The Eternal Recurrence of All Bits: How Historicizing Video Game Series Transform Factual History Into Affective Historicity Tobias Winnerling Eludamos
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Strategic Features and Terrain Generation for Balanced Heroes of Might and Magic III Maps
See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/328307880 Strategic Features and Terrain Generation for Balanced Heroes of Might and Magic III Maps Conference Paper · August 2018 DOI: 10.1109/CIG.2018.8490430 CITATIONS READS 2 142 6 authors, including: Jakub Kowalski University of Wroclaw 25 PUBLICATIONS 95 CITATIONS SEE PROFILE Some of the authors of this publication are also working on these related projects: Evolutionary algorithm for DFA synchronization View project "The length of a minimal synchronizing word and the \v{C}erny conjecture' View project All content following this page was uploaded by Jakub Kowalski on 07 November 2018. The user has requested enhancement of the downloaded file. Strategic Features and Terrain Generation for Balanced Heroes of Might and Magic III Maps Jakub Kowalski, Radosław Miernik, Piotr Pytlik, Maciej Pawlikowski, Krzysztof Piecuch, Jakub S˛ekowski Institute of Computer Science, University of Wrocław Wrocław, Poland [email protected], [email protected], [email protected], [email protected], [email protected], [email protected] Abstract—This paper presents an initial approach to a generic algorithms, simulation-based evaluations, or neural networks algorithm for constructing balanced multiplayer maps for strat- [5]. However, their implementations usually have a purely egy games. It focuses on the placement of so-called strategic scientific character, as they are applied mostly to test-bed features – map objects that have a crucial impact on gameplay, usually providing benefits for the players who control them. games and tools [6], [7], [8], [9], [10], [11], [12], [13], The algorithm begins with constructing a logical layout of the indie games [14], or reimplementations of older titles [15], map from the perspective of a single player. -
It's Meant to Be Played
Issue 10 $3.99 (where sold) THE WAY It’s meant to be played Ultimate PC Gaming with GeForce All the best holiday games with the power of NVIDIA Far Cry’s creators outclass its already jaw-dropping technology Battlefi eld 2142 with an epic new sci-fi battle World of Warcraft: Company of Heroes Warhammer: The Burning Crusade Mark of Chaos THE NEWS Notebooks are set to transform Welcome... PC gaming Welcome to the 10th issue of The Way It’s Meant To Be Played, the he latest must-have gaming system is… T magazine dedicated to the very best in a notebook PC. Until recently considered mainly PC gaming. In this issue, we showcase a means for working on the move or for portable 30 games, all participants in NVIDIA’s presentations, laptops complete with dedicated graphic The Way It’s Meant To Be Played processing units (GPUs) such as the NVIDIA® GeForce® program. In this program, NVIDIA’s Go 7 series are making a real impact in the gaming world. Latest thing: Laptops developer technology engineers work complete with dedicated The advantages are obvious – gamers need no longer be graphic processing units with development teams to get the are making an impact in very best graphics and effects into tied to their desktop set-up. the gaming world. their new titles. The games are then The new NVIDIA® GeForce® Go 7900 notebook rigorously tested by three different labs GPUs are designed for extreme HD gaming, and gaming at NVIDIA for compatibility, stability, and hardware specialists such as Alienware and Asus have performance to ensure that any game seen the potential of the portable platform. -
Take-Two Interactive Software, Inc. Announces Formation of 2K Games Publishing Label
