A Hard Look at Deceptive Trade Practices in the Video Game Industry
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Wetlands Mapper Frequently Asked Questions
Frequently Asked Questions: Wetlands Mapper December 2015 Mapper Content and Display How does the public access the new Mapper? The Wetlands Mapper can be found at: http://www.fws.gov/wetlands/ Does the updated mapper display all wetland polygons from the Wetlands Geodatabase? Yes. All available wetland map data both vector and raster scanned images are on the Mapper. Does the updated mapper display all wetland labels? Yes. Larger polygon labels will display right away. Smaller polygon labels will display at larger scale and appear inside the feature. At what scale do the Wetlands display on screen? Wetlands first display at 1:144,448 scale. The nominal scale for wetland data is 1:12,000 or 1:24,000 although higher resolution is possible. How is the display scale determined? Display scales are pre-determined intervals. The maximum zoom scale is 1:71. ESRI base maps will not display below 1:1,128 scale resolution for the contiguous United States and Puerto Rico, 1:9,028 for Alaska, and 1:4,514 for Hawaii, and the Pacific Trust Islands. Can I minimize the Available Layers Window? Yes. Click on minimize + or – symbol in the upper right hand corner of the Available Layers Window. Can I zoom to locations? How do I find the Pacific Trust Islands? Yes. Use the “Zoom to” tool to quickly go to Alaska, Hawaii, Puerto Rico and Virgin Islands or the Pacific Trust Islands. Enter the name, address, or zip code into the “Find Location” tool to go to a specific location. Latitude and longitude coordinates may also be entered using the format [longitude, latitude]. -
CD PROJEKT RED and NVIDIA Partner to Bring Ray Tracing to ‘Cyberpunk 2077’
CD PROJEKT RED and NVIDIA Partner to Bring Ray Tracing to ‘Cyberpunk 2077’ Highly Acclaimed, Highly Anticipated Game Uses Real-Time Ray Tracing E3--NVIDIA and CD PROJEKT RED today announced that NVIDIA® GeForce RTX™ is an official technology partner for Cyberpunk 2077 and that the companies are working together to bring real-time ray tracing to the game. Cyberpunk 2077 won over 100 awards at E3 2018 and Gamespot calls it “one of the most anticipated games of the decade.'' The game is the next project from CD PROJEKT RED, makers of the highly acclaimed The Witcher 3: Wild Hunt, which has won numerous “Game of the Year'' awards. NVIDIA and CD PROJEKT RED have a long history of technology collaboration that spans more than a decade. “Cyberpunk 2077 is an incredibly ambitious game, mixing first-person perspective and deep role-playing, while also creating an intricate and immersive world in which to tell its story,'' said Matt Wuebbling, head of GeForce marketing at NVIDIA. “We think the world of Cyberpunk will greatly benefit from the realistic lighting that ray tracing delivers.'' Ray tracing is the advanced graphics technique used to give movies their ultra-realistic visual effects. NVIDIA GeForce RTX GPUs contain specialized processor cores designed specifically to accelerate ray tracing so the visual effects in games can be rendered in real time. “Ray tracing allows us to realistically portray how light behaves in a crowded urban environment,'' says Adam Badowski, head of Studio at CD PROJEKT RED. “Thanks to this technology, we can add another layer of depth and verticality to the already impressive megacity the game takes place in.'' Cyberpunk 2077 is an open-world, action-adventure story set in Night City, a megalopolis obsessed with power, glamour and body modification. -
Terry “Trickman” Minnich and Jeff Lee Home of Terry Minnich – Glendale Heights, IL
Terry “Trickman” Minnich and Jeff Lee Home of Terry Minnich – Glendale Heights, IL *** Date: October 13, 2015 Location: Home of Terry Minnich (157 Golden Dr.) – Glendale Heights, IL Interviewer(s): Jordan Mynes, Fulgencio Torres Transcription: Jared Wohn, Zhanna Badasyan, Silvia Nunez Length: 2 hours, 30 minutes, 15 seconds Project: History of CoinOp in Chicago [00:00:00] Jordan Mynes [JM]: Alright I’m Jordan Mynes Fulgencio Torres [FT]: And Fulgencio Torres JM: And we’re interviewing Trickman Terry and I forgot your name, sorry Jeff Lee [JL]: Jeff Lee! 2 JM: Jeff Lee, and this is for our class History of Video Games with Carly Kocurek and the Chicago CoinOp Archive and just real quick tell us about yourselves, how’d you first get into video games? Terry Trickman [TM]: You first or JL: Well I got into video games back in 1981. I was working as an artist