IND13 ISSUE-FOUR.Pdf
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Adaptivity in Single Player Video Games
FACULDADE DE ENGENHARIA DA UNIVERSIDADE DO PORTO Adaptivity in Single Player Video Games João Augusto dos Santos Lima Mestrado Integrado em Engenharia Informática e Computação Supervisor: João Jacob Co-Supervisor: Zafeiris Kokkinogenis July 23, 2021 Adaptivity in Single Player Video Games João Augusto dos Santos Lima Mestrado Integrado em Engenharia Informática e Computação July 23, 2021 Abstract Players typically play video games to have fun and enjoy the moments they create during the gaming session. Each game gives the player a unique gaming experience, differentiating them from an ever-growing video game market. Additionally, each player has a specific genre of games that they enjoy. Even in the same game, different players have distinct objectives of what they seek in the gameplay. Furthermore, games try to compensate for the discrepancy of skill found between players by allowing them to choose a level of difficulty. However, this method depends on the player’s ability to self judge and self assign themself to a difficulty on a game they may never have played before. Consequently, this assignment may lead to a poor gaming experience, not allowing the player to enjoy all the creative content available in the game. This dissertation tries to present a machine learning approach to game adaptivity in order to maximize the player’s gaming experience. Firstly, to solve this problem, a player simulation needs to be created to have sufficient data points to train the reinforcement learning adaptivity system. Then, with the adaptivity system, the adapted game will change its content depending on the playing user to improve the gaming experience and game flow. -
Elements of Gameful Design Emerging from User Preferences Gustavo F
Elements of Gameful Design Emerging from User Preferences Gustavo F. Tondello Alberto Mora Lennart E. Nacke HCI Games Group Estudis d’Informàtica, HCI Games Group Games Institute Multimedia i Telecomunicació Games Institute University of Waterloo Universitat Oberta de Catalunya University of Waterloo [email protected] [email protected] [email protected] ABSTRACT Gameful systems are effective when they help users achieve Several studies have developed models to explain player pref- their goals. This often involves educating users about topics erences. These models have been developed for digital games; in which they lack knowledge, supporting them in attitude or however, they have been frequently applied in gameful design behaviour change, or engaging them in specific areas [10]. To (i.e., designing non-game applications with game elements) make gameful systems more effective, several researchers have without empirical validation of their fit to this different context. attempted to model user preferences in these systems, such as It is not clear if users experience game elements embedded user typologies [40], persuasive strategies [31], or preferences in applications similarly to how players experience them in for different game elements based on personality traits [21]. games. Consequently, we still lack a conceptual framework of Nevertheless, none of these models have studied elements design elements built specifically for a gamification context. used specifically in gameful design. To select design elements To fill this gap, we propose a classification of eight groups of that can appeal to different motivations, designers still rely gameful design elements produced from an exploratory factor on player typologies—such as Bartle’s player types [3, 4] or analysis based on participants’ self-reported preferences. -
Studio Showcase
