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Art Styles in Computer Games and the Default Bias
University of Huddersfield Repository Jarvis, Nathan Photorealism versus Non-Photorealism: Art styles in computer games and the default bias. Original Citation Jarvis, Nathan (2013) Photorealism versus Non-Photorealism: Art styles in computer games and the default bias. Masters thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/19756/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ THE UNIVERSITY OF HUDDERSFIELD Photorealism versus Non-Photorealism: Art styles in computer games and the default bias. Master of Research (MRes) Thesis Nathan Jarvis - U0859020010 18/09/2013 Supervisor: Daryl Marples Co-Supervisor: Duke Gledhill 1.0.0 – Contents. 1.0.0 – CONTENTS. 1 2.0.0 – ABSTRACT. 4 2.1.0 – LITERATURE REVIEW. 4 2.2.0 – SUMMARY OF CHANGES (SEPTEMBER 2013). -
Le Speedrun : Pratique Compétitive, Ludique Ou Créative ? Trajectoire D’Un Détournement De Jeu Vidéo Institué En Nouveau Game
Le speedrun : pratique compétitive, ludique ou créative ? Trajectoire d’un détournement de jeu vidéo institué en nouveau game Fanny BARNABÉ Aspirante FNRS Université de Liège Bât. A2 Litt. française (19è et 20è) - Sociologie de la littérature 3-5 place Cockerill, 4000 Liège, Belgique [email protected] MOTS-CLES : Jeu vidéo, speedrun, tool-assisted speedrun, culture participative RESUME : Ce travail vise à interroger la manière dont les jeux vidéo et les dynamiques de détournement qu’ils suscitent chez les joueurs redéfinissent la traditionnelle opposition entre consommation et création. Dans ce but, nous étudierons un usage spécifique du médium vidéoludique qui s’est institué en véritable pratique créative sur internet : le speedrun (et son dérivé, le tool- assisted speedrun). L’analyse se déroulera en deux temps : une première partie envisagera les déplacements concrets qu’opère le speedrun dans les notions liées au pôle de la réception (qu’est-ce qu’être un joueur ou un spectateur au sein de ce domaine ?) ; la seconde étudiera la façon dont cette pratique participe à redéfinir le pôle de la production (que deviennent les notions d’auteur, d’œuvre et de création dans le cadre de cette activité ?). Ludovia 2014 - Le speedrun : pratique compétitive, ludique ou créative ?- 1 INTRODUCTION S’il semble aujourd’hui urgent de repenser les modalités de création et de consommation des produits culturels, c’est que le numérique a redessiné ces dernières en favorisant l’émergence d’une « culture participative » (Raessens, 2005). La généralisation de l’interactivité au sein des différents dispositifs médiatiques modifie le rapport du public tant aux œuvres qu’à leurs supports, dans le sens où la réception prend actuellement la forme d’une « expérience doublement perceptive et manipulatoire » (Fourmentraux, 2012 : 14). -
A Framework of Player Objects in Virtual Environments
A Framework of Player Objects in Virtual Environments Ea Christina Willumsen Department of Information Science and Media Studies University of Bergen Fosswinckels gate 6 5007 Bergen, Norway [email protected] ABSTRACT Based on data gathered from an analysis of 99 digital single-player games, this paper presents a framework named the PO-VE model for analysing player objects in virtual environments. Player objects are understood as objects integrated in the virtual environment which constitute the player’s point of control and thus frame their actions in the game system. A necessary distinction is made between player object and the presentation of characterisation, separating the notion of “character” from player object, which yields certain analytical benefits. The PO-VE model, which consists of 16 different categories and thus provides a high-granularity analysis tool, is presented using two primary examples from the data set – The Witcher III: Wild Hunt and VVVVVV – and discussed in relation to its potential applications, limitations, and contributions to the more theoretical domain of game studies. Keywords Player object, avatar, character, virtual environment, gameworld, object-oriented design, ontology, analysis model INTRODUCTION The very