Pay to Play: Video Game Monetization Patents and the Doctrine of Moral Utility
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
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]. -
Google Looks to Build Quantum Computer Chips - CNET 2014/09/04 13:41
Google looks to build quantum computer chips - CNET 2014/09/04 13:41 Connect with us Search CNET Reviews News Video How To Download Log In / Join US Edition Safari 省電力 クリックして Flash プラグインを開始 CNET › Computers › Google looks to build quantum computer chips Safari 省電力 Google looks to build quantum クリックして Flash プラグインを開始 computer chips Google's Quantum AI Lab is developing its own hardware for research into quantum computing and machine learning. by Don Reisinger @donreisinger / September 3, 2014 9:52 AM PDT 2 / 998 / 196 / 10 / / more + presented by Google is expanding its efforts in quantum computing with a new hardware initiative as part of its Quantum Artificial Intelligence Lab. Google's Quantum AI team announced Tuesday that it will start designing and building quantum information processors that are based on "superconducting electronics." This will eventually let the Quantum AI Lab conduct quantum computing research using hardware based on its own designs. Google has partnered with UC Santa Barbara physicist John Martinis and his team to build out the processors. Martinis is a leader in the field of quantum research and was awarded the London Prize earlier this year for his work in quantum information processing and computing. DON'T MISS / "With an integrated hardware group the Quantum AI team will now be able to implement and test new Samsung could give virtual reality the designs for quantum optimization and inference processors based on recent theoretical insights as well kick in the pants it needs as our learnings from the D-Wave quantum annealing architecture," wrote Hartmut Neven, Google's Gadgets director of engineering, in a Google+ post on Tuesday. -
Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2 2015
Repositorium für die Medienwissenschaft Jennifer deWinter; Carly A. Kocurek Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2 2015 https://doi.org/10.25969/mediarep/14996 Veröffentlichungsversion / published version Sammelbandbeitrag / collection article Empfohlene Zitierung / Suggested Citation: deWinter, Jennifer; Kocurek, Carly A.: Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2. In: Thomas Hensel, Britta Neitzel, Rolf F. Nohr (Hg.): »The cake is a lie!« Polyperspektivische Betrachtungen des Computerspiels am Beispiel von PORTAL. Münster: LIT 2015, S. 31– 48. DOI: https://doi.org/10.25969/mediarep/14996. Erstmalig hier erschienen / Initial publication here: http://nuetzliche-bilder.de/bilder/wp-content/uploads/2020/10/Hensel_Neitzel_Nohr_Portal_Onlienausgabe.pdf Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell - Weitergabe unter Attribution - Non Commercial - Share Alike 3.0/ License. For more gleichen Bedingungen 3.0/ Lizenz zur Verfügung gestellt. Nähere information see: Auskünfte zu dieser Lizenz finden Sie hier: http://creativecommons.org/licenses/by-nc-sa/3.0/ http://creativecommons.org/licenses/by-nc-sa/3.0/ Jennifer deWinter / Carly A. Kocurek Chell Game: Representation, Identification, and Racial Ambiguity in ›Portal‹ and ›Portal 2‹ Chell stands in a corner facing a portal, then takes aim at the adjacent wall with the Aperture Science Handheld Portal Device. Between the two portals, one ringed in blue, one ringed in orange, Chell is revealed, reflected in both. And, so, we, the player, see Chell. She is a young woman with a ponytail, wearing an orange jumpsuit pulled down to her waist and an Aperture Science-branded white tank top. -
Jonathan G Edwards Introduction: Projects
Jonathan G Edwards Resume Email: [email protected] Linkedin: https://www.linkedin.com/in/jonedwards3d/ Website: http://jonedwards3d.com/ Phone: (818) 282-3032 Introduction: Technical Artist with over 7 years of experience specializing in the development of animation and motion capture pipelines for games using Maya and Motionbuilder. Python is my primary language and I develop using the PyMel, PySide and pyfbsdk toolkits. Rigger with experience setting up characters suitable for real-time engines and high-fidelity, pre-rendered workflows. I thrive on making the iteration and integration process as painless for artists and engineers as possible by becoming the bridge between the two. Animator with experience in pre-visualization, rough