Contacts: Holly Rockwood Tricia Gugler EA Corporate Communications EA Investor Relations 650-628-7323 650-628-7327 [email protected] [email protected] EA SPOTLIGHTS SLATE OF NEW TITLES AND INITIATIVES AT ANNUAL SUMMER SHOWCASE EVENT REDWOOD CITY, Calif., August 14, 2008 -- Following an award-winning presence at E3 in July, Electronic Arts Inc. (NASDAQ: ERTS) today unveiled new games that will entertain the core and reach for more, scheduled to launch this holiday and in 2009. The new games presented on stage at a press conference during EA’s annual Studio Showcase include The Godfather® II, Need for Speed™ Undercover, SCRABBLE on the iPhone™ featuring WiFi play capability, and a brand new property, Henry Hatsworth in the Puzzling Adventure. EA Partners also announced publishing agreements with two of the world’s most creative independent studios, Epic Games and Grasshopper Manufacture. “Today’s event is a key inflection point that shows the industry the breadth and depth of EA’s portfolio,” said Jeff Karp, Senior Vice President and General Manager of North American Publishing for Electronic Arts. “We continue to raise the bar with each opportunity to show new titles throughout the summer and fall line up of global industry events. It’s been exciting to see consumer and critical reaction to our expansive slate, and we look forward to receiving feedback with the debut of today’s new titles.” The new titles and relationships unveiled on stage at today’s Studio Showcase press conference include: • Need for Speed Undercover – Need for Speed Undercover takes the franchise back to its roots and re-introduces break-neck cop chases, the world’s hottest cars and spectacular highway battles. -
Game Console Rating
Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Abzu PS4, XboxOne E Ace Combat 7: Skies Unknown PS4, XboxOne T AC/DC Rockband Wii T Age of Wonders: Planetfall PS4, XboxOne T All-Stars Battle Royale PS3 T Angry Birds Trilogy PS3 E Animal Crossing, City Folk Wii E Ape Escape 2 PS2 E Ape Escape 3 PS2 E Atari Anthology PS2 E Atelier Ayesha: The Alchemist of Dusk PS3 T Atelier Sophie: Alchemist of the Mysterious Book PS4 T Banjo Kazooie- Nuts and Bolts Xbox 360 E10+ Batman: Arkham Asylum PS3 T Batman: Arkham City PS3 T Batman: Arkham Origins PS3, Xbox 360 16+ Battalion Wars 2 Wii T Battle Chasers: Nightwar PS4, XboxOne T Beyond Good & Evil PS2 T Big Beach Sports Wii E Bit Trip Complete Wii E Bladestorm: The Hundred Years' War PS3, Xbox 360 T Bloodstained Ritual of the Night PS4, XboxOne T Blue Dragon Xbox 360 T Blur PS3, Xbox 360 T Boom Blox Wii E Brave PS3, Xbox 360 E10+ Cabela's Big Game Hunter PS2 T Call of Duty 3 Wii T Captain America, Super Soldier PS3 T Crash Bandicoot N Sane Trilogy PS4 E10+ Crew 2 PS4, XboxOne T Dance Central 3 Xbox 360 T De Blob 2 Xbox 360 E Dead Cells PS4 T Deadly Creatures Wii T Deca Sports 3 Wii E Deformers: Ready at Dawn PS4, XboxOne E10+ Destiny PS3, Xbox 360 T Destiny 2 PS4, XboxOne T Dirt 4 PS4, XboxOne T Dirt Rally 2.0 PS4, XboxOne E Donkey Kong Country Returns Wii E Don't Starve Mega Pack PS4, XboxOne T Dragon Quest 11 PS4 T Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Dragon Quest Builders PS4 E10+ Dragon -
The Interplay of Game Elements with Psychometric Qualities, Learning, and Enjoyment in Game-Based Assessment
Computers & Education 87 (2015) 340e356 Contents lists available at ScienceDirect Computers & Education journal homepage: www.elsevier.com/locate/compedu The interplay of game elements with psychometric qualities, learning, and enjoyment in game-based assessment * Yoon Jeon Kim a, , Valerie J. Shute b a Worcester Polytechnic Institute, USA b Florida State University, USA article info abstract Article history: Educators today are increasingly interested in using game-based assessment to assess and Received 26 April 2015 support students' learning. In the present study, we investigated how changing a game Received in revised form 6 July 2015 design element, linearity in gameplay sequences,influenced the effectiveness of game- Accepted 13 July 2015 based assessment in terms of validity, reliability, fairness, learning, and enjoyment. Two Available online 17 July 2015 versions of a computer game, Physics Playground (formerly Newton's Playground), with different degrees of linearity in gameplay sequences were compared. Investigation of the Keywords: assessment qualitiesdvalidity, reliability, and fairnessdsuggested that changing one game Game-based assessment fi fl Game-based learning