Take-Two Interactive Software, Inc. Announces Formation of 2K Games Publishing Label January 25, 2005 8:04 AM ET NEW YORK--(BUSINESS WIRE)--Jan. 25, 2005--Take-Two Interactive Software, Inc. (NASDAQ:TTWO) announced today that it has established a new publishing label, 2K Games. 2K Games will publish a wide variety of both internally and externally developed console, PC and handheld products, including sports titles under the 2K Sports label. Numerous new products for the 2K Games label are expected to be announced in the coming months. 2K Games will incorporate Take-Two's internally-owned development studios Visual Concepts, Kush Games, Indie Built, Venom Games, PopTop Software and Frog City Software, as well as the team at Take-Two Licensing. Paul Eibeler, Take-Two's President commented, "Consistent with our strategy to diversify Take-Two's product portfolio, the team at 2K Games is rapidly building a sweeping lineup of high-profile licensed and proprietary titles for console, PC and handheld platforms, leveraging the exceptional successes and capabilities at Take-Two. From high-profile Hollywood licenses to PC-only titles to sports titles, 2K Games will be defined by exceptional games for all genres and platforms." Certain titles previously planned for release on Take-Two's Global Star label will now be released under the 2K Games label. About Take-Two Interactive Software Headquartered in New York City, Take-Two Interactive Software, Inc. is an integrated global developer, marketer, distributor and publisher of interactive entertainment software games and accessories for the PC, PlayStation(R) game console, PlayStation (R)2 computer entertainment system, PSP(TM) handheld entertainment system, Xbox(R), Nintendo GameCube(TM) and Game Boy(R) Advance. -
Cosmopolitan Games a Cultural Perspective on Digital Games Jochen Koubek Stefan Werning
Cosmopolitan Games A Cultural Perspective on Digital Games jochen Koubek Stefan Werning Cosmopolitan Cinema. Arts and politics in the second modernity 03.-05. April 2014 Prof. Dr. Jochen Koubek, Dr. Stefan Werning | Universität Bayreuth | Digitale Medien I. Digital Games and National Identity Winter Games (1985) National Gaming Charts http://www.vgchartz.com/ UK: 14.-23.03.2014 Japan: 14.-23.03.2014 International StarCraft 2 Ranking http://aligulac.com/ National Developments http://en.wikipedia.org/wiki/Category:Video_games_developed_in_Canada Vander Caballero: Papa & Yo. Minority (CA), 2012 National Gaming Industry http://www.industriekompass-games.de/start Developer Publisher Business Service Technical Service National Gaming Culture Organisations Patrizier, 1992 Festivals Awards Anno 1602, 1998 Funding Associations Productions Fußballmanager National Discourses German Angst Localization National Gaming Culture „Consoles have been banned in China since the year 2000,“ Lisa Hanson from market researcher Niko Partners tells Kotaku. „The government thought that was the best way to protect Chinese youth from wasting their minds on video games, after a parental outcry.“ The following year, online gaming exploded, and the market size hit $100 million. So the ban, Hanson says, „didn't stop the 'problem'.“ http://kotaku.com/5587577/why-are-consoles-banned-in-china http://www.youtube.com/watch?v=t8zVzws3lIY National Narratives 1984-95 2010 1996 1989 1999 1999 National History 1492 1776 1863 1880 1915 1929 1937 1940 1944 1947 1957 1963 1967 1986 1990 2004 National Images 1893 World Fair 2013 Bioshock Infinite http://games.parsons.edu/2012/02/the-shadow-of-the-white-cloud/ Capcom: Ōkami (⼤神 ), 2006 Vanillaware: Muramasa: The Demon Blade (朧村正 ), 2009 National Luditives „Football and American Identity examines the social conditions and cultural implications found in the football subculture, represented by core values such as competition, conflict, diversity, power, economic success, fair play, liberty, and patriotism.“ Gerhard Falk: Football and American Identity. -
Grand Theft Auto
Generated significant cash flow and ended the fiscal year with nearly in cash and short-term investments Delivered record digitally-delivered net revenue of nearly Generated highest revenues ever from recurrent consumer spending – 53% year-over-year increase of digitally-delivered net revenue and Series with at least one five-million unit selling release; and 50 individual multi-million unit selling titles of total net revenue One of the most critically-acclaimed and commercially successful video games of all time with over units sold-in to date Sold-in nearly 7.5 million units to date and remains the top-selling and top-rated NBA simulation Employees working in game development and 15 studios around the world TAKE-TWO INTERACTIVE SOFTWARE, INC. 2016 ANNUAL REPORT Fiscal 2016 marked another year in which Take-Two delivered strong results, driven principally by positive momentum in our core offerings. We generated record digitally- delivered net revenue, including our highest-ever