object with which we interact with a digital game has been scrutinised from a variety of perspectives. Using terms ranging from avatar (Linderoth 2005; Bayliss 2007; Klevjer 2007; Vella 2015; Kania 2017; Banks 2018; Willumsen 2018) to player character (Fernández-Vara 2011; Lankoski 2011; Westecott 2009) and game ego (Wilhelmsson 2008), scholars have attempted to understand the ways in which this object establishes a relationship between player and game. What has yet to be uncovered, however, are the details of the ways in which the object is integrated into a virtual environment and in turn how this integration determines its most basic configurations. -
Games: ARM, Chrome OS, Steam, and New Titles with Source Code And/Or GNU/Linux Support
Published on Tux Machines (http://www.tuxmachines.org) Home > content > Games: ARM, Chrome OS, Steam, and New Titles With Source Code and/or GNU/Linux Support Games: ARM, Chrome OS, Steam, and New Titles With Source Code and/or GNU/Linux Support By Roy Schestowitz Created 11/01/2021 - 1:47pm Submitted by Roy Schestowitz on Monday 11th of January 2021 01:47:59 PM Filed under Gaming [1] What do ARM-powered Macs mean for LINUX GAMING? [2] Looks like we may see Steam properly on Chrome OS by the end of 2021 | GamingOnLinux[3] In a move that might help boost Linux gaming numbers, it seems Google are still moving forward with their plan to get Steam running properly native on Chrome OS during 2021. This is something we've talked about before, and again and now it appears to be moving a bit quicker. The new report comes from Chrome Unboxed, who noticed some interesting commits landing talking about project Borealis, which appears to be the code name for this huge project which includes running Steam. I should note though, that Borealis isn't just about Steam but appears to be some wider Linux push for Chrome OS to get more working on it. Last we heard, Borealis itself was based on Ubuntu too. Fast-paced competitive score-fight platformer Jumpala releases January 19 | GamingOnLinux[4] Yokereba Games have teamed up with publisher Versus Evil for the release of Jumpala, a game that takes competitive platforming and turns it into a high-speed score-fight. Jumpala has each character hop between small platforms, each platform having a number attached to add to your score. -
Intersomatic Awareness in Game Design
The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking. -
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics: The Game Engine and Art Modifications (Under the direction of Dr. Andrew Johnston). This dissertation examines episodes in the history of video game modding between 1995 and 2010, situated around the introduction of the game engine as a software framework for developing three-dimensional gamespaces. These modifications made to existing software and hardware were an aesthetic practice used by programmers and artists to explore the relationship between abstraction, the materiality of game systems, and our phenomenal engagement with digital media. The contemporary artists that I highlight—JODI, Cory Arcangel, Orhan Kipcak, Julian Oliver, and Tom Betts—gravitated toward modding because it allowed them to unveil the technical processes of the engine underneath layers of the game’s familiar interface, in turn, recalibrating conventional play into sensual experiences of difference, uncertainty, and the new. From an engagement with abstract forms, they employed modding techniques to articulate new modes of aesthetic participation through an affective encounter with altered game systems. Furthermore, they used abstraction, the very strangeness of the mod’s formal elements, to reveal our habitual interactions with video games by destabilizing conventional gamespaces through sensory modalities of apperception and proprioception. In considering the imbrication of technics and aesthetics in game engines, this work aims to resituate modding practices within a dynamic and more inclusive understanding -
Game Developer Power 50 the Binding November 2012 of Isaac