layout, data clean-up, keyframe, camera and final polish workflows for both Motionbuilder and Maya. Projects: VR / AR ● Microsoft (2018) - Technical Artist / Rigger / Animator Games ● Agents of Mayhem (2017) - Technical Artist / Animator ● Injustice 2 (2017) - Technical Artist / Animator ● Allegiant | VR Experience (2016) - Technical Artist / Animator ● BattleCry (2014) - Technical Artist / Rigger / Animator ● Junga World (2014) - Technical Artist / Rigger / Animator ● Saints Row IV (2013) - Technical Artist / Animator ● Tomb Raider (2013) - Technical Artist / Animator Commercials: ● Muppets Band-Aid Commercial (2012) - Rigger / Animator After Effects: ● Frame Machine - Look dev projects (2014) - FX Artist / Animator / Technical Artist Skills: Pipeline Development: Python / PySide / Motionbuilder / Maya / Shotgun Maya: Rigging / Animation / PyMel Motionbuilder: Rigging / Animation / pyfbsdk Unity: Animation / C# / Shading(HLSL). After Effects: Scripting / Mettle / Compositing / Animation / VFX Photoshop: Texture Touch-ups / Texture Management Pipeline Development: ● Data Management: Modules that handle how data comes in, gets conformed, how to store it, organize it and access it, either abstractly on a platform like Windows or app-specific i.e. -
Gambling and Video Games: Are Esports Betting and Skin Gambling Associated with Greater Gambling Involvement and Harm?
RESEARCH REPORT Gambling and video games: are esports betting and skin gambling associated with greater gambling involvement and harm? July 2020 responsiblegambling.vic.gov.au © Victorian Responsible Gambling Foundation, July 2020 This publication is licensed under a Creative Commons Attribution 3.0 Australia licence. The licence does not apply to any images, photographs, branding or logos. This report has been peer reviewed by two independent researchers. For further information on the foundation’s review process of research reports, please see responsiblegambling.vic.gov.au. For information on the Victorian Responsible Gambling Foundation Research Program visit responsiblegambling.vic.gov.au. Disclaimer The opinions, findings and proposals contained in this report represent the views of the authors and do not necessarily represent the attitudes or opinions of the Victorian Responsible Gambling Foundation or the State of Victoria. No warranty is given as to the accuracy of the information. The Victorian Responsible Gambling Foundation specifically excludes any liability for any error or inaccuracy in, or omissions from, this document and any loss or damage that you or any other person may suffer. Conflict of interest declaration The authors declare no conflict of interest in relation to this report or project. To cite this report Greer, N, Rockloff, M, Russell, Alex M. T., 2020, Gambling and video games: are esports betting and skin gambling associated with greater gambling involvement and harm?, Victorian Responsible Gambling Foundation, -
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. -
Space Taxi ● Ghost Hunters ● Warsong ● Claw ● the Great Escape ● Skidmarks ● Time Crisis ● Spy Hunter U
196 SEITEN DAS MAGAZIN FÜR KLASSISCHE SPIELE ALT! 3/2020 Juni, Juli, August 2020 Von der Spielhalle in die Wohnzimmer: Deutschland @ 12,90 Österreich @ 14,20 Die wichtigsten Games und Geräte Schweiz sfr 25,80 Luxemburg @ 14,85 Die Geschichte der Erfolgs- Serie PLUS: ● Uridium ● Heretic ● Ocarina of Time ● Gunship s ● Crackpots ● Dragon Spirit ● Twin Cobra ● Pool of Radiance ● Space Taxi ● Ghost Hunters ● Warsong ● Claw ● The Great Escape ● Skidmarks ● Time Crisis ● Spy Hunter u. v. m. Der Arcade-Hit schuf ein neues Genre: Retro Gamer murmelt sich durch das legendäre Kugelspiel aus den 80ern KLASSIKER-SPIELE FÜR HOME-COMPUTER, KONSOLEN & PC eiten 196 S 3/2020 MAGAZIN-REPORT MARIO SUPERSTAR COMMANDOS Wie vier rastlose Jungredakteure ihr Dauerbrenner Mario: Wir entschlüsseln Wie Pyro Studios ein neues Genre eigenes Videospielmagazin gründeten das Geheimnis seines irren Erfolgs erfanden und mit Teil 2 perfektionierten ARCADE | ATARI | COMMODORE | MSX | NEO GEO | NINTENDO | SCHNEIDER | SEGA | SINCLAIR | SONY Willkommen zu Retro Gamer 3/2020 Anatol Wie schnell sich doch die Welt verändern kann: Als ich Locker das Editorial der vergangenen Ausgabe schrieb, war zwar unlängst der Ausbruch einer Krankheit in China bekannt geworden, die aus einem neuen Coronavirus- Stamm resultierte. Aber das schien weit weg zu sein. Munter plante ich Geschäftsreisen fürs laufende Jahr, etwa zur E3 in Los Angeles, Anfang Juni. Zwei, drei Monate später darf ich froh sein, zumindest mit Heinrich Maske wieder in kleineren Läden einkaufen zu dürfen. Lenhardt Fernreisen? Vermutlich vor 2021 nicht mehr möglich. Auf die Erstellung dieser Retro-Gamer-Ausgabe hatte SARS- CoV-2 hingegen so gut wie keine Auswirkungen: Spielejournalisten können eigentlich überall dort arbeiten, wo man ihnen einen Bildschirm und eine Tastatur hinstellt. -
