange, and create meaning through text, speech, and other forms of language. A younger cousin to literacy studies, media literacy extended this thinking to diverse forms of media, from images and music to film, television, and advertising. The emphasis in media literacy as it evolved during the 1980s was an ideological critique of the hidden codes embedded in media. Media studies’ scholars ask ques- tions like: Is a given instance of media racist or sexist? Who is creating it and with what agenda? What kinds of intended and unintended messages and meanings do media contain? Literacy and even media literacy are necessary but not sufficient for one to be fully literate in our world today. There are emerging needs for new 12:23:11:08:08 Page 23 Page 24 24 . -
Designing a Virtual Reality Game for the Pediatric Patient-Player Experience
Navigating the Pixelated Waters of Voxel Bay: Designing a Virtual Reality Game for the Pediatric Patient-Player Experience Thesis Presented in Partial Fulfillment of the Requirements for the Degree Master of Fine Arts in the Graduate School of The Ohio State University By Alice Grishchenko Graduate Program in Design Ohio State University 2017 Thesis Committee: Alan Price Maria Palazzi Jeremy Patterson Copyright by Alice Grishchenko ©2017 All Rights Reserved Abstract Voxel Bay is a virtual reality game created in collaboration with Nationwide Children’s Hospital to distract pediatric hemophilia patients from the anxiety related to the prophylaxis infusion procedure they must undergo regularly. This paper documents answers to the question when designing a game to serve as a pain management distraction technique for pediatric patients, what factors should be considered for the overall experience of the patient-player, clinicians and caregivers, and what may be unique or different from conventional approaches to game development? The answers to the research question are presented in context to the development of Voxel Bay. They are a list of factors to be considered and a documentation of my contribution to the project. The game design concepts discussed include spatial level design for virtual reality and ways to world build without cut scenes. This paper also mentions the hardware configuration used to create an entertaining hands-free system without sacrificing the integrity of the player’s medical experience. After an exploration of these concepts, the paper describes the novel processes used to realize them. The design choices and process documentation are supported by a review of research precedents regarding virtual reality as a distraction tool for medical settings as well as games designed to be used with breathing peripherals, games that use a networked system with different user roles and games that directly inspired the design of Voxel Bay. -
CV. Katie Salen
CV. Katie Salen www.katiesalen.me Education 2011 Honorary Doctorate of Humane Letters (L.H.D.) Bank Street College of Education 1990–1992 Rhode Island School of Design Master of Fine Arts 1985-1990 University of Texas at Austin Bachelor of Fine Arts Academic Appointments 2017-present Professor Informatics Department, Information and Computer Science University of California at Irvine 2011-2015 Professor School of Design, College of Computing and Digital Media DePaul University 2001-2011 Professor Design and Technology, School of Art, Media and Technology 2008-2011: Director, Center for Transformative Media 2001-2006: Director, Graduate Studies, Design and Technology Parsons the New School for Design, New School University 1996-2001 Associate Professor Design Program, School of Art and Art History University of Texas at Austin 1992-1996 Assistant Professor Design Program, School of Communication Art and Design Virginia Commonwealth University Non-Profit and Industry Experience 2015-present Connected Camps Co-Founder and Chief Design Officer Non-profit offering interest-driven, hands-on online learning for youth Culver City, CA | www.connectedcamps.com 2014-2016 Institute of Play Chief Design and Research Officer Non-profit focused on games and transformative modes of play New York, NY | www.instituteofplay.org 2007-2014 Institute of Play Founding Executive Director Non-profit focused on the intersections between games, design, and learning New York, NY | www.instituteofplay.org 2010-2013 Connected Learning Research Network Network Member -
The Space Between Debord and Pikachu
The Space Between Debord and Pikachu Dr Hugh Davies Pervasive Games Designer and Researcher Swinburne University [email protected] Dr Troy Innocent Senior Lecturer of Games and Interactivity Swinburne University [email protected] ABSTRACT In the heady discourse following the launch of Pokémon Go, many of the game’s influences, histories and precursors were forgotten or over-looked. Against the newness in which Pokémon Go is often framed, this article re-contextualises its history examining comparable practices and recalling the games evolution from earlier locative applications developed by Google to the experimental games of the modernist Avant Garde to which it has been compared. Central to this paper is discussion of the opportunities in the pervasive game development process for encoding and recoding the city by balancing in- game content with the nuances of the urban landscape in which it is played. While Pokémon Go has been revelatory in bringing awareness of pervasive gaming into the mainstream, this discussion of location-based games, public art projects, and playful approaches to urban exploration aims to fill gaps in the history of the field, and offer new possibilities for future game design and analysis. Keywords Pervasive Game design, Location-based games, Pervasive-games, Pokémon Go INTRODUCTION The augmented reality (AR) game Pokémon Go was released on July 6th, 2016. Within 12 hours, it became the top-grossing app on the Apple Store. In less than a week, it was a global phenomenon drawing opinions from broad social and political spheres (Keogh 2016; Downs 2016). Much was written on the game in the following weeks, discussing its immense popularity and societal impact (Lee 2016; Colley et al. -
EPIC Letter to FTC Request for Investigation of Pokemon GO July
July 22, 2016 Chairwoman Edith Ramirez The Federal Trade Commission 600 Pennsylvania Ave., N.W. Washington, D.C. 20580 Dear Chairwoman Ramirez and FTC Commissioners: We are writing to you regarding the data collection practices of Niantic, Inc. (“Niantic”), a former Google company and the developer of the Pokemon GO app. As you are likely aware, Niantic granted itself full access to users’ Google accounts when it first released the Pokemon GO app. This was almost certainly in violation of the Federal Trade Commission’s (“FTC”) earlier consumer privacy decisions and posed an enormous security risk to millions of Internet users who downloaded the app.1 The company concedes that it made a serious mistake, but questions remain about the scope of Niantic’s ongoing data collection practices, a similar episode involving Google Street View and the Niantic CEO, as well as Niantic’s ongoing relationship with Google. These questions raise important privacy issues that we urge the Federal Trade Commission (“FTC”) to pursue. The Developers of Pokemon GO Have Repeatedly Disregarded Consumer Privacy and Security When Nianitic released Pokemon GO, the company granted itself “full access” to the accounts of users who signed up for the game with a Google account.2 Full account access allowed the company to view users’ contacts; view and send e-mail; view and delete Google Drive documents; access search and map navigation history; and view private photos stored in Google Photos.3 At no time did Niantic request user permission for full access to Google accounts; users simply logged in to the app via their Google account without receiving any 1 Adam Reeve, Pokemon Go is a Huge Security Risk, TUMBLR (July 8, 2016), http://adamreeve.tumblr.com/post/147120922009/pokemon-go-is-a-huge-security-risk.