Understanding Game Playing Preferences
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First Person Shooting (FPS) Game
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 04 | Apr-2018 www.irjet.net p-ISSN: 2395-0072 Thunder Force - First Person Shooting (FPS) Game Swati Nadkarni1, Panjab Mane2, Prathamesh Raikar3, Saurabh Sawant4, Prasad Sawant5, Nitesh Kuwalekar6 1 Head of Department, Department of Information Technology, Shah & Anchor Kutchhi Engineering College 2 Assistant Professor, Department of Information Technology, Shah & Anchor Kutchhi Engineering College 3,4,5,6 B.E. student, Department of Information Technology, Shah & Anchor Kutchhi Engineering College ----------------------------------------------------------------***----------------------------------------------------------------- Abstract— It has been found in researches that there is an have challenged hardware development, and multiplayer association between playing first-person shooter video games gaming has been integral. First-person shooters are a type of and having superior mental flexibility. It was found that three-dimensional shooter game featuring a first-person people playing such games require a significantly shorter point of view with which the player sees the action through reaction time for switching between complex tasks, mainly the eyes of the player character. They are unlike third- because when playing fps games they require to rapidly react person shooters in which the player can see (usually from to fast moving visuals by developing a more responsive mind behind) the character they are controlling. The primary set and to shift back and forth between different sub-duties. design element is combat, mainly involving firearms. First person-shooter games are also of ten categorized as being The successful design of the FPS game with correct distinct from light gun shooters, a similar genre with a first- direction, attractive graphics and models will give the best person perspective which uses light gun peripherals, in experience to play the game. -
Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
TI£ᄍᆲAL ¬タモ Asynchronous Multiplayer Shooter With
Entertainment Computing 16 (2016) 81–93 Contents lists available at ScienceDirect Entertainment Computing journal homepage: ees.elsevier.com/entcom TIṬAL – Asynchronous multiplayer shooter with procedurally generated maps q,qq ⇑ Bhojan Anand , Wong Hong Wei School of Computing, National University of Singapore, Singapore article info abstract Article history: Would it be possible to bring the promise of unlimited re-playability typically reserved for Roguelike Received 1 March 2015 games to competitive multiplayer shooters? This paper tries to address this issue by proposing a novel Revised 21 January 2016 method to dynamically generate maps at run-time almost as soon as players press the Play button, while Accepted 19 February 2016 ensuring the features what players would expect from the genre. The procedures are simple and practi- Available online 7 March 2016 cally feasible to be employed in actual computer games. In addition, the work experiments the possibility of incorporating asynchronous game-play element into a multiplayer shooter with human imitating bots Keywords: where the players can let their bot/avatar replace them when they are not around. The algorithms are Game implemented and evaluated with a playable game. The evaluations prove that playable 3D dynamic maps TIṬAL Prodecural content generation can be generated in order of seconds using game context data to initialise the parameters of the algo- Game map generation rithm. The paper also shows that asynchronous game-play element is a possible feature for consideration Bots in next generation multiplayer shooters. Artificial intelligence Ó 2016 Elsevier B.V. All rights reserved. 1. Introduction 1.1. Procedural content generation This paper demonstrates a novel method for procedurally gen- Procedural Content Generation (PCG) is the use of algorithmic erating dynamic maps at run-time at the click of the ‘Play’ button means to create content [2,3] dynamically during run-time. -
Game 232 001
Online & Mobile Gaming GAME232 Fall 2016 TR 9:00–10:15 am (001) 10:30–11:45 am (002) AB1018 Instructor: Prof. Sang Nam Associate Director, Computer Game Design Email: [email protected] Office: A&D Building 2025 Phone: 703-993-3163/office Twitter: twitter.com/sangumc Office Hours*: TR 11:45 am – 1:30 pm * Other times by appointment. The best way to reach me is via email. MASON MISSION STATEMENT Mission-Who we are and why we do what we do A public, comprehensive research university established by the Commonwealth of Virginia in the National Capital Region, we are an innovative and inclusive academic community committed to creating a more just, free, and prosperous world. MASON GAME DESIGN MISSION STATEMENT The Mission of the Computer Game Design Program at George Mason University is to prepare students for employment and further study in the computer game design and development field, doing so with a curriculum designed to reflect the gaming industry’s demand for an academically rigorous technical program coupled with an understanding of the artistic and creative elements of the evolving field of study. CATALOG DESCRIPTION Class covers the history, practice, and design of online and mobile games. Class will discuss the current state of the smartphone applications, and study the best practices to be successful in the applications market. Students will learn the development process for smartphone applications and develop original and innovative applications in a team-based environment. COURSE OVERVIEW In this course, you will explore the ever-expanding world of mobile, pervasive, and “big” games. -
