Political and Social Issues in French Digital Games, 1982–1993
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Contributors
gems_ch001_fm.qxp 2/23/2004 11:13 AM Page xxxiii Contributors Curtis Beeson, NVIDIA Curtis Beeson moved from SGI to NVIDIA’s Demo Team more than five years ago; he focuses on the art path, the object model, and the DirectX ren- derer of the NVIDIA demo engine. He began working in 3D while attending Carnegie Mellon University, where he generated environments for playback on head-mounted displays at resolutions that left users legally blind. Curtis spe- cializes in the art path and object model of the NVIDIA Demo Team’s scene- graph API—while fighting the urge to succumb to the dark offerings of management in marketing. Kevin Bjorke, NVIDIA Kevin Bjorke works in the Developer Technology group developing and promoting next-generation art tools and entertainments, with a particular eye toward the possibilities inherent in programmable shading hardware. Before joining NVIDIA, he worked extensively in the film, television, and game industries, supervising development and imagery for Final Fantasy: The Spirits Within and The Animatrix; performing numerous technical director and layout animation duties on Toy Story and A Bug’s Life; developing games on just about every commercial platform; producing theme park rides; animating too many TV com- mercials; and booking daytime TV talk shows. He attended several colleges, eventually graduat- ing from the California Institute of the Arts film school. Kevin has been a regular speaker at SIGGRAPH, GDC, and similar events for the past decade. Rod Bogart, Industrial Light & Magic Rod Bogart came to Industrial Light & Magic (ILM) in 1995 after spend- ing three years as a software engineer at Pacific Data Images. -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes. -
Essential Video Game News
OCTOBER 2019 ESSENTIAL VIDEO GAME NEWS Julie Chalmette Chairwoman Emmanuel Martin Anne Sophie Montadier Meryl Pioche General Delegate Communication Marketing Manager [email protected] and Marketing Manager [email protected] [email protected] Read all of SELL’s news on social media @SELL_JeuxVideo @SELL.JeuxVideo @SELL_JeuxVideo SELL TV www.sell.fr Essential Video Game News is produced by the Union of Video Game Publishers (SELL). It reflects the market, consumption and use of the French video gaming industry. SELL is certified QUALI’OP by AFNOR which guarantees SELL’s best practices in the services it provides its members. OCTOBER 2019 ESSENTIAL VIDEO GAME NEWS CHAPTER 1 Profiles of French gamers 4 CHAPTER 2 Key figures from the French market 22 CHAPTER 3 Paris Games Week 2019 30 CHAPTER 4 A responsible industry 38 CHAPTER 5 SELL 44 4 PROFILES OF FRENCH GAMERS About the SELL "French public and Video gaming" survey Data collected and analysed by Médiamétrie for SELL with the aim of measuring and understanding video game uses and purchases in France. Survey carried out online from 2nd to 27th September 2019 with a sample of 4,049 people aged 10 and over, representing web users living in France. All rights reserved © 2019 Médiamétrie - www.mediametrie.fr 5 PROFILES OF FRENCH GAMERS VIDEO GAMING IN FRANCE 71% of French people play video games at least occasionally representing 37.15 million people CHILDREN (AGED 10-17) ADULTS (AGED 18 AND OVER) 4.41 MILLION 32.75 MILLION 96% PEOPLE 69% PEOPLE Source: Source: online SELL/Médiamétrie study “French people and video games”, from 2nd to 27th September 2019, with a sample of 4,049 web users aged 10 and over. -
E3) Maged Kamel Boulos, Shauna Gammon, Mavis Dixon, Sandra Macrury, Michael Fergusson, Francisco Miranda Rodrigues, Telmo Mourinho Baptista, Stephen Yang