recurrent consumer spending, and significant cash flow. Today, Take-Two is a global leader in the interactive entertainment business, with some of the industry’s most commercially successful and critically acclaimed series that engage and excite audiences around the world across all relevant platforms. OUR KEY ACHIEVEMENTS • Grand Theft Auto V and Grand Theft Auto Online have exceeded our expectations in every quarter since their release, and continue to expand their audience nearly three years after their initial launch. Grand Theft Auto V remains the highest-rated title on PlayStation 4 and Xbox One, and is the “must- have” experience for gamers, especially as the installed base of new-generation consoles continues to grow. -
Masterarbeit
MASTERARBEIT Frau Kerstin Strangfeld Public Relations für deutsche Computerspiele oder Compu- terspiellokalisierungen 2012 Fakultät: Medien MASTERARBEIT Public Relations für deutsche Computerspiele oder Compu- terspiellokalisierungen Autorin: Frau Kerstin Strangfeld Studiengang: Information- and Communication Science Seminargruppe: IC09w1-M Erstprüfer: Prof. Dr. phil. Ludwig Hilmer Zweitprüfer: Prof. Dr. rer. nat. habil. Peter Will Einreichung: Mittweida, den 28.03.2012 Faculty of Media MASTER THESIS Public Relations for German Video Games or Localizations of Video Games author: Ms. Kerstin Strangfeld course of studies: Information- and Communication Science seminar group: IC09w1-M first examiner: Prof. Dr. phil. Ludwig Hilmer second examiner: Prof. Dr. rer. nat. habil. Peter Will submission: Mittweida, 2012-03-23 Bibliografische Angaben Strangfeld, Kerstin: Public Relations für deutsche Computerspiele oder Computerspiellokalisierungen Public Relations for German Video Games or Localizations of Video Games 114 Seiten, Hochschule Mittweida, University of Applied Sciences, Fakultät Medien, Masterarbeit, 2012 Abstract Das Ziel dieser Masterarbeit ist die Bereitstellung einer Hilfe bei der Erstellung und Umsetzung einer Kommunikationskampagne eines deutschen Computer- oder Video- spiels oder einer Lokalisierung für den deutschen Markt. Sie bietet einen Leitfaden von der Analyse der Games-Branche und des eigenen Unternehmens über die Entwicklung und Umsetzung einer PR-Kampagne bis hin zur Evaluation der selbigen. Besonderer inhaltlicher Schwerpunkt -
085765096700 Hd Movies / Game / Software / Operating System
085765096700 --> SMS / CHAT ON / WHATSAPP / LINE HD MOVIES / GAME / SOFTWARE / OPERATING SYSTEM / EBOOK VIDEO TUTORIAL / ANIME / TV SERIAL / DORAMA / HD DOKUMENTER / VIDEO CONCERT Pertama-tama saya ucapkan terimaksih agan2 yang telah mendownload list ini.. Harap di isi dan kirim ke [email protected] Isi data : NAMA : ALAMAT : NO HP : HARDISK : TOTAL KESELURUHAN PENGISIAN HARDISK : Untuk pengisian hardisk: 1. Tinggal titipkan hardisk internal/eksternal kerumah saya dari jam 07:00-23:00 WIB untuk alamat akan saya sms.. 2. List pemesanannya di kirim ke email [email protected]/saat pengantar hardisknya jg boleh, bebas pilih yang ada di list.. 3. Pembayaran dilakukan saat penjemputan hardisk.. 4. Terima pengiriman hardisk, bagi yang mengirimkan hardisknya internal dan external harap memperhatikan packingnya.. Untuk pengisian beserta hardisknya: 1. Transfer rekening mandiri, setelah mendapat konfirmasi transfer, pesanan baru di proses.. 2. Hardisk yang telah di order tidak bisa di batalkan.. 3. Pengiriman menggunakan jasa Jne.. 4. No resi pengiriman akan di sms.. Lama pengerjaan 1 - 4 hari tergantung besarnya isian dan antrian tapi saya usahakan secepatnya.. Harga Pengisian Hardisk : Dibawah Hdd320 gb = 50.000 Hdd 500 gb = 70.000 Hdd 1 TB =100.000 Hdd 1,5 TB = 135.000 Hdd 2 TB = 170.000 Yang memakai hdd eksternal usb 2.0 kena biaya tambahan Check ongkos kirim http://www.jne.co.id/ BATAM GAME 085765096700 --> SMS / CHAT ON / WHATSAPP / LINE HD MOVIES / GAME / SOFTWARE / OPERATING SYSTEM / EBOOK VIDEO TUTORIAL / ANIME / TV SERIAL / DORAMA / HD DOKUMENTER / VIDEO CONCERT Pertama-tama saya ucapkan terimaksih agan2 yang telah mendownload list ini.. Movies 0 GB Game Pc 0 GB Software 0 GB EbookS 0 GB Anime dan Concert 0 GB 3D / TV SERIES / HD DOKUMENTER 0 GB TOTAL KESELURUHAN 0 GB 1. -
Entwicklung Und Validierung Eines Fragebogens Zum Erleben Von Computerspielen: Untersuchung Von Transfereffekten Zwischen Virtueller Und Realer Welt