I was working at Triton College in River Grove and I got a call one day from a friend of mine, Richard Tracy, who I’ve known for a number of years socially. We played music together and he knew one of my hobbies was playing games war games, cards, and board games all kinds of stuff like that and he had recently taken a job at D. Gottlieb & Co. which was one of the three, four , five pinball companies in chicago. Chicago being the home of pinball and D. Gottlieb invented the flipper game back in the 30s and JM: It was mostly tilt before that right? JL: Yeah, I guess, I guess so that’s all they did All: [laughs] JL: Supposedly, supposedly, David Gottlieb or even probably one of his engineers invented the flipper then right and anyway the video game boom had commenced and a lot of the companies, Bally Midway, Williams, and Stern, had jumped on that bandwagon. -
The Tragedy of the Gamer: a Dramatistic Study of Gamergate By
The Tragedy of the Gamer: A Dramatistic Study of GamerGate by Mason Stephen Langenbach A thesis submitted to the Graduate Faculty of Auburn University in partial fulfillment of the requirements for the Degree of Master of Arts Auburn, Alabama May 5, 2019 Keywords: dramatism, scapegoat, mortification, GamerGate Copyright 2019 by Mason Stephen Langenbach Approved by Michael Milford, Chair, Professor of Communication Andrea Kelley, Professor of Media Studies Elizabeth Larson, Professor of Communication Abstract In August 2014, a small but active group of gamers began a relentless online harassment campaign against notable women in the videogame industry in a controversy known as GamerGate. In response, game journalists from several prominent gaming websites published op-eds condemning the incident and declared that “gamers are dead.” Using Burke’s dramatistic method, this thesis will examine these articles as operating within the genre of tragedy, outlining the journalists’ efforts to scapegoat the gamer. It will argue that game journalists simultaneously engaged in mortification not to purge the guilt within themselves but to further the scapegoating process. An extension of dramatistic theory will be offered which asserts that mortification can be appropriated by rhetors seeking to ascend within their social order’s hierarchy. ii Acknowledgments This project was long and arduous, and I would not have been able to complete it without the help of several individuals. First, I would like to thank all of my graduate professors who have given me the gift of education and knowledge throughout these past two years. To the members of my committee, Dr. Milford, Dr. Kelley, and Dr. -
Ssbb Pc Download Free How to Download Super Smash Bros on PC? Exclusive Titles Like Super Smash Bros Ultimate, Make Nintendo a Relevant Gaming Ecosystem to Invest In
ssbb pc download free How To Download Super Smash Bros On PC? Exclusive titles like Super Smash Bros Ultimate, make Nintendo a relevant gaming ecosystem to invest in. Although PC gamers have access to some of the greatest fighting games ever made like Mortal Kombat X , Tekken 7 , Injustice 2 , there’s nothing that comes close to adventurous fighting titles available on Nintendo . Due to the courtesy of Yuzu emulator , Super Smash Bros Ultimate is now playable on PC. It is worth noting that there are major graphical and audio glitches, but the developers of Yuzu emulator are working to fix these issues in the near future. In this article, we have shared a simple tutorial, following which you will be able to download Super Smash Bros Ultimate on PC. The tutorial is accompanied by the shortcomings of running this title on PC. Finally, we have included some of the alternatives to Super Smash Bros Ultimate that are worth checking out. Can You Play Smash Bros On PC? Thanks to the Yuzu emulator, it is now possible to play Super Smash Bros Ultimate on a Windows 10 PC. Although the performance is not yet optimal, you can still enjoy a basic two-player game. Additionally, even the graphics are not complete. Super Smash Bros Ultimate System Requirements. In order to run Super Smash Bros Ultimate, your PC must fulfill the system requirements shared by the Yuzu emulator. Minimum Requirements. CPU: Intel Core i5-4430 / AMD Ryzen 3 1200 GPU: Intel HD Graphics 520 / NVIDIA GeForce GT 1030 / AMD Radeon R7 240 RAM: 8 GB. -
The Effects of Latency on Player Performance and Experience in A