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 -
Abstract the Goal of This Project Is Primarily to Establish a Collection of Video Games Developed by Companies Based Here In
Abstract The goal of this project is primarily to establish a collection of video games developed by companies based here in Massachusetts. In preparation for a proposal to the companies, information was collected from each company concerning how, when, where, and why they were founded. A proposal was then written and submitted to each company requesting copies of their games. With this special collection, both students and staff will be able to use them as tools for the IMGD program. 1 Introduction WPI has established relationships with Massachusetts game companies since the Interactive Media and Game Development (IMGD) program’s beginning in 2005. With the growing popularity of game development, and the ever increasing numbers of companies, it is difficult to establish and maintain solid relationships for each and every company. As part of this project, new relationships will be founded with a number of greater-Boston area companies in order to establish a repository of local video games. This project will not only bolster any previous relationships with companies, but establish new ones as well. With these donated materials, a special collection will be established at the WPI Library, and will include a number of retail video games. This collection should inspire more people to be interested in the IMGD program here at WPI. Knowing that there are many opportunities locally for graduates is an important part of deciding one’s major. I knew I wanted to do something with the library for this IQP, but I was not sure exactly what I wanted when I first went to establish a project. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Creating an Interdisciplinary Game Development Minor
Western Michigan University ScholarWorks at WMU Academic Leadership Academy Office ofaculty F Development Spring 4-16-2009 Creating an Interdisciplinary Game Development Minor Karlis Kaugars State University of New York Oneonta, [email protected] Follow this and additional works at: https://scholarworks.wmich.edu/acad_leadership Part of the Higher Education Administration Commons WMU ScholarWorks Citation Kaugars, Karlis, "Creating an Interdisciplinary Game Development Minor" (2009). Academic Leadership Academy. 23. https://scholarworks.wmich.edu/acad_leadership/23 This Poster is brought to you for free and open access by the Office ofaculty F Development at ScholarWorks at WMU. It has been accepted for inclusion in Academic Leadership Academy by an authorized administrator of ScholarWorks at WMU. For more information, please contact [email protected]. Creating an Interdisciplinary Game Development Minor Karlis Kaugars Background Contributing Disciplines Current Courses A minor in game Development Though seen by some as a simple diversion, games are a There are currently two game-specific courses offered at A minor in game development would consist of six to eight Business critical form of play for current and future generations. WMU – “CS 5410, Game Programming” and “HNRS 2900 – introductory courses, each from a different department Public Relations Game Producer emphasizing core concepts of the discipline with a focus on how Where previous generations played tag and war, current Management 155, Video Game Design”. The former course focuses on the discipline topics relate to game design. youth engage in Bejeweled and Guitar Hero. The Marketing game engine programming and is targeted towards the senior experience is meaningful, engaging and often highly social level computer science student as a integrative, capstone Each participating department could use an existing course to in nature. -
Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning Frank G
180 IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, VOL. 7, NO. 2, JUNE 2015 Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning Frank G. Glavin and Michael G. Madden Abstract—In current state-of-the-art commercial first person late the most kills. Objective based games also exist where the shooter games, computer controlled bots, also known as non- emphasis is no longer on kills and deaths but on specific tasks player characters, can often be easily distinguishable from those in the game which, when successfully completed, result in ac- controlled by humans. Tell-tale signs such as failed navigation, “sixth sense” knowledge of human players' whereabouts and quiring points for your team. Two examples of such games are deterministic, scripted behaviors are some of the causes of this. We ‘Capture the Flag’ and ‘Domination’. The former involves re- propose, however, that one of the biggest indicators of nonhuman- trieving a flag from the enemies' base and returning it to your like behavior in these games can be found in the weapon shooting base without dying. The latter involves keeping control of pre- capability of the bot. Consistently perfect accuracy and “locking defined areas on the map for as long as possible. All of these on” to opponents in their visual field from any distance are in- dicative capabilities of bots that are not found in human players. game types require, first and foremost, that the player is profi- Traditionally, the bot is handicapped in some way with either a cient when it comes to combat. -