Entwicklung und Validierung eines Fragebogens zum Erleben von Computerspielen: Untersuchung von Transfereffekten zwischen virtueller und realer Welt Dissertation zur Erlangung des Doktorgrades der Philosophischen Fakultät der Christian-Albrechts-Universität zu Kiel vorgelegt von Dipl.-Psych. Stefanie Luthman Kiel (2008) Stefanie Luthman Fragebogen zum Erleben von Computerspielen Erstgutachter: Prof. Dr. Thomas Bliesener Zweitgutachter: Prof. Dr. Günter Köhnken Tag der mündlichen Prüfung: 12.11.2008 Durch die zweite Prodekanin oder den zweiten Prodekan, Prof. Dr. Rainer Zaiser zum Druck genehmigt am: 12.11.2008 2 Stefanie Luthman Fragebogen zum Erleben von Computerspielen DANKSAGUNG Mein herzlichster Dank gilt meinem Doktorvater Prof. Dr. Thomas Bliesener, der mir die Möglichkeit gab, meine bei ihm begonnene Forschung zu den Effekten von Computerspielen in Form einer Promotion fortzusetzen. Dafür, dass er jederzeit bei Fragen für mich ansprechbar war und mir mit interessanten Ideen und Anregungen in schwierigen Phasen weiterhalf, bin ich ihm in besonderem Maße dankbar. Herrn Prof. Dr. Günter Köhnken möchte ich danken, dass er sich freundlicherweise bereit erklärt hat, als Zweitgutachter diese Doktorarbeit zu begutachten. Des Weiteren möchte ich mich bei meinen Kollegen und Kolleginnen bedanken, die mich in den letzten drei Jahren bei meiner Promotion begleitet haben. Die lockere Atmosphäre in unseren beiden Abteilungen ist einer der Gründe, weshalb ich freien Herzens sagen kann: Ich bin wirklich gerne zur Arbeit gegangen. Besonderer Dank gilt dabei meinen (ehemaligen) Kolleginnen Marijana Rakuljic und Anna Matthes. Sie waren mir in schwierigen Zeiten wichtige Ansprechpartner, aber noch viel mehr sind sie mir wegen ihrer herzlichen und unkomplizierten Art gute Freundinnen geworden. Jana Schmidt danke ich ganz herzlich für ihren unermüdlichen Einsatz in administrativen Belangen rund um meine Arbeit und für den wunderbaren Austausch in allen Lebensbelangen. -
Predicting Ship Movement Using A* Algorithm in Anno 1800 Strategy
Predicting Ship Movement Using A* Algorithm in Anno 1800 Strategy Muhammad Farid Adilazuarda/13518040 Informatics School of Electrical Engineering and Informatics Institut Teknologi Bandung, Jl. Ganesha 10 Bandung 40132, Indonesia [email protected] Abstract—Anno 1800 is a city-building real-time strategy video player’s territory/continent can’t be done without ships. That is game published by Ubisoft. Anno 1800 takes place in the 19th what Anno game is, the Anno’s developer doesn’t want the century at the dawn of Industrial Age. The main goal of this game players only gather as much firepower as they can and then just is to conquer other player’s territory by War or by Economical blow each enemy’s continent, it’s more than that. Anno’s approach. As a part of Industrial Age-themed game, Anno 1800 developer wants the player make a very deep strategy that came with ship expedition and ship trading for its main feature of effect the flow of the game in the long period of the game. That the game. In the cause of it, predicting ship movement is a major part of winning this game. This paper will cover abut the concept is why ships is very important in this game. of A* algorithm as well as its heuristic function and its The importance of ships in this game can be seen on every implementation in predicting the Anno 1800’s ship movement. aspect of the game, for example if you want to take a territory by Keywords—Anno 1800, A* algorithm, heuristic; economical power, you have to improve your economical power by make a trade route, sell goods to other player, or even make a I. -
Video Game Genre (Video Games)
Video game genre (Video Games) AUTHOR strategy’ on Wikipedia, regardless of the fact that Tim Wulf, Daniel Possler, Johannes Breuer they have rather different settings (science fic- tion vs. historic). KEYWORDS video games, types of games, gameplay characteris- To ensure that games are classified into a few, tics, narrative themes, genre clear genre categories (some journalistic genre lists are extremely detailed, see Arsenault, 2009), BRIEF DESCRIPTION many content analyses define potential values of The variable ‚genre‘ aims to identify and compare the genre variable in a first step (see below). For different types of games, mainly in terms of ga- example, while IGN (www.ign.com) currently ca- meplay differences (i.e., rules and players’ possi- tegorizes games in 27 different