The Effects of Latency on Player Performance and Experience in a Cloud Gaming System Robert Dabrowski, Christian Manuel, Robert Smieja May 7, 2014 An Interactive Qualifying Project Report: submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science Approved by: Professor Mark Claypool, Advisor Professor David Finkel, Advisor This report represents the work of three WPI undergraduate students submitted to the faculty as evidence of completion of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract Due to the increasing popularity of thin client systems for gaming, it is important to un- derstand the effects of different network conditions on users. This paper describes our experiments to determine the effects of latency on player performance and quality of expe- rience (QoE). For our experiments, we collected player scores and subjective ratings from users as they played short game sessions with different amounts of additional latency. We found that QoE ratings and player scores decrease linearly as latency is added. For ev- ery 100 ms of added latency, players reduced their QoE ratings by 14% on average. This information may provide insight to game designers and network engineers on how latency affects the users, allowing them to optimize their systems while understanding the effects on their clients. This experiment design should also prove useful to thin client researchers looking to conduct user studies while controlling not only latency, but also other network conditions like packet loss. Contents 1 Introduction 1 2 Background Research 4 2.1 Thin Client Technology . -
Writing “Gamers”: the Gendered Construction of Gamer Identity in Nintendo Power (1994-1999) Amanda C
Running head: WRITING GAMERS Writing “Gamers”: The Gendered Construction of Gamer Identity in Nintendo Power (1994-1999) Amanda C. Cote This is an Accepted Manuscript of an article published by Sage in Games and Culture on July 1, 2018, available online: https://journals.sagepub.com/doi/10.1177/1555412015624742. Abstract In the mid-1990s, a small group of video game designers attempted to lessen gaming’s gender gap by creating software targeting girls. By 1999, however, these attempts collapsed, and video games remained a masculinized technology. To help understand why this movement failed, this article addresses the unexplored role of consumer press in defining “gamers” as male. A detailed content analysis of Nintendo Power issues published from 1994-1999 shows that mainstream companies largely ignored the girls’ games movement, instead targeting male audiences through player representations, sexualized female characters, magazine covers featuring men, and predominantly male authors. Given the mutually constitutive nature of representation and reality, the lack of women in consumer press then affected girls’ ability to identify as gamers and enter the gaming community. This shows that, even as gaming audiences diversify, inclusive representations are also needed to redefine “gamer” as more than just “male”. Keywords: media history, video games, gender, consumer press, critical content analysis WRITING GAMERS Introduction Following the success of the Nintendo Wii in the mid-2000s and the subsequent spread of mobile gaming, popular and industry media have paid significant attention to casual games’ potential to broaden the video game audience (Mindlin 2006, Kane 2009, “U-Turn” 2012). Played frequently or even primarily by women, casual and mobile offerings break the stereotypical view of games as a masculinized technology primarily consumed by men and boys. -
Mapspain: Administrative Boundaries of Spain
Package ‘mapSpain’ September 10, 2021 Type Package Title Administrative Boundaries of Spain Version 0.3.1 Description Administrative Boundaries of Spain at several levels (CCAA, Provinces, Municipalities) based on the GISCO Eurostat database <https://ec.europa.eu/eurostat/web/gisco> and 'CartoBase SIANE' from 'Instituto Geografico Nacional' <https://www.ign.es/>. It also provides a 'leaflet' plugin and the ability of downloading and processing static tiles. License GPL-3 URL https://ropenspain.github.io/mapSpain/, https://github.com/rOpenSpain/mapSpain BugReports https://github.com/rOpenSpain/mapSpain/issues Depends R (>= 3.6.0) Imports countrycode (>= 1.2.0), giscoR (>= 0.2.4), leaflet (>= 2.0.0), png (>= 0.1-5), rappdirs (>= 0.3.0), raster (>= 3.0), sf (>= 0.9), slippymath (>= 0.3.1), utils Suggests knitr, rgdal, rmarkdown, testthat (>= 3.0.0), tibble, tmap (>= 3.0.0) VignetteBuilder knitr Config/testthat/edition 3 Encoding UTF-8 LazyData true RoxygenNote 7.1.2 X-schema.org-applicationCategory cartography X-schema.org-isPartOf https://ropenspain.es/ X-schema.org-keywords rOpenSpain, tiles, r, maps, spatial, rstats, r-package, municipalities, Spain, gisco, provinces, ign, administrative-boundaries, ccaa, static-tiles NeedsCompilation no 1 2 mapSpain-package Author Diego Hernangómez [aut, cre, cph] (<https://orcid.org/0000-0001-8457-4658>, rOpenSpain), EuroGeographics [cph] (for the administrative boundaries.), Instituto Geográfico Nacional [cph] (for the administrative boundaries.) Maintainer Diego Hernangómez <[email protected]> Repository CRAN Date/Publication 2021-09-10 12:10:06 UTC R topics documented: mapSpain-package . .2 addProviderEspTiles . .4 esp_clear_cache . .5 esp_codelist . .6 esp_dict_region_code . .8 esp_getTiles . .9 esp_get_can_box . 