JMIR Serious Games A multidisciplinary journal on gaming and gamification for health education/promotion, teaching and social change Volume 3 (2015), Issue 1 ISSN: 2291-9279 Contents Original Papers The Design and Relevance of a Computerized Gamified Depression Therapy Program for Indigenous M ori Adolescents (e1) Matthew Shepherd, Theresa Fleming, Mathijs Lucassen, Karolina Stasiak, Ian Lambie, Sally Merry. 2 Therapists' Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation (e2) Sandy Tatla, Navid Shirzad, Keith Lohse, Naznin Virji-Babul, Alison Hoens, Liisa Holsti, Linda Li, Kimberly Miller, Melanie Lam, HF Van der Loos. 15 Viewpoint Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples (e3) Maged Kamel Boulos, Shauna Gammon, Mavis Dixon, Sandra MacRury, Michael Fergusson, Francisco Miranda Rodrigues, Telmo Mourinho Baptista, Stephen Yang. 29 JMIR Serious Games 2015 | vol. 3 | iss. 1 | p.1 XSL·FO RenderX JMIR SERIOUS GAMES Shepherd et al Original Paper The Design and Relevance of a Computerized Gamified Depression Therapy Program for Indigenous M ori Adolescents Matthew Shepherd1, DClinPsy; Theresa Fleming2, PhD; Mathijs Lucassen3, PhD; Karolina Stasiak3, PhD; Ian Lambie4*, PhD; Sally N Merry3*, MB ChB, MD, FRANZCP, CCAP 1School of Counselling, Human Services and Social Work, Department of Education, University of Auckland, Auckland, New Zealand 2Werry Centre for Child and Adolescent Mental Health, Department of Psychological Medicine, University of Auckland, -
The Economic Contribution of Copyright Industries in France
The Economic Contribution of Copyright Industries in France For more information contact WIPO at www.wipo.int World Intellectual Property Organization 34, chemin des Colombettes P.O. Box 18 CH-1211 Geneva 20 Switzerland Telephone: +41 22 338 91 11 Fax: +41 22 733 54 28 Credits for Cover Screenshots: at FreeDigitalPhotos.net Upper left: Image courtesy of Supertrooper Upper middle: Image courtesy of pandpstock001 at FreeDigitalPhotos.net Upper right: Image courtesy of KarlHeinrich / en.wikipedia.org/wiki/Music_of_ Ethiopia Middle: Image courtesy of cooldesign at FreeDigitalPhotos.net Lower left: Image courtesy of Naypong at FreeDigitalPhotos.net Lower middle: Image courtesy of franky242 at FreeDigitalPhotos.net at FreeDigitalPhotos.net Lower right: mage courtesy of Ventrilock February 2016 The Economic Contribution of Copyright Industries in France The Economic Contribution of Copyright Industries in France The Economic Contribution of Copyright Industries in France Economics Centre,theSorbonne University ofParisI Xavier Greffe Table of Contents Summary 8 Introduction 9 1. THE FRENCH COPYRIGHT SYSTEM 11 1.1 Copyright in France 11 1.1.1 The substance of copyright 11 1.1.2 Neighboring rights 12 1.1.3 Copyright in the digital age 12 1.2 Collective copyright management 14 1.2.1 The principle 14 1.2.2 Collective copyright management societies 14 1.3 Copyright policy 16 1.3.1 HADOPI, the Lescure Report and the bill on creation 16 1.3.2 The debate about European Union plans 19 1.3.3 A burning issue: The quality of copyright management 20 2. THE -
Westwood: the Building of a Legacy
Westwood: The Building of a Legacy “What became Dune II started out as a challenge I made for myself.” – Brett Sperry David Keh SUID: 4832754 STS 145 March 18, 2002 Keh 2 As Will Wright, founder of Maxis and creator of the Sim game phenomenon, said in a presentation about game design, the realm of all video games can be visualized as existing in a game space. Successful games can be visualized as existing on a peak. Once a peak is discovered, other game designers will not venture far from these peaks, but rather cling tightly to them. Mr. Wright points out, however, that there are an infinite number of undiscovered peaks out there. Unfortunately, most game designers do not make the jump, and the majority