An Exploration of Trends in Loot Boxes, Pay to Win, and Cosmetic
The changing face of desktop video game monetisation: An exploration of trends in loot boxes, pay to win, and cosmetic microtransactions in the most- played Steam games of 2010- 2019 David Zendle*, Rachel Meyer, Nick Ballou Corresponding author: [email protected] Abstract It is now common practice for video game companies to not just sell copies of games themselves, but to also sell in-game bonuses or items for a small real-world fee. These purchases may be purely aesthetic (cosmetic microtransactions); confer in-game advantages (pay to win microtransactions), or contain randomised contents of uncertain value (loot boxes). The growth of microtransactions has attracted substantial interest from both gamers, academics, and policymakers. However, it is not clear either how prevalent these features are in desktop games, or when any growth in prevalence occurred. In order to address this, we analysed the play history of the 463 most-played Steam desktop games from 2010 to 2019. Results of exploratory joinpoint analyses suggested that cosmetic microtransactions and loot boxes experienced rapid growth during 2012-2014, leading to high levels of prevalence by April 2019: 71.28% of the sample played games with loot boxes at this point, and 85.89% played games with cosmetic microtransactions. By contrast, pay to win microtransactions did not appear to experience similar growth in desktop games during the period, rising gradually to a prevalence of 17.38% by November 2015, at which point growth decelerated significantly (p<0.001) to the point where it was not significantly different from zero (p=0.32). Introduction The way that the video game industry makes money has undergone important changes in recent decades. -
An Educator's Guide to Gaming
EDUCATOR RESOURCE VIDEO GAME TERMS GLOSSARY An Educator’s Guide to Gaming Gambling in games has a language all its own. Here are some words you need to know. 1-up Power-Up An object that gives the player an extra life (or try) in games Objects that instantly benefit or add extra abilities to where the player has a limited number of chances to complete the game character, usually as a temporary effect. a game, a task, or level. 1-ups can be acheived by completing Persistent power-ups are called perks. Power-Ups levels or found in purchased loot boxes. can be acheived by completing levels or found in purchased loot boxes. 100% A game is 100% complete once a player unlocks all available Season content and completes the game. The player must collect 1. The full set of downloadable content that is every in-game item, upgrade, and complete every mission to planned to be added to a video game, which can get 100%. Many players are so determined to get 100%, that be entirely purchased with a season pass. they will make mulitiple in-game purchases for upgrades to 2. A finite period of time in massive multiplayer achieve this goal. online games in which new content, such as themes, rules, and modes, becomes available – Downloadable Content (DLC) sometimes replacing prior time-limited content. Additional content for a video game that is acquired through a Notable games that use this “season” system digital delivery system. DLCs can be purchased in video game include Star Wars: Battlefront II (2017) and console stores. -
Minecraft Free Minecoins