12 esp_get_capimun . 14 esp_get_ccaa . 17 esp_get_country . -
Management Board Report on Cd Projekt Capital Group and Cd Projekt S.A
MANAGEMENT BOARD REPORT ON CD PROJEKT CAPITAL GROUP AND CD PROJEKT S.A. ACTIVITIES IN 2018 2 Disclaimer This English language translation has been prepared solely for the convenience of English speaking readers. Despite all the efforts devoted to this translation, certain discrepancies, omissions or approximations may exist. In case of any differences between the Polish and the English versions, the Polish version shall prevail. CD PROJEKT, its representatives and employ- ees decline all responsibility in this regard. This report on the activities of the CD PROJEKT Capital Group and CD PROJEKT S.A. contains important supplementary information related to the separate financial statement of CD PROJEKT S.A. Due to the fact that the activities and separate financial statement of CD PROJEKT S.A. have a dominant influence upon the activities and consolidated financial statement of the CD PROJEKT Capital Group, information contained in further parts of this report shall apply to the consolidated financial statement of the Group insofar as it describes the activities and results of CD PROJEKT S.A. Management Board report on CD PROJEKT Capital Group and CD PROJEKT S.A. activities for the period between 1 January and 31 December 2018 (all figures quoted in PLN thousands unless stated otherwise) 3 Esteemed Shareholders, In the past year we busied ourselves with laying further foundations for the Group’s future. The year also represented the first major test for Cyberpunk 2077. The most important test was the launch of the game’s promotional campaign. The global release of a Cyberpunk trailer marked the culmination of the Xbox platform conference which immediately preceded the opening of the E3 fair. -
Loot Boxes.” Loot Boxes Are a Subcategory of in What Amounted to a Pay-To-Win Scheme
Disclaimer: This article was written and submitted in the author’s personal capacity as a member of the gaming law community. It does not reflect, nor should it be interpreted as reflecting, any regulatory position or policy stance of, or on behalf of, the Nevada Gaming Commission or its individual members. LOOT BOANXD ETHS E QUESTION OF GAMBLING By Elijah Tredup At the ever-increasing intersection of gambling and video consumers felt like a disproportionate time to unlock games, one topic that has stoked impassioned discussion features through regular gameplay, raised complaints that among consumers, video game publishers, lawmakers, and the game was too heavily trying to push loot box purchases 8 regulators are “loot boxes.” Loot boxes are a subcategory of in what amounted to a pay-to-win scheme. While initial the microtransaction monetization model used by video consumer backlash was centered on perceived price gouging game developers—a microtransaction generally being of customers, it also cast increased scrutiny on the loot box categorized as an in-game purchase made after the initial mechanic itself, its perceived similarities to gambling, and 1 purchase or download of the video game. the inclusion of a potentially unregulated gambling product 9 in games with large audiences of minors. Loot boxes follow a fairly standard formula across different games. Players either earn the loot box through game play, or With how relatively new the scrutiny of loot boxes as a 2 to save time and effort they can also purchase it with money. gambling product is, it can be easy for many, especially The contents of the loot box are typically determined by those removed from the video game community, to attempt some form of random number generator, and are revealed in to categorically declare loot boxes as either gambling or not a carefully choreographed display of animation, lights, gambling. -
Are Game Engines Software Frameworks?
