Amy Clary: "Digital Nature: Uru and the Representation of Wilderness in Computer Games"
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DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
Edutainment Case Study
What in the World Happened to Carmen Sandiego? The Edutainment Era: Debunking Myths and Sharing Lessons Learned Carly Shuler The Joan Ganz Cooney Center at Sesame Workshop Fall 2012 1 © The Joan Ganz Cooney Center 2012. All rights reserved. The mission of the Joan Ganz Cooney Center at Sesame Workshop is to harness digital media teChnologies to advanCe Children’s learning. The Center supports aCtion researCh, enCourages partnerships to ConneCt Child development experts and educators with interactive media and teChnology leaders, and mobilizes publiC and private investment in promising and proven new media teChnologies for Children. For more information, visit www.joanganzCooneyCenter.org. The Joan Ganz Cooney Center has a deep Commitment toward dissemination of useful and timely researCh. Working Closely with our Cooney Fellows, national advisors, media sCholars, and praCtitioners, the Center publishes industry, poliCy, and researCh briefs examining key issues in the field of digital media and learning. No part of this publiCation may be reproduCed or transmitted in any form or by any means, eleCtroniC or meChaniCal, inCluding photoCopy, or any information storage and retrieval system, without permission from the Joan Ganz Cooney Center at Sesame Workshop. For permission to reproduCe exCerpts from this report, please ContaCt: Attn: PubliCations Department, The Joan Ganz Cooney Center at Sesame Workshop One Lincoln Plaza New York, NY 10023 p: 212 595 3456 f: 212 875 7308 [email protected] Suggested Citation: Shuler, C. (2012). Where in the World is Carmen Sandiego? The Edutainment Era: Debunking Myths and Sharing Lessons Learned. New York: The Joan Ganz Cooney Center at Sesame Workshop. -
Atari 8-Bit Family
Atari 8-bit Family Last Updated on October 2, 2021 Title Publisher Qty Box Man Comments 221B Baker Street Datasoft 3D Tic-Tac-Toe Atari 747 Landing Simulator: Disk Version APX 747 Landing Simulator: Tape Version APX Abracadabra TG Software Abuse Softsmith Software Ace of Aces: Cartridge Version Atari Ace of Aces: Disk Version Accolade Acey-Deucey L&S Computerware Action Quest JV Software Action!: Large Label OSS Activision Decathlon, The Activision Adventure Creator Spinnaker Software Adventure II XE: Charcoal AtariAge Adventure II XE: Light Gray AtariAge Adventure!: Disk Version Creative Computing Adventure!: Tape Version Creative Computing AE Broderbund Airball Atari Alf in the Color Caves Spinnaker Software Ali Baba and the Forty Thieves Quality Software Alien Ambush: Cartridge Version DANA Alien Ambush: Disk Version Micro Distributors Alien Egg APX Alien Garden Epyx Alien Hell: Disk Version Syncro Alien Hell: Tape Version Syncro Alley Cat: Disk Version Synapse Software Alley Cat: Tape Version Synapse Software Alpha Shield Sirius Software Alphabet Zoo Spinnaker Software Alternate Reality: The City Datasoft Alternate Reality: The Dungeon Datasoft Ankh Datamost Anteater Romox Apple Panic Broderbund Archon: Cartridge Version Atari Archon: Disk Version Electronic Arts Archon II - Adept Electronic Arts Armor Assault Epyx Assault Force 3-D MPP Assembler Editor Atari Asteroids Atari Astro Chase Parker Brothers Astro Chase: First Star Rerelease First Star Software Astro Chase: Disk Version First Star Software Astro Chase: Tape Version First Star Software Astro-Grover CBS Games Astro-Grover: Disk Version Hi-Tech Expressions Astronomy I Main Street Publishing Asylum ScreenPlay Atari LOGO Atari Atari Music I Atari Atari Music II Atari This checklist is generated using RF Generation's Database This checklist is updated daily, and it's completeness is dependent on the completeness of the database. -
Myst 3 Exile Mac Download
Myst 3 exile mac download CLICK TO DOWNLOAD Myst III: Exile Patch for Mac Free UbiSoft Entertainment Mac/OS Classic Version Full Specs The product has been discontinued by the publisher, and renuzap.podarokideal.ru offers this page for Subcategory: Sudoku, Crossword & Puzzle Games. The latest version of Myst III is on Mac Informer. It is a perfect match for the General category. The app is developed by Myst III renuzap.podarokideal.ruin. Myst III: Exile X for Mac Free Download. MB Mac OS X About Myst III: Exile X for Mac. The all NEW sequel to Myst and Riven new technology, new story and a new arch enemy. It's the perfect place to plan revenge. The success of Myst continues with 5 entirely new ages to explore and a dramatic new storyline, which features a pivotal new character. This version is the first release on CNET /5. Myst III (3): Exile (Mac abandonware from ) Myst III (3): Exile. Author: Presto Studios. Publisher: UbiSoft. Type: Games. Category: Adventure. Shared by: MR. On: Updated by: that-ben. On: Rating: out of 10 (0 vote) Rate it: WatchList. ; 3; 0 (There's no video for Myst III (3): Exile yet. Please contribute to MR and add a video now!) What is . myst exile free download - Myst III: Exile X, Myst III: Exile Patch, Myst IV Revelation Patch, and many more programs. 01/07/ · Myst III Exile DVD Edition - Windows-Mac (Eng) Item Preview Myst III Exile DVD Edition - renuzap.podarokideal.ru DOWNLOAD OPTIONS download 1 file. ITEM TILE download. download 1 file. -