THE LEADING GAME INDUSTRY MAGAZINE VOL19 NO 11 NOVEMBER 2012 INSIDE: GAME DEVELOPER POWER 50 THE BINDING NOVEMBER 2012 OF ISAAC www.unrealengine.com real Matinee extensively for Lost Planet 3. many inspirations from visionary directors Spark Unlimited Explores Sophos said these tools empower level de- such as Ridley Scott and John Carpenter. Lost Planet 3 with signers, artist, animators and sound design- Using UE3’s volumetric lighting capabilities ers to quickly prototype, iterate and polish of the engine, Spark was able to more effec- Unreal Engine 3 gameplay scenarios and cinematics. With tively create the moody atmosphere and light- multiple departments being comfortable with ing schemes to help create a sci-fi world that Capcom has enlisted Los Angeles developer Kismet and Matinee, engineers and design- shows as nicely as the reference it draws upon. Spark Unlimited to continue the adventures ers are no longer the bottleneck when it “Even though it takes place in the future, in the world of E.D.N. III. Lost Planet 3 is a comes to implementing assets, which fa- we defi nitely took a lot of inspiration from the prequel to the original game, offering fans of cilitates rapid development and leads to a Old West frontier,” said Sophos. “We also the franchise a very different experience in higher level of polish across the entire game. wanted a lived-in, retro-vibe, so high-tech the harsh, icy conditions of the unforgiving Sophos said the communication between hardware took a backseat to improvised planet. The game combines on-foot third-per- Spark and Epic has been great in its ongoing weapons and real-world fi rearms. -
Weigel Colostate 0053N 16148.Pdf (853.6Kb)
THESIS ONLINE SPACES: TECHNOLOGICAL, INSTITUTIONAL, AND SOCIAL PRACTICES THAT FOSTER CONNECTIONS THROUGH INSTAGRAM AND TWITCH Submitted by Taylor Weigel Department of Communication Studies In partial fulfillment of the requirements For the Degree of Master of Arts Colorado State University Fort Collins, Colorado Summer 2020 Master’s Committee: Advisor: Evan Elkins Greg Dickinson Rosa Martey Copyright by Taylor Laureen Weigel All Rights Reserved ABSTRACT ONLINE SPACES: TECHNOLOGICAL, INSTITUTIONAL, AND SOCIAL PRACTICES THAT FOSTER CONNECTIONS THROUGH INSTAGRAM AND TWITCH We are living in an increasingly digital world.1 In the past, critical scholars have focused on the inequality of access and unequal relationships between the elite, who controlled the media, and the masses, whose limited agency only allowed for alternate meanings of dominant discourse and media.2 With the rise of social networking services (SNSs) and user-generated content (UGC), critical work has shifted from relationships between the elite and the masses to questions of infrastructure, online governance, technological affordances, and cultural values and practices instilled in computer mediated communication (CMC).3 This thesis focuses specifically on technological and institutional practices of Instagram and Twitch and the social practices of users in these online spaces, using two case studies to explore the production of connection- oriented spaces through Instagram Stories and Twitch streams, which I argue are phenomenologically live media texts. In the following chapters, I answer two research questions. First, I explore the question, “Are Instagram Stories and Twitch streams fostering connections between users through institutional and technological practices of phenomenologically live texts?” and second, “If they 1 “We” in this case refers to privileged individuals from successful post-industrial societies. -
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. -
Ocarina of Time Speedrun Record