? Are Game Engines Software Frameworks? A Three-perspective Study a < b c c Cristiano Politowski , , Fabio Petrillo , João Eduardo Montandon , Marco Tulio Valente and a Yann-Gaël Guéhéneuc aConcordia University, Montreal, Quebec, Canada bUniversité du Québec à Chicoutimi, Chicoutimi, Quebec, Canada cUniversidade Federal de Minas Gerais, Belo Horizonte, Brazil ARTICLEINFO Abstract Keywords: Game engines help developers create video games and avoid duplication of code and effort, like frame- Game-engine works for traditional software systems. In this paper, we explore open-source game engines along three Framework perspectives: literature, code, and human. First, we explore and summarise the academic literature Video-game on game engines. Second, we compare the characteristics of the 282 most popular engines and the Mining 282 most popular frameworks in GitHub. Finally, we survey 124 engine developers about their expe- Open-source rience with the development of their engines. We report that: (1) Game engines are not well-studied in software-engineering research with few studies having engines as object of research. (2) Open- source game engines are slightly larger in terms of size and complexity and less popular and engaging than traditional frameworks. Their programming languages differ greatly from frameworks. Engine projects have shorter histories with less releases. (3) Developers perceive game engines as different from traditional frameworks. Generally, they build game engines to (a) better control the environ- ment and source code, (b) learn about game engines, and (c) develop specific games. We conclude that open-source game engines have differences compared to traditional open-source frameworks al- though this differences do not demand special treatments. -
The Controversy of Star Wars: Battlefront 2 and the Influencers That Fueled the Fire
The controversy of Star Wars: Battlefront 2 and the influencers that fueled the fire By Johan Forsberg JMK, Institution of media studies Bachelor’s thesis 15 points Medie- och kommunikationsvetenskap – kandidatkurs 30 hp Autumn term of 2018 Mentor: Jonas Jonsson Abstract The video game industry is an industry that has lately come to use and abuse the user the collective intelligence of social media. Corporations have come to rely on their communities as a form of free labor; instead of letting paid testers at the company judge the product, they have chosen to let users on social media communities do this for free. In the case of Star Wars: Battlefront 2, gamers even had to pay to play the beta version of the game. The purpose of this thesis was to investigate how the release of the beta unfolded, with the user responses that followed and finally how EA Games chose to respond. Consumers, YouTubers and journalists alike gave the beta version of the game heavy criticism for being exploitative, almost gambling-like in nature. This thesis analyzed the language used in some of the key posts, reviews and videos surrounding the video game. It also analyzed Walt Disney’s impact on the decisions by EA Games. The study concludes that the controversy ultimately failed to damage EA Games in any long- lasting way, as a year later the stock value of the company has grown by 50%. The essay also concludes that EA Games chose to take immediate action not because of criticism from the media, but because of pressure from stakeholder Walt Disney.