of these peaks are left undiscovered. It is only on very rare occasions that a pioneer makes that leap into the game space in hopes of landing on a new peak. This case study will examine one such occurrence, when a designer made such a leap and found himself on one completely unexplored, unlimited, and completely astounding peak – a leap that changed the landscape of gaming forever. This case history will explore how Westwood Studios contributed to the creation of the real-time strategy (RTS) genre through its pioneering game Dune II: The Building of an Empire. Although there have been several other RTS games from Westwood Studios, I have decided to focus on Dune II specifically, because it was in this project that Westwood Studios contributed most to the RTS genre and the future of computer gaming. -
Curator, Art Critic, Game Artist, Trainer, Lecturer ARTIST
+33 6 61 99 83 86 [email protected] www.isabellearvers.com Curator, art critic, game artist, trainer, lecturer Art & video games, Retrogaming, Machinima, Net Works ARTIST EXHIBITIONS Transhumanismes, Festival International d'Art Vidéo de Casablanca, Maroc, 2019 Mer Violette Over the real, Festival de Videoarte Luccia, Italie, 2019 Mer violette #ilovemelle, Méliès, Melle, 2019 VR Mer, Sorcières, Ce qui me manque Nuit vernie, Mucem, Marseille, 2019 Série la Mer Vidéoformes Festival, Zaoum, Clermont-Ferrand, 2019 Ce qui me manque Bateau Feu, Scène Nationale de Dunkerque, 2018 Perfromance Cross By BDP, Marseille, 2017 Performance Cross by Lumen Prize, Animation Prize Shanghai Modern Art Museum , Shangaï, 2017 Heroic Makers vs Heroic Land Lumen Prize, Animation Prize, Brighton Digital Festival 2017 Heroic Makers vs Heroic Land « Contemporary Landscape », CICA Museum, Corée du Sud, juin-juillet 2017 Mer rose Biennale WRO, Draft Systems, Wroclaw, Pologne, mai-juillet 2017 Heroic Makers vs Heroic Land « Machinima Report », par la Video Game Art Gallery à Comfort Station, Chicago, USA, 3 mai Blu blu blu « Data City, BBot – Rebelling Nature », exposition collective du réseau des villes créatives / UNESCO, Centre des arts d’Enghien-les-Bains, France, avril-juillet 2017 Mer rose et Mer violette Filmideo 2017, Index Art Center, Newark, USA, avril 2017 Heroic Makers vs Heroic Land Video Vortex XI, Shristi Outpost – Kochi-Muzeris Biennale, Inde, février 2017 Mer rose et Mer violette « Réalité altérée », festival Transient OFF, le Tétris, Le Havre, -
Essential Video Game News
FEBRUARY 2020 ESSENTIAL VIDEO GAME NEWS FRENCH MARKET REPORT 2019 FEBRUARY 2020 ESSENTIAL VIDEO GAME NEWS CHAPTER 1 THE FRENCH VIDEO GAME MARKET 6 CHAPTER 2 PROFILES OF FRENCH GAMERS 31 CHAPTER 3 A RESPONSIBLE INDUSTRY 38 CHAPTER 4 SELL 48 Essential Video Game News is produced by the Union of Video Game Publishers (SELL). It reflects the market, consumption and use of the French video gaming industry. METHODOLOGY METHODOLOGY an in-depth view of their gaming habits and uses. The NEW PANELS countries covered are France, the UK, Germany and Estimations for 2019 turnover are the result of collaboration between three organisations Spain and also the United States and Russia. GameTrack providing SELL their data, for precise analysis of the sector’s activity. supports the GSD project by providing a more global vision of the markets in which it operates. GSD: for the physical market GSD and GameTrack: for the digital market METHODOLOGY: App Annie and GameTrack: for the mobile market GameTrack data is collated quarterly from two surveys: METHODOLOGY: - An offl ine survey carried out annually on a sample - Retail panel: the data on video game sales is sent 1,000 people aged 15 and over. It is used to balance by distributors from each country on a weekly basis. answers from a more detailed online survey. The data is standardised, combined, anonymised and extrapolated to recreate the entire market. To guarantee – An online survey, carried out monthly with a reliable and standardised product database, the ABOUT GAMETRACK a sample of (the same) 3,000 people per quarter, aged information on catalogues is directly supplied by the GameTrack is an additional project set up in 2011, 6 to 64. -
