Idea Network Visualisations in Game Jams & Roguelike Games
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Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games
Vanderbilt Journal of Entertainment & Technology Law Volume 18 Issue 3 Issue 3 - Spring 2016 Article 2 2015 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Internet Law Commons, and the Labor and Employment Law Commons Recommended Citation Julian Dibbell, Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games, 18 Vanderbilt Journal of Entertainment and Technology Law 419 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. VANDERBILT JOURNAL OF ENTERTAINMENT & TECHNOLOGY LAW VOLUME 18 SPRING 2016 NUMBER 3 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell ABSTRACT When does work become play and play become work? Courts have considered the question in a variety of economic contexts, from student athletes seeking recognition as employees to professional blackjack players seeking to be treated by casinos just like casual players. Here, this question is applied to a relatively novel context: that of online gold farming, a gray-market industry in which wage-earning workers, largely based in China, are paid to play fantasy massively multiplayer online games (MMOs) that reward them with virtual items that their employers sell for profit to the same games' casual players. -
Non-Serious Serious Games
Press Start Non-Serious Serious Games Non-Serious Serious Games Matthew Hudson Toshiba Design Center Abstract Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a ‘clan’ or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes from an ethnographic study and the analysis of user generated data from an online gaming clan. The outcomes support previous research which shows that non-serious games can be a setting for improved social well- being, second language learning, and self-esteem/confidence building. In addition this paper presents the novel results that play within online game communities can impart benefits to players, such as treating a fear of public speaking. This paper ultimately argues that communities of Gamers impart ‘serious’ benefits to their members. Keywords Online communities; digital games; clan; social play; serious games; non-serious games Press Start 2016 | Volume 3 | Issue 2 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Hudson Non-Serious Serious Games Introduction Serious games have been shown to promote behavioural change and impart skills to players (Lampton et al. 2006, Wouters et al. 2009), and non-serious games have been shown to have numerous benefits (Granic et al. -
Regulating Violence in Video Games: Virtually Everything
Journal of the National Association of Administrative Law Judiciary Volume 31 Issue 1 Article 7 3-15-2011 Regulating Violence in Video Games: Virtually Everything Alan Wilcox Follow this and additional works at: https://digitalcommons.pepperdine.edu/naalj Part of the Administrative Law Commons, Comparative and Foreign Law Commons, and the Entertainment, Arts, and Sports Law Commons Recommended Citation Alan Wilcox, Regulating Violence in Video Games: Virtually Everything, 31 J. Nat’l Ass’n Admin. L. Judiciary Iss. 1 (2011) Available at: https://digitalcommons.pepperdine.edu/naalj/vol31/iss1/7 This Comment is brought to you for free and open access by the Caruso School of Law at Pepperdine Digital Commons. It has been accepted for inclusion in Journal of the National Association of Administrative Law Judiciary by an authorized editor of Pepperdine Digital Commons. For more information, please contact [email protected], [email protected], [email protected]. Regulating Violence in Video Games: Virtually Everything By Alan Wilcox* TABLE OF CONTENTS I. INTRODUCTION ................................. ....... 254 II. PAST AND CURRENT RESTRICTIONS ON VIOLENCE IN VIDEO GAMES ........................................... 256 A. The Origins of Video Game Regulation...............256 B. The ESRB ............................. ..... 263 III. RESTRICTIONS IMPOSED IN OTHER COUNTRIES . ............ 275 A. The European Union ............................... 276 1. PEGI.. ................................... 276 2. The United -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
The Rise of Massively Multiplayer Online Games, Esports, And
The Rise of Massive Multiplayer Online Games, Esports, and Game Live Streaming An Interview with T. L.Taylor T. L.Taylor is Professor of Comparative Media Studies at Massachusetts Institute of Technology (MIT) and cofounder and Director of Research for AnyKey, an organization dedicated to supporting and developing fair and inclusive esports. She is a qualitative sociologist who has focused on internet and game studies for over two decades, and her research explores the rela- tions between culture and technology in online leisure environments. Her Watch Me Play: Twitch and the Rise of Game Live Streaming (2018), which chronicled the emerging media space of online game broadcasting, won the 2019 American Sociological Association’s Communication, Information Technologies, and Media Sociology book award. She is also the author of Raising the Stakes: E-Sports and the Professionalization of Computer Gaming (2012) and Play between Worlds: Exploring Online Game Culture (2006), and coauthor of Ethnography and Virtual Worlds: A Handbook of Method (2012). Key words: assemblage; coconstruction; esports; Everquest; live streaming; MMOG; professional gaming; Twitch; video games American Journal of Play: Tell us how you played as a child? T. L.Taylor: My play was standard fare and fairly traditionally gendered, rooted in storytelling and imagination but also influenced by watching television. With stuffed animals and Barbie dolls, or just various outdoor spaces, I had a lot of material both for solo and social play. A lot of it was tied to favorite television characters we’d act out. I was also a huge fan of Viewmaster and enjoyed spending time “in” that stereographic space. -