A First Person Shooter with Dual Guns Using Multiple Optical Air Mouse Devices
A First Person Shooter with Dual Guns Using Multiple Optical Air Mouse Devices Young-Bum Kim , Min-Sub Shim, Chang Geun Song and Yu-Seop Kim * Department of Computer Engineering, Hallym University 39 Hallymdaehak-gil, Chuncheon, Gangwon-do, 200-702, Korea {stylemove, connecting , cgsong, yskim01}@hallym.ac.kr Abstract mouse USB filter driver was developed by using the Windows mouse USB driver to monitor mouse event We proposed a first person shooter for both hands with data transferred to USB ports in order to display mouse multiple mouse devices, which are not used in existing pointers on the screen. games. Players control their movement and shooting separately using dual guns for both hands. For two-hand FLTDRIVER usage, we designed a display method for multiple mouse IRP for Dispatch I/O Completion pointers. First, we loaded typical physical driver into the FDO . memory and registered our developed multiple mouse . device driver instead of the existing MS Windows device IoCallDriver return driver. We then executed both message loop procedures for Windows mouse event handling and those for FDODRIVER multiple mouse event handling. We could display Dispatch Dispatch or Dpc Forlsr multiple mouse cursor images and utilize both mouse . FDO . devices separately. After that, a prototype game using . both hands was developed for an experimental study. IOCompleteRequest Fig. 1 A Filter Driver Key words: Multiple mouse devices, Game, First person Shooter The main difference between the filter driver and other layered driver is the device objects generated by the 1. Introduction drivers. The object of the filter driver has no name opposed to the layered drivers which export objects with First-person shooters (FPS), like Doom and Quake [1], unique names. -
Extracurricular Videogame Development Clubs How They Complement the Classroom Experience
Extracurricular Videogame Development Clubs How They Complement the Classroom Experience Chris DeLeon Developer & Instructor, HobbyGameDev.com What I’m Talking About ● How clubs differ from the classroom ● Regarding faculty involvement ● Practical tips to grow more gamedev clubs ● Notes from other student-led clubs Clubs established by my process ● Carnegie Mellon, Game Creation Society (2004) ● Georgia Tech, VGDev (2010) Both groups: ~30-50 developers/semester Each completing 5-8 games/semester since Both clubs are mostly undergraduates Very few members from ETC or DM program The process -> over 100 games Addl. reference clubs (interviews) 1. Ithaca College: Game Developers Club 2. Southern Alabama: Video Game Development Club 3. Bloomfield: Game Dev Club 4. Georgia State: Game Development Club 5. Champlain: Extracurricular Game Developers 6. Princeton: Game Developers Group 7. Tennessee State: Game Programming Club 8. SCAD: Game Development Network 9. Carnegie Mellon: Game Creation Society (2009-2013) We all want the same things ● We want students happy ● We want students creating ● We want students learning ● We want students networking ● We want students on a good track But we do it very different ways Classes (generally, not all!): Clubs (esp. CMU/GT): • Often artistic, conceptual • Mostly conventional genres • Focus on process • Focus on finished result • Failing is literally failing • Safety and freedom to fail • Compel full participation • Variable involvement (‘varsity’) • People need the hours • People can quit, be fired • Teaching -
Human Factors of Speed-Based Exergame Controllers Taiwoo Park1, Uichin Lee2, I
Human Factors of Speed-based Exergame Controllers Taiwoo Park1, Uichin Lee2, I. Scott MacKenzie3, Miri Moon4, Inseok Hwang1,5, Junehwa Song1 2Dept. of Knowledge Service 3Dept. of Electrical Engineering 1Dept. of Computer Science, Engineering, and Computer Science, KAIST, Korea KAIST, Korea York University, ON, Canada 4Div. of Web Science Technology, 5Center for Mobile Software Platform, KAIST, Korea KAIST, Korea {twpark, miri.moon, inseok, junesong}@nclab.kaist.ac.kr, [email protected], [email protected] ABSTRACT Exergames – games involving physical activity – have Exergame controllers are intended to add fun to monotonous shown potential to increase the enjoyment of repetitive exercise. However, studies on exergame controllers mostly exercise [24, 29, 39]. They usually involve new technology, focus on designing new controllers and exploring specific such as an exergame controller that adds a gaming interface application domains without analyzing human factors, such to exercise equipment. The transformed device serves as a as performance, comfort, and effort. In this paper, we medium to introduce fun factors such as coordinated examine the characteristics of a speed-based exergame interactions and competition to repetitive solitary exercises. controller that bear on human factors related to body The device also provides an opportunity for game developers movement and exercise. Users performed tasks such as to design interactive exergames similar to commonly changing and maintaining exercise speed for avatar control enjoyed video games. We envision that new exergame while their performance was measured. The exergame controllers will emerge featuring rich interactivity and controller follows Fitts’ law, but requires longer movement immersive game play. time than a gamepad and Wiimote.