genre categories, bilities to interact with a game). Genre is usually studies mostly only differentiate between 9-15 coded by using external video game databases, genres (see below). In a second step, the appro- such as those published on journalistic websites. priate value of the variable for a given game is coded based on the external sources. Additio- FIELD OF APPLICATION/THEORETICAL FOUNDATION nally, rules need to be developed that determi- The variable ‘genre’ is often used in content ana- ne how to deal with potential conflicts. At first, lyses of video games to identify and compare if coding is based on multiple sources, it needs different types of games. Lynch et al (2016), for to be decided how to deal with potential conflicts example, investigate whether the number of se- between these sources. For example, Haninger xualized characters differ between various video and Thompson (2004) report that “the genre game genres (Action, Adventure, Fighting, Plat- most frequently used” (p. -
2020 Annual Report
TAKE-TWO INTERACTIVE SOFTWARE, INC. 2020 ANNUAL REPORT 3 Generated significant cash flow and ended the year with $2.00 BILLION in cash and short-term investments Delivered record Net Bookings of Net Bookings from recurrent $2.99 BILLION consumer spending grew exceeded original FY20 outlook by nearly 20% 34% to a new record and accounted for units sold-in 51% 10 MILLION to date of total Net Bookings Up over 50% over Borderlands 2 in the same period One of the most critically-acclaimed and commercially successful video games of all time with over units sold-in 130 MILLION to date Digitally-delivered Net Bookings grew Developers working in game development and 35% 4,300 23 studios around the world to a new record and accounted for Sold-in over 12 million units and expect lifetime units, recurrent consumer spending and Net Bookings to be 82% the highest ever for a 2K sports title of total Net Bookings TAKE-TWO INTERACTIVE SOFTWARE, INC. 2020 ANNUAL REPORT DEAR SHAREHOLDERS, Fiscal 2020 was another extraordinary year for Take-Two, during which we achieved numerous milestones, including record Net Bookings of nearly $3 billion, as well as record digitally-delivered Net Bookings, Net Bookings from recurrent consumer spending and earnings. Our stellar results were driven by the outstanding performance of NBA 2K20 and NBA 2K19, Grand Theft Auto Online and Grand Theft Auto V, Borderlands 3, Red Dead Redemption 2 and Red Dead Online, The Outer Worlds, WWE 2K20, WWE SuperCard and WWE 2K19, Social Point’s mobile games and Sid Meier’s Civilization VI. -
01 Titel (Page 1)
Das meistgekaufte PC-Spiele-Magazin CD-ROM & Mag PCGames SPECIAL Beilage zu PC GAMES 11/97 Erschaffung einer neuen Welt a, haben Sie Die Arbeiten an Spiel-Engine und Grafik sind fast abgeschlossen - schon Ihren jetzt steht „nur“ noch das Design der Missionen und das zeitintensi- 97er-Wunsch- ve „Playbalancing“ bevor: Was darf eine Fuhre Holz kosten, wie T N zettel beim Weihnachts- teuer kommt der Bau einer Kathedrale, wie schnell reift das Korn, mann eingereicht? Falls wie lange braucht ein Schiff von A nach B, wieviel Erz verbirgt sich Sie sich im Aufbaustrate- in den Felsen – mit solchen essentiellen Fragen beschäftigt sich mo- gie-Genre wohlfühlen, mentan die Testabteilung bei Sunflowers. Wenn alles so klappt, wie sollten Sie einen Eintrag freihalten – und zwar man sich das in Schladming und Obertshausen vorstellt, wird das für Anno 1602. Das Sympathische an diesem Programm im November 1997 erhältlich sein. Titel: kein pixelblutverschmiertes 3D-Gesplat- Bis dahin schüren wir schon mal die Vorfreude mit verheißungsvol- ter, keine „normale“ Wirtschaftsimulation und len Features und exklusivem Bildmaterial. Wir sind sicher, daß Sie vor allem – Trommelwirbel! – kein Command von der Fülle an Informationen und den prächtigen Screenshots die- & Conquer-Clone. Stattdessen wird in mittel- ser Sonderbeilage genauso begeistert sein werden wie wir beim Pro- alterlichem Ambiente entdeckt, gebaut, pro- bespielen der Betaversion. duziert und gehandelt – gegen bis zu drei menschliche oder computergesteuerte Kontra- henten. Zwar herrscht in der Inselwelt von An- WOR no 1602 ein gesunder Konkurrenzkampf, Petra Maueröder aber eher auf wirtschaftlicher als auf militäri- scher Ebene; deshalb sprechen die Program- mierer auch eher von ComputerSPIELERN als von ComputerGEGNERN.