Exergames and the “Ideal Woman”
Make Room for Video Games: Exergames and the “Ideal Woman” by Julia Golden Raz A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Communication) in the University of Michigan 2015 Doctoral Committee: Associate Professor Christian Sandvig, Chair Professor Susan Douglas Associate Professor Sheila C. Murphy Professor Lisa Nakamura © Julia Golden Raz 2015 For my mother ii Acknowledgements Words cannot fully articulate the gratitude I have for everyone who has believed in me throughout my graduate school journey. Special thanks to my advisor and dissertation chair, Dr. Christian Sandvig: for taking me on as an advisee, for invaluable feedback and mentoring, and for introducing me to the lab’s holiday white elephant exchange. To Dr. Sheila Murphy: you have believed in me from day one, and that means the world to me. You are an excellent mentor and friend, and I am truly grateful for everything you have done for me over the years. To Dr. Susan Douglas: it was such a pleasure teaching for you in COMM 101. You have taught me so much about scholarship and teaching. To Dr. Lisa Nakamura: thank you for your candid feedback and for pushing me as a game studies scholar. To Amy Eaton: for all of your assistance and guidance over the years. To Robin Means Coleman: for believing in me. To Dave Carter and Val Waldren at the Computer and Video Game Archive: thank you for supporting my research over the years. I feel so fortunate to have attended a school that has such an amazing video game archive. -
Entertainment Software Rating Board - Wikipedia, the Free Encyclopedia Visited on 10/04/2016 Not Logged in Talk Contributions Create Account Log In
Entertainment Software Rating Board - Wikipedia, the free encyclopedia Visited on 10/04/2016 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Entertainment Software Rating Board From Wikipedia, the free encyclopedia Main page Contents "ESRB" redirects here. For the European financial agency, see European Systemic Risk Featured content Board. Current events "Mature content" redirects here. For other uses, see Pornography. Random article The Entertainment Software Rating Board Donate to Wikipedia Entertainment Software Rating Wikipedia store (ESRB) is a self-regulatory organization that Board assigns age and content ratings, enforces Interaction industry-adopted advertising guidelines, and Help About Wikipedia ensures responsible online privacy principles for Community portal computer and video games in the United States, Recent changes nearly all of Canada, and Mexico. The ESRB was Contact page established in 1994 by the Entertainment Software 2006 – present logo Tools Association (formerly the Interactive Digital What links here Software Association), in response to criticism of Type Non-profit, self-regulatory Related changes violent content found in video games such as Industry Organization and rating system Upload file Night Trap, Mortal Kombat, and other controversial Predecessor 3DO Rating System Special pages Recreational Software Advisory video games with excessively violent or sexual Permanent link Council content. Videogame Rating Council Page information September 16, 1994; 22 years Wikidata -
Independent Video Games and the Games ‘Indiestry’ Spectrum: Dissecting the Online Discourse of Independent Game Developers in Industry Culture By
Independent Video Games and the Games ‘Indiestry’ Spectrum: Dissecting the Online Discourse of Independent Game Developers in Industry Culture by Robin Lillian Haislett, B.S., M.A. A Dissertation In Media and Communication Submitted to the Graduate Faculty of Texas Tech University in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY Approved Dr. Robert Moses Peaslee Chair of Committee Dr. Todd Chambers Dr. Megan Condis Dr. Wyatt Philips Mark Sheridan Dean of the Graduate School December, 2019 Copyright 2019, Robin Lillian Haislett Texas Tech University, Robin Lillian Haislett, December 2019 ACKNOWLEDGMENTS This is the result of the supremely knowledgeable Dr. Robert Moses Peaslee who took me to Fantastic Fest Arcade in 2012 as part of a fandom and fan production class during my doctoral work. This is where I met many of the independent game designers I’ve come to know and respect while feeling this renewed sense of vigor about my academic studies. I came alive when I discovered this area of study and I still have that spark every time I talk about it to others or read someone else’s inquiry into independent game development. For this, I thank Dr. Peaslee for being the catalyst in finding a home for my passions. More pertinent to the pages that follow, Dr. Peaslee also carefully combed through each malformed draft I sent his way, narrowed my range of topics, encouraged me to keep my sense of progress and challenged me to overcome challenges I had not previously faced. I feel honored to have worked with him on this as well as previous projects. -
Online Gaming an Introduction for Parents and Carers
allowing users to take part in leader boards, join group 1: An introduction to online gaming games or chat to others. Internet connectivity in a game Online gaming is hugely popular with children and young adds a new opportunity for gamers as it allows players people. Annual research conducted by OFCOM shows to find and play against, or with, other players. These that gaming is still one of the top activities enjoyed by may be their friends or family members or even other 5-16 year olds online, with many of them gaming via users in the game from around the world (in a multi- mobile devices and going online using their games player game). console. We know that parents and carers do have questions From sport related games to mission based games and and concerns about games, often about the type of quests inspiring users to complete challenges, games their child plays, who they may be speaking to interactive games cater for a wide range of interests, and for how much time their child is playing. and can enable users to link up and play together. This leaflet provides an introduction to online gaming Most games now have an online element to them; and advice for parents specifically related to gaming. Handheld Games: Handheld games are played on 2: Online gaming; how and where to play small portable consoles. As with other devices, There are many ways for users to play games online. This handheld games are also internet enabled. This includes free games found on the internet, games on allows gamers to download games, purchase additional smartphones, tablets and handheld consoles, as well as content, get new features and play and chat to other gamers. -