element (e.g., linearity) could signi cantly in uence how players interacted with the game, Psychometric evaluation thus changing the evidentiary structure of in-game measures. Although there was no Validity significant group difference in terms of learning between the two conditions, participants Reliability who played the nonlinear version of the game showed significant improvement on Fairness qualitative physics understanding measured by the pre- and posttests while the partici- Gameplay sequences pants in the linear condition did not. There was also no significant group difference in terms of enjoyment. Implications of the findings for future researchers and game-based assessment designers are discussed. -
The Zombie in Popular Culture from "Night of the Living Dead" to "Shaun of the Dead"
Brigham Young University BYU ScholarsArchive Theses and Dissertations 2010-03-17 Ghouls, Hell and Transcendence: The Zombie in Popular Culture from "Night of the Living Dead" to "Shaun of the Dead" Jasie Stokes Brigham Young University - Provo Follow this and additional works at: https://scholarsarchive.byu.edu/etd Part of the Classics Commons, and the Comparative Literature Commons BYU ScholarsArchive Citation Stokes, Jasie, "Ghouls, Hell and Transcendence: The Zombie in Popular Culture from "Night of the Living Dead" to "Shaun of the Dead"" (2010). Theses and Dissertations. 2103. https://scholarsarchive.byu.edu/etd/2103 This Thesis is brought to you for free and open access by BYU ScholarsArchive. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of BYU ScholarsArchive. For more information, please contact [email protected], [email protected]. Ghouls, Hell and Transcendence: the Zombie in Popular Culture from Night of the Living Dead to Shaun of the Dead Jasie Stokes A thesis submitted to the faculty of Brigham Young University in partial fulfillment of the requirements for the degree of Master of Arts Carl Sederholm Charlotte Stanford Kerry Soper Department of Humanities, Classics and Comparative Literature Brigham Young University April 2010 Copyright © 2010 Jasie Stokes All Rights Reserved ABSTRACT Ghouls, Hell and Transcendence: the Zombie in Popular Culture from Night of the Living Dead to Shaun of the Dead Jasie Stokes Department of Humanities, Classics and Comparative Literature Master of Arts Considering the amount of media created around the zombie and the sustained interest in its role in our society, we can clearly see that a cultural phenomenon is underway, and it is important for us to question this phenomenon in order to gain some understanding of how and why its appeal has stretched so far. -
Beneke Simone 2019.Pdf (4.953Mb)
THE HIDDEN WORLD OF GAMING AN EXPLORATION OF PRE-PRODUCTION DESIGN, HYPERREALISM, AND ITS FUNCTION IN ESTABLISHING CONCEPTUAL AND AESTHETIC VISUALISATION, CHARACTERISATION AND NARRATIVE STRUCTURE By Simone Beneke Student No.: 212505903 Submitted in fulfilment of the requirements for the degree of Master of Arts in the School of Humanities, University of KwaZulu-Natal Supervisor: Michelle Stewart 2019 Declaration I, Simone Beneke, declare that: 1. The research reported in this thesis, except where otherwise indicated, is my original research. 2. This thesis has not been submitted for any degree or examination at any other university. 3. This thesis does not contain other persons’ data, pictures, graphs or other information, unless specifically acknowledged as being sourced from other persons. 4. This thesis does not contain other persons' writing, unless specifically acknowledged as being sourced from other researchers. Where other written sources have been quoted, then: a. their words have been re-written, but the general information attributed to them has been referenced b. where their exact words have been used, then their writing has been placed in italics and inside quotation marks and referenced. 5. This thesis does not contain text, graphics or tables copied and pasted from the internet, unless specifically acknowledged, with the source being detailed in the thesis and in the References sections. Simone Beneke Student Name _______________ Signature 8th of August 2019 Date _______________ Name of Supervisor _______________ Signature _____________ Date ii Dedication I would like to dedicate this body of work to my husband Niall for his amazing continual support and belief in me as well as the energy boosting cups of tea he makes and my parents Johann and Chyrine for their love and support throughout my academic journey. -