An Interactive Non-Linear Adventure
Rochester Institute of Technology RIT Scholar Works Theses 12-6-1994 Live it! - An Interactive non-linear adventure Gedeon Maheux Talos Tsui Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Maheux, Gedeon and Tsui, Talos, "Live it! - An Interactive non-linear adventure" (1994). 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]. Rochester Institute of Technology A Thesis Submitted to the Faculty of The College of Imaging Arts and Sciences in Candidacy for the Degree of Master of Fine Arts Live It! - An Interactive Non-Linear Adventure by Gedeon Maheux & Talos, Shu-Ming, Tsui December 6, 1994 Committee Sipnatures Thesis Approval ,James VerHague Date: /.2. ~ ~ ~ 't 'f chief adviser Deborah Beardslee Date: :1 &amkv'lf associate adviser (2. - Robert Keough Date: ('-1L( associate adviser Nancy Ciolek Date: / 2 - b -9if associate adviser David Abbott Date: /2- -1- >if associate adviser Mary ANn Begland Date: /2. - 7· 91 Department Chairperson Gedeon Maheux Date: _ MFA Candidate Talos, Shu-Ming, Tsui Date: _ MFA Candidate We. & hereby grant permission to the Wallace Memorial Library of RIT to reproduce our thesis in whole or in part. Any reproduction will not be for commercial use or profit. Acknowledgements We would like to thank our parents for their support, -
December/January 1995
december/january 1995 GAME DEVELOPER MAGAZINE GAME PLAN GGAMEAEM The Dark of Editor Larry O’Brien [email protected] the Electric Pickle Senior Editor Nicole Freeman [email protected] Managing Editor Nicole Claro [email protected] n the end, I didn’t even have a what you want to be.” Sha-la-la, Editorial Assistant Deborah Sommers chance to light my pickle. In my indeed. [email protected] best shot yet at Andy Warhol’s The Bradys had station wagons Contributing Editors Alex Dunne promised 15 minutes of fame, I and convertibles, symbols of consump- [email protected] blew it, but it all might have been tion and status. In contrast, the Par- Barbara Hanscome different had they just given me the tridges had that most poignant of all [email protected] chance to demonstrate to the world symbols of freedom from the status Chris Hecker [email protected] the miracle of the electric pickle. quo—a schoolbus with birds painted on David Sieks II’m often the target of joke e-mails the side. [email protected] purporting to be from various people, Where the Bradys had an emo- Editor-at-Large Alexander Antoniades but I couldn’t dismiss the one purport- tionally stunted servant woman in Alice [email protected] edly from Danny!, the daytime talk (why did she need Sam the Oh-So- Cover Photography Charles Ingram Photography show. Danny! (exclamation point Blue-Collar Butcher to validate her mandatory), of course, is a vehicle for worth?), the Partridges portrayed a Danny Bonaduce, who, if you’re a cer- much more complicated world, in Publisher Veronica Costanza tain age, you’ll remember as the red- which one has to dance with the capi- Group Director Regina Starr Ridley haired and mysteriously edgy moppet talist devil even as one decries its from The Partridge Family. -
Finding Aid to the Brøderbund Software, Inc. Collection, 1979-2002
Brian Sutton-Smith Library and Archives of Play Brøderbund Software, Inc. Collection Finding Aid to the Brøderbund Software, Inc. Collection, 1979-2002 Summary Information Title: Brøderbund Software, Inc. collection Creator: Douglas Carlston and Brøderbund Software, Inc. (primary) ID: 114.892 Date: 1979-2002 (inclusive); 1980-1998 (bulk) Extent: 8.5 linear feet Language: The materials in this collection are in English, unless otherwise indicated. Abstract: The Brøderbund Software, Inc. collection is a compilation of Brøderbund business records and information on the Software Publishers Association (SPA). The majority of the materials are dated between 1980 and 1998. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though the donor has not transferred intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) to The Strong, he has given permission for The Strong to make copies in all media for museum, educational, and research purposes. Custodial History: The Brøderbund Software, Inc. collection was donated to The Strong in January 2014 as a gift from Douglas Carlston. The papers were accessioned by The Strong under Object ID 114.892. The papers were received from Carlston in 5 boxes, along with a donation of Brøderbund software products and related corporate ephemera. Preferred citation for publication: Brøderbund Software, Inc. collection, Brian Sutton- Smith Library and Archives of Play at The Strong Processed by: Julia Novakovic, February 2014 Controlled Access Terms Personal Names • Carlston, Cathy • Carlston, Doug, 1947- • Carlston, Gary • Pelczarski, Mark • Wasch, Ken • Williams, Ken Corporate Names • Brøderbund • Brøderbund Software, Inc. -