Barbarian Conquerors of Kanahu Draft V2.2
BARBARIAN CONQUERORS OF KANAHU DRAFT V2.2 INTRODUCTION Barbarian Conquerors of Kanahu (BCK) is a sword & sorcery, horror, and science-fantasy setting sourcebook for the Adventurer Conqueror King System (ACKS). BCK presents new monsters, magical items, technology, spells, classes, and variant rules, all packaged together in Kanahu, a dangerous world of pulp fantasy that embraces the new material. The setting itself, the world of Kanahu, is a gonzo sword & sorcery milieu with dinosaurs, Cthulhoid creatures, giant insects, crazy sorcerers, muscled barbarians, city-states, and even some science-fantasy elements. It also draws on the myths of the Ancient Near East and pre-Columbian Mesoamerica for inspiration. The book contains material fully compatible with the ACKS core system, and almost everything from the Kanahu setting is readily transferrable to other ACKS settings. ABOUT THE AUTHOR I, Omer G. Joel, am a freelance Hebrew-English-Hebrew translator from Yavne, Israel. I live with my spouse, Einat, and our two cats Saki and Chicha – as well as an entourage of wild house geckos and even a painted dragon (Stellagama stellio) who grace the walls of our house in the warmer months. Besides science fiction, fantasy, and tabletop role-playing games, my interests include herpetology, cooking, history, and computer gaming. I am proud to present this book after more than two years of intermittent work, and despite the terrible burden of the Post Traumatic Stress Disorder (PTSD) I suffer from, which at times leaves me at a dire state. But I fight on, and write, and here is the result of my work. DEDICATION This book is dedicated to the love of my life – Einat Harari. -
An Immersive Exergaming Platform to Promote Physical Activity in the Pediatric Population
UNIVERSITY OF CALIFORNIA, IRVINE iXercise: An Immersive Exergaming Platform to Promote Physical Activity in the Pediatric Population DISSERTATION submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in Networked Systems by Yunho Huh Dissertation Committee: Professor Magda El Zarki, Co-Chair Professor Shlomit Radom-Aizik, Co-Chair Professor Nalini Venkatasubramanian 2019 Portion of Chapter 1, 2, 3 © 2016 IEEE, Inc. Portion of Chapter 1, 2, 3 © 2018 IEEE, Inc. All other materials © 2019 Yunho Huh DEDICATION To god, my wife, my daughter, my parents and my dear friends for endless love and support. ii TABLE OF CONTENTS Page LIST OF FIGURES ..................................................................................................................... vi LIST OF TABLES ....................................................................................................................... ix ACKNOWLEDGMENTS ............................................................................................................ x CURRICULUM VITAE ............................................................................................................. xii ABSTRACT OF THE DISSERTATION ................................................................................ xiv 1. Introduction ........................................................................................................................... 1 1.1 Copyright Notice ............................................................................................................ -
The Nethack Learning Environment
Accepted to the ICLR 2020 workshop: Beyond tabula rasa in RL (BeTR-RL) THE NETHACK LEARNING ENVIRONMENT Heinrich Küttler Nantas Nardelli Roberta Raileanu Facebook AI Research University of Oxford New York University [email protected] [email protected] [email protected] Marco Selvatici Edward Grefenstette Tim Rocktäschel Imperial College London Facebook AI Research Facebook AI Research [email protected] University College London University College London [email protected] [email protected] ABSTRACT Hard and diverse tasks in complex environments drive progress in Reinforcement Learning (RL) research. To this end, we present the NetHack Learning Environment, a scalable, procedurally generated, rich and challenging en- vironment for RL research based on the popular single-player terminal-based roguelike NetHack game, along with a suite of initial tasks. This environment is sufficiently complex to drive long-term research on exploration, planning, skill acquisition and complex policy learning, while dramatically reducing the computa- tional resources required to gather a large amount of experience. We compare this environment and task suite to existing alternatives, and discuss why it is an ideal medium for testing the robustness and systematic generalization of RL agents. We demonstrate empirical success for early stages of the game using a distributed deep RL baseline and present a comprehensive qualitative analysis of agents trained in the environment. 1 INTRODUCTION Recent advances in (Deep) Reinforcement Learning (RL) have been driven by the development of novel simulation environments, such as the Arcade Learning Environment (Bellemare et al., 2013), StarCraft II (Vinyals et al., 2017), BabyAI (Chevalier-Boisvert et al., 2018), and Obstacle Tower (Juliani et al., 2019).