Grimmfest Programming Team
partners Contents Introduction from the Festival Director 5 A huge ‘thank you’ to our partners: Preview Night 7 Film programme: Angst, Piss and Shit 14 Antisocial 22 Attack of the Brainsucker 13 Big Bad Wolves 29 The Body 33 The Borderlands 15 The Butterfly Room 32 The Conspiracy 29 Crazy For You 15 Curse of Chucky 9 Found 28 Girl at the Door 13 The Gloaming 11 The Guest 24 Hansel and Gretel Get Baked 7 Hellraiser (special event) 23 Home Sweet Home 12 ATTACK OFHouse THE With WEREWOLVES 100 Eyes 14 The Human Race 27 [LOBOS DEJohn ARGA] Dies at the End 31 Spain; 2012; Jug98 min Face 24 Kiss of the Damned 28 Director: Juan Martinez Moreno The Machine 34 Starring: Gorka Otxoa, Carlos Areces, Secun de la Make-up Workshop 22 Rosa Modus Anomali 26 Status: English Premiere My Amityville Horror 21 Screening: 6.45PM – 8.25PM Next Exit 12 The Bastard On Love Air Child Of… 15 Paul Naschy and John Landis Out There 25 After 15 yearsThe away, Plan Tomas, an unsuccessful writer, 22 returns to theRadio village Silence of Arga in his native Galicia, 9 sponsors supposedly toSamuel get an and award. Emily In reality,vs. The however,World he is 27 needed thereSFX to endSession a curse that has been hanging 23 over the village for the past hundred years. A huge ‘thank you’ to our sponsor: Shellshocked 34 GRIMM’s EYESleep VIEW: Working Achieving the same masterful 25 balance of blackSmiley comedy and genuine chills as the 21 classic AMERICANStalled WEREWOLF IN LONDON, Juan 33 Martinez Moreno’s gory and mordantly funny tribute to Thanatamorphose 31 the classic werewolf films of Spanish horror icon Paul To Jennifer 11 Naschy, and the Universal horror movies that inspired him, has beenThe a hugeWicker hit Man in Spain. -
National Skateboarding Championships Guide to Results Homologation for World Skateboarding Ranking
NATIONAL SKATEBOARDING CHAMPIONSHIPS GUIDE TO RESULTS HOMOLOGATION FOR WORLD SKATEBOARDING RANKING This document aims to guide World Skate Member Federations governing Skateboarding, to apply for the inclusion of National Rankings into the World Skateboarding Ranking (WSR) valid toward the qualification to TOKIO2020 Olympic Games. The National Rankings may result from single events or circuit of events at the NF discretion. In order to maintain a certain standard and level in all National World Skate WSR homologated Championships, World Skate requires the National Federation to submit, at least 3 months before the event to be staged (according to the Olympic Qualifying Seasons dates), an application which shall include: a) Event(s) Name, dates and details; b) Exact location(s); c) Discipline (Street, Park or both); d) Detailed Event(s) Program; e) Flyer and other graphics and promotional material; f) Official website; g) Official social networks contacts; h) Skatepark/s images; Maison du Sport International | Av. De Rhodanie, 54 |1007 | Lausanne | Switzerland | Phone +41 216011877 [email protected] | [email protected] | www.worldskate.org i) Should the event(s) be staged with different age categories (e.g. Junior and Senior), establishment of which category will earn points for World Skate Ranking; The application must be sent within the limit set above to [email protected] and in cc to [email protected]. Meeting all these requirements will lead the National Federation concerned to a valuation process to be carried out by World Skate based on objective criteria, truthfulness of the information provided for in the application and equity. Within two weeks from the submission of the application, World Skate will provide the National Federation concerned with a final decision on the event provisional inclusion. -