The Socializing Voyage of the Video Game Player Growing-Up with Playing the Sims®
THE SOCIALIZING VOYAGE OF THE VIDEO GAME PLAYER GROWING-UP WITH PLAYING THE SIMS® Pascaline Lorentz, Ph.D. Masaryk University Brno 2015 THE SOCIALIZING VOYAGE OF THE VIDEO GAME PLAYER GROWING-UP WITH PLAYING THE SIMS® Pascaline Lorentz, Ph. D. THE SOCIALIZING VOYAGE OF THE VIDEO GAME PLAYER GROWING-UP WITH PLAYING THE SIMS® Pascaline Lorentz, Ph. D. Masaryk University Brno 2015 This publication was supported by the project „Employment of Newly Graduated Doctors of Science for Scientific Excellence“ (CZ.1.07/2.3.00/30.0009) co-financed from European Social Fund and the state budget of the Czech Republic. This text was translated by Martin Michaud and edited in collaboration with the author. VšechnaThe práva author vyhrazena. is very Žádná grateful část tétoto Electronic elektronické Arts knihy France nesmí býtwho reprodukována did the courtesy nebo of šířena v papírové, elektronické či jiné podobě bez předchozího písemného souhlasu vykonavateleusing the majetkových name of práv the k video dílu, kterého game jeand možno the kontaktovat picture of nathe adrese cover. Nakladatelství Masarykovy univerzity, Žerotínovo náměstí 9, 601 77 Brno. All rights reserved. No part of this e-book may be reproduced or transmitted in any form or by any means without prior written permission of copyright administrator which can be contacted at Masaryk University Press, Žerotínovo náměstí 9, 601 77 Brno. Reviewer: Mgr. et Mgr. Zdeněk Záhora © 2015 Masaryk University ISBN 978-80-210-7868-0 Lorentz, P. (ed.) &Smahel, D., Metykova, M., and Wright, M. F. (2015). Living in the Digital Age: Self-Presentation, Networking, Playing and Participating in Politics.Brno: Masaryk University Press. -
Stephen M. Cabrinety Collection in the History of Microcomputing, Ca
http://oac.cdlib.org/findaid/ark:/13030/kt529018f2 No online items Guide to the Stephen M. Cabrinety Collection in the History of Microcomputing, ca. 1975-1995 Processed by Stephan Potchatek; machine-readable finding aid created by Steven Mandeville-Gamble Department of Special Collections Green Library Stanford University Libraries Stanford, CA 94305-6004 Phone: (650) 725-1022 Email: [email protected] URL: http://library.stanford.edu/spc © 2001 The Board of Trustees of Stanford University. All rights reserved. Special Collections M0997 1 Guide to the Stephen M. Cabrinety Collection in the History of Microcomputing, ca. 1975-1995 Collection number: M0997 Department of Special Collections and University Archives Stanford University Libraries Stanford, California Contact Information Department of Special Collections Green Library Stanford University Libraries Stanford, CA 94305-6004 Phone: (650) 725-1022 Email: [email protected] URL: http://library.stanford.edu/spc Processed by: Stephan Potchatek Date Completed: 2000 Encoded by: Steven Mandeville-Gamble © 2001 The Board of Trustees of Stanford University. All rights reserved. Descriptive Summary Title: Stephen M. Cabrinety Collection in the History of Microcomputing, Date (inclusive): ca. 1975-1995 Collection number: Special Collections M0997 Creator: Cabrinety, Stephen M. Extent: 815.5 linear ft. Repository: Stanford University. Libraries. Dept. of Special Collections and University Archives. Language: English. Access Access restricted; this collection is stored off-site in commercial storage from which material is not routinely paged. Access to the collection will remain restricted until such time as the collection can be moved to Stanford-owned facilities. Any exemption from this rule requires the written permission of the Head of Special Collections. -