Ocarina Of Time Speedrun Record Gerome never reconciling any bings belts ambiguously, is Alfonzo limbless and double-hung enough? Inrush and ill-judged Xever redoubles her fantastic pasteurizers outjutting and cabbages painstakingly. Thrown and bony Zacharia measure almost notionally, though Al send-ups his dog-ends dribbles. N64 The Legend of Zelda Ocarina of Time TASVideos. About a gear ago the world notorious for speedrunning in vain Any glitchless with high seed category was broken against a Minecraft player from Michigan USA called Korbanoes The player spawned in a dead world with this seed 317496504156339597 and managed to finish the game in a record here of 14 minutes and 56 seconds. Please stop sliding around, ocarina of times are being used. Speedrunner Beats Ocarina of Time in occupy than 17 Minutes. Be confusing to vessel who aren't familiar with Ocarina of Time speedrunning. How only can he beat Ocarina of Time? Time unless By ItzBloxyDev World Record Speedrun web. Free cds that is a single digit number of life in life in general. Speedrunning is frequent someone plays through a video game as fast fashion possible often with point hope of setting a new record off a speedrunner can beat a game ready a fraction of the mild it takes the. Did arrow get Doxxed? Former WR OoT Any Speedrun in 73406 2K 103 Share our Report. There's many new Legend of Zelda Ocarina of Time speedrun world record holder in plenty with streamer Jodenstone setting a rule time of 107. Broke Mike's record obtaining the current on-segment world proper of 4. -
New Super Mario Bros 2 Ds Rom Hack D
New super mario bros 2 ds rom hack d Continue Super Mario Bros. 2 (PlayChoice-10) ROM Download for MAME. Download 3DS0207 - New Super Mario Bros. 2 (EUR) 3DS Roms - Nintendo's largest collection of DS, 3DS, NDS Roms up to date for free. Download the new Super Mario Bros. (USA) ROM for Nintendo DS (NDS) from Rom Hustler. 100ast Download.CoolROM.com in- game information and ROM download page for Super Mario Advance 2 - Super Mario World (Gameboy Advance). Super Mario Advance 2 - Super Mario World ROM Download for. Super Mario Bros. 2 (Europe) ROM zlt; Nintendo Entertainment. 3DS0207 - New Super Mario Bros. 2 (EUR) NDS Roms. New Super Mario Bros. 2 (EUR) (CONTRAST. - NDS ROMs. NSMB domain hacking NSMB2 DS hack! Super Mario Bros. 2 (J) ROM Download for Nintendo (RES) - Rum. The new Super Mario Bros. (U)(Psyfer) ROM zlt; Nintendo DS/DS NDS. Download: New Super Mario Bros. 2 (EUR) (CONTRAST) - 3DS ROMs, Free Game DS Download the new Super Mario Bros. 2 (EUR) (CONTRAST). Game information, description and download page for Super Mario Bros. 2 (Europe) ROM for Nintendo Entertainment System NES. October 13, 2012. New Super Mario Bros. 2, for Nintendo DS. .. You can import original tile sets and hostile graphics from a non-edited disc to try again if it does. Download NES ROMS Game Super Mario Bros 2 (Lost Levels) ROM. FreeROMS.com - NES ROM Super Mario Bros 2 (Lost Levels) Amiga Amstrad PDA. Wikipedia's list of unlicensed developers and fans have created an unofficial Mario media, especially video games related to the Mario franchise. -
How to Hack NES Roms to Add Your Own Sprites Created by Isaac Wellish
How to Hack NES ROMs to Add Your Own Sprites Created by Isaac Wellish Last updated on 2019-06-25 05:58:21 PM UTC Overview Not satisfied with the sprites (https://adafru.it/DJ7) in your NES (https://adafru.it/Bip) game? This guide will show you how to hack the ROM (https://adafru.it/F7E) from a Nintendo Entertainment System* (NES) game to make your favorite games even better by allowing you to change the sprites and graphics within the game! Change the main character to your own creation! Or simplify the game into a mediative floating cloud paradise (https://adafru.it/F7F). The power is in your hands! *The NES is a popular gaming system from the 80's. What's a ROM Anyway? ROM stands for "Read Only Memory" and is a file that contains data from a read only memory chip such as a video game cartridge. ROM files are often run in video game emulators (https://adafru.it/F7G) to play the games they are copied from. But if ROM means read only memory, how can we write over it to add our own sprites? That's where the hacking comes in :) A ROM Hacking History Hacking ROMs is nothing new. Some famous examples include Cory Arcangel's Super Mario Clouds (https://adafru.it/F7F), a mod (https://adafru.it/F7H) of the original 1985 Super Mario Bros. that features just the clouds from the game. Arcangel also hacked a mod of F1 © Adafruit Industries https://learn.adafruit.com/how-to-hack-roms-to-add-your-own-sprites Page 3 of 26 Racer (https://adafru.it/F7I) to feature just the road and landscape.