Minecraft Free Minecoins Minecraft Free Minecoins CLICK HERE TO ACCESS MINECRAFT GENERATOR minecraft pe free apk Minecraft: PS4™ Edition will no longer be available to purchase, but existing owners can continue to play it if they desire. It is available as an option chose inside the Log into Minecraft on your PS4™ and you'll be automatically granted the entitlements for that downloadable content in the latest version. Free, full-package Minecraft servers. 1,000,000 servers hosted so far. "Your server can get a community within a week without the hassle of putting your server on several Minecraft server list websites." hacker minecraft appvn Using out free online Minecraft gift card generator tool you can easily generate completely free Minecraft gift card code by following below These numbers are the exact same as the numbers you will get for your E-Gift card. Advancements in technology have just made it so that we can step away... hack server minecraft pe how to change windows 10 free trial minecraft to The controller button layout can be completely configured in the Minecraft: Windows 10 Edition Beta menu, but the default controls seem to work great. Native controller support is a big deal for a ... comment installer un cheat sur minecraft 2018 if i own minecraft xbox is pc free minecraft hack client 1.2 2 Open it, and copy and paste the following text: java -Xmx2048M -Xms2048M -jar forge-1.12.2-14.23.5.2838-universal.jar -o true nogui. The number 2048 actually says how much ram the server will be using, 2048 being 2gb, or 4096 being 4gb. -
Jrpgs in Germany and Japan
Exploring Cultural Differences in Game Reception: JRPGs in Germany and Japan Stefan Brückner1, Yukiko Sato1, Shuichi Kurabayashi2 and Ikumi Waragai1 Graduate School of Media and Governance, Keio University1 5322 Endo, Fujisawa, Kanagawa 252-0882 Japan +81-466-49-3404 [email protected], [email protected], [email protected] Cygames Research2 16-17 Nanpeidai, Shibuya, Tokyo 150-0036 Japan +81-3-6758-0562 [email protected] ABSTRACT In this paper we present the first results of an ongoing research project, focused on examining the European reception of Japanese video games, and comparing it with the reception in Japan. We hope to contribute towards a better understanding of how players’ perception and evaluation of a game are influenced by their cultural background. Applying a grounded theory approach, we conducted a qualitative content analysis of articles from German video game websites, user comments, written in response to these articles, as well as Japanese and German user reviews from the respective Amazon online stores and Steam. Focusing on the reception of three Japanese RPGs, our findings show that considerable differences exist in how various elements of the games are perceived. We also briefly discuss certain lexical differences in the way players write about games, indicating fundamental differences in how Japanese and German players talk (and think) about games. Keywords Japanese games, reception, Germany, user reviews, QDA, grounded theory INTRODUCTION In recent years, there has been a rise in attempts to utilize the vast amounts of text on digital games available online, by using natural language processing (NLP) methods. -
Downloaded Is a VH1 Rockdoc About Napster and the Digital Revolution
MAGNOLIA PICTURES AND GREAT POINT MEDIA A TROUPER PRODUCTION IN ASSOCIATION WITH ZIPPER BROS FILMS AND ROXBOURNE MEDIA LIMITED Present ZAPPA A film by Alex Winter USA – 129 minutes THE FIRST ALL-ACCESS DOCUMENTARY ON THE LIFE AND TIMES OF FRANK ZAPPA Official Selection 2020 SXSW – World Premiere 2020 CPH:DOX FINAL PRESS NOTES Distributor Contact: Press Contact NY/Nat’l: Press Contact LA/Nat’l: George Nicholis Tiffany Malloy Sara Tehrani Rebecca Fisher Tiffical Public Relations DDA PR Magnolia Pictures [email protected] [email protected] (212) 924-6701 201.925.1122 [email protected] 49 west 27th street 7th floor new york, ny 10001 tel 212 924 6701 fax 212 924 6742 www.magpictures.com SYNOPSIS With unfettered access to the Zappa Vault, and the archival footage contained within, ZAPPA explores the private life behind the mammoth musical career that never shied away from the political turbulence of its time. Alex Winter's assembly features appearances by Frank's widow Gail Zappa and several of Frank's musical collaborators including Mike Keneally, Ian Underwood, Steve Vai, Pamela Des Barres, Bunk Gardner, David Harrington, Scott Thunes, Ruth Underwood, Ray White and others. 49 west 27th street 7th floor new york, ny 10001 tel 212 924 6701 fax 212 924 6742 www.magpictures.com DIRECTOR’S STATEMENT – ALEX WINTER It seemed striking to me and producer Glen Zipper that there had yet to be a definitive, all-access documentary on the life and times of Frank Zappa. We set out to make that film, to tell a story that is not a music doc, or a conventional biopic, but the dramatic saga of a great American artist and thinker; a film that would set out to convey the scope of Zappa’s prodigious and varied creative output, and the breadth of his extraordinary personal and political life.