David Bercier +33 514-756-1646 [email protected] Portfolio
david bercier +33 514-756-1646 [email protected] portfolio http://exebook.free.fr curriculum vitæ Realtech VR (2013): Modeling for Brotherhood of Violence (iPhone/iPad/1 month) Modeling for the intro of the game. Co nvert for Tomb Raider (iPhone/iPad/3 months) Texturing. Ubisoft Montreal (July 2004-2012): Convert PS2 Far Cry (Crytek/3 months, Canceled) Softwares Used: Photoshop CS, 3DSmax5, Cryengine. Convert PS2 Splinter Cell 3 (4 months) Modeling, bitmapping (1month); Special effects (3months). Softwares Used: Photoshop CS, 3DSmax6, Unreal. Special Effects for Prince of PePersiarsia 3 (PS2/Xbox/7months) as "Lead GFX" Softwares Used: Photoshop CS, 3DSmax6, Jade. Special Effects for SouthPark (PS2/3months, Canceled) Softwares Used: Photoshop CS, 3DSmax6, Unreal. Special Effects for TMNT (PS2/PC/Wii/GCN/8months) Softwares Used: Photoshop CS, 3DSmax8, Jade. Graphics, Foreign Language Protocol for My word coach (DS/Wii/9months) Softwares Used: Photoshop CS, GBAeditor. Artistic Direction for My word coach 2 (DS/DSi/15months) Design, Game Ergonomics, Intuitive User Interface and Animation. Softwares Used: Photoshop CS, Flash, Onyx 1.19. Special Effects for Shaun White Snowboarding 2 (Wii/4months) Softwares Used: Photoshop CS, 3dsMax9, Opal. Special Effects for Shaun White Skate (PS3/8months) Softwares Used: Photoshop CS3, 3dsMax2009, Anvil. Special Effects for Michael Jackson Experience (X360Kinect/4 months) Softwares Used: Photoshop CS4, 3dsMax2010, ShapeEngine. Special Effects for Your Shape 2 (X360Kinect/5months) Softwares Used: Photoshop CS5, 3dsMax2010, ShapeEngine. Eugen System /Atari (November-January 2004): Special Effects for Act Of War (PC/3months) Executed particles and assisted with Graphic Engine Design. Coktel /Vivendi/Vivendi----UniversalUniversal (April-July 2003): Graphics 2D + 3D for Adibou (PS2/GCN/4months) Modeling, bitmapping, mapping of characters, and backgrounds . -
Reviews: • Atlantis: the Lost Tales • the Experiment • the Mystery of the Nautilus September 2013
issue # 4 6 september 2013 REVIEWS: • Atlantis: The Lost Tales • The Experiment • The Mystery of the Nautilus SEPTEMBER 2013 It was 1997, during my first year of high school. My father through. However, for me, the story, setting, atmosphere, had just returned from a business trip. He had been gone for characters, and the music combined to overcome all the nega- a week. He opened his suitcase and handed me a box. He tive aspects and created a very memorable gaming experi- explained that he had run into a video game store while he ence. In the fifteen years since my father first bought me a was taking a walk after work one evening. Atlantis: The Lost copy of the game, I played through Atlantis many times and Tales was at the window. He walked inside to take a look at introduced it to several friends. Screenshot of the flyers fea- the game. An employee explained to him that it was a new tured in the game decorated my room for several years. adventure game. Looking at the box art and the screenshots When we launched Adventure Lantern in 2006, Atlantis printed on the back, he decided Atlantis seemed like a was one of the games I knew I eventually wanted to review. game that I would like and bought me a copy. This was However, I deliberately did not include a review of the game one of those rare times a friend or family member ven- in our first three issues. I wanted to gain a little more experi- tured to buy me a game without my input.