VIDEO GAME SUBCULTURES Playing at the Periphery of Mainstream Culture Edited by Marco Benoît Carbone & Paolo Ruffino
ISSN 2280-7705 www.gamejournal.it Published by LUDICA Issue 03, 2014 – volume 1: JOURNAL (PEER-REVIEWED) VIDEO GAME SUBCULTURES Playing at the periphery of mainstream culture Edited by Marco Benoît Carbone & Paolo Ruffino GAME JOURNAL – Peer Reviewed Section Issue 03 – 2014 GAME Journal A PROJECT BY SUPERVISING EDITORS Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Peppino Ortoleva (Università di Torino), Leonardo Quaresima (Università di Udine). EDITORS WITH THE PATRONAGE OF Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Indiana University), Adam Gallimore (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), Dipartimento di Storia, Beni Culturali e Territorio Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano), Marco Teti (Università di Ferrara). PARTNERS ADVISORY BOARD Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Bologna), Enrico Menduni (Università di -
Artistic Swimming
ARTISTIC SWIMMING EVENTS Women (3) Duets Teams Highlight Mixed (1) Duets QUOTA Qualification Host NOC Total Men 7 1 8 Women 64 8 72 Total 71 9 80 athletes MAXIMUM QUOTA PER NOC EVENT Qualification Host NOC Total Duets 1 duet (2 athletes) 1 duet (2 athletes) 12 duets of 2 athletes Teams 1 team (8 athletes) 1 team (8 athletes) 8 teams of 8 athletes Highlight 1 team (8 athletes) 1 team (8 athletes) 8 teams of 8 athletes Mixed Duets 1 duet (2 athletes) 1 duet (2 athletes) 8 Duets of 2 athletes Total 9 athletes (8 women + 1 man) 9 athletes (8 women + 1 man) 80 athletes (72 women + 8 men) Athletes may register for more than one event. Eight teams with a maximum of 8 (eight) athletes each may participate in the team and highlight competition (no reserves will be allowed). Eight duets with a maximum of 2(two) athletes (one man and one woman) each may participate in the mixed duet competition (no reserves will be allowed). Twelve teams with a maximum of 24 athletes (no reserves will be allowed) may participate in the duet competition. As Host Country, Colombia automatically will qualify one team in each event, with a maximum of 9 athletes (8 women and 1 man). Athlete eligibility The athletes must have signed and submitted the Athlete Eligibility Condition Form. Only NOCs recognized by Panam Sports whose national swimming federations are affiliated with the International Swimming Federation (FINA) and the Union Americana de Natación (UANA) may enter athletes in the Cali 2021 Junior Pan American Games. -
Createworld 2011 Proceedings [PDF]
CreateWorld 2011 Proceedings CreateWorld11 Conference 28 November - 30 November 2011 Griffith University, Brisbane Queensland Australia Editors Michael Docherty :: Queensland University of Technology Matt Hitchcock :: Griffith University, Qld Conservatorium CreateWorld 2011 Proceedings of the CreateWorld11 Conference 20 - 30 November Griffith University, Brisbane Queensland Australia Editor Michael Docherty :: Queensland University of Technology Matt HItchcock :: Griffith University Web Content Editor Andrew Jeffrey http://www.auc.edu.au/Create+World+2011 ISBN: 978-0-947209-38-4 © Copyright 2011, Apple University Consortium Australia, and individual authors. Apart from any use as permitted under the Copyright Act 1968, no part may be reproduced by any process without the written permission of the copyright holders. CreateWorld 2011 Proceedings of the CreateWorld11 Conference 28 - 30 November, 2011 Griffith University, Brisbane Queensland Australia Contents Robert Burrell, Queensland Conservatorium, Griffith University 1 Zoomusicology, Live Performance and DAW [email protected] Dean Chircop, Griffith Film School (Film and Screen Media Productions) 10 The Digital Cinematography Revolution & 35mm Sensors: Arriflex Alexa, Sony PMW-F3, Panasonic AF100, Sony HDCAM HDW-750 and the Cannon 5D DSLR. [email protected] Kim Cunio, Queensland Conservatorium Griffith University 18 ISHQ: A collaborative film and music project – art music and image as an installation, joint art as boundary crossing. [email protected]; Louise Harvey,