The History of Educational Computer Games
Beyond Edutainment Exploring the Educational Potential of Computer Games By Simon Egenfeldt-nielsen Submitted to the IT-University of Copenhagen as partial fulfilment of the requirements for the PhD degree February, 2005 Candidate: Simon Egenfeldt-Nielsen Købmagergade 11A, 4. floor 1150 Copenhagen +45 40107969 [email protected] Supervisors: Anker Helms Jørgensen and Carsten Jessen Abstract Computer games have attracted much attention over the years, mostly attention of the less flattering kind. This has been true for computer games focused on entertainment, but also for what for years seemed a sure winner, edutainment. This dissertation aims to be a modest contribution to understanding educational use of computer games by building a framework that goes beyond edutainment. A framework that goes beyond the limitations of edutainment, not relying on a narrow perception of computer games in education. The first part of the dissertation outlines the background for building an inclusive and solid framework for educational use of computer games. Such a foundation includes a variety of quite different perspectives for example educational media and non-electronic games. It is concluded that educational use of computer games remains strongly influenced by educational media leading to the domination of edutainment. The second part takes up the challenges posed in part 1 looking to especially educational theory and computer games research to present alternatives. By drawing on previous research three generations of educational computer games are identified. The first generation is edutainment that perceives the use of computer games as a direct way to change behaviours through repeated action. The second generation puts the spotlight on the relation between computer game and player. -
Design . Directing . Storyboarding . Illustration . Vision PHIL SAUNDERS • 2623 Euclid St
PHIL SAUNDERS • 2623 Euclid St. Apt C, Santa Monica, CA 90405 • Tel.310.780.1870 • [email protected] • www.saunderscreative.com WORK EXPERIENCE FREELANCE DESIGN CONSULTANT - SAUNDERS CREATIVE PRESENT •Provide design, directing, visualization and storyboarding services to the entertainment, product and automotive industries. Recent Clients: WARNER BROTHERS STUDIOS “Superman” Feature Film - Concept Design Prod. Des.: Owen Patterson BURTON SNOWBOARDS “Chopper” 2005 Snowboard line - Board graphic design & illustration Art Dir.: Michael Jagger JUNGLE FILM “Milford Tea” Commercial - Storyboards & Costurme design Dir.: Kai Sehr SUPERMEGA PRODUCTIONS Mariah Carey “Boy (I Need You)” Video - Concept Design Dir.: Joseph Kahn MGM STUDIOS “The Outer Limits - Counterfeit” Feature Film - Concept design Dir.: Rupert Wainwright CENTROPOLIS FX “Saturn” Commercial - Concept design & storyboards Dir.: Kai Sehr SUPERMEGA PRODUCTIONS “Torque” Feature Film - Custom motorcycle concept designs Dir.: Joseph Kahn BURTON SNOWBOARDS “Punch” & “Chopper” 2004 Snowboard lines - Character designs Art Dir.: Michael Jagger ROCKFORD FOSGATE CAR AUDIO 1999-2002 marketing campaigns - Concept design & product designArt Dir.: Frank Vitale CREATIVE DIRECTOR - PRESTO STUDIOS 1992 - 2002 •Built a reputation for creative excellence and attention to detail at the top of the industry. Our most recent title, Myst 3: Exile, was a #1 hit and was recently reviewed by NEXT GENERATION magazine as “...one of the best-looking games ever made.” •Responsible for overseeing and contributing to the entire creative development of numerous award-winning games, from initial concept, story development, gameplay, visual and audio design, to live-action direction and art direction. •Responsible for interfacing with the technology group to ensure the smooth integration of art and engineering on projects ranging from pre-rendered adventure titles, to real-time 3D action; from PC and Mac platforms to development for Playstation and X-box. -
Cyanbill Administrator
Excerpts from UBI’s Forum (Reference) CyanBill posted Wed February 04 2004 02:58 PM Wed February 04 2004 02:58 PM Just to clarify: Uru continues to sell very well, garner accolades and wonderful reviews. It's currently Ubisoft's best-selling PC Game. Administrator The decision to switch from online broadband-only content delivery to expansion packs really IS about the small proportion of people who signed up to try Uru Live. The overwhelming majority of people apparently bought the game solely for the singleplayer experience. It's possible a proportion of people have been waiting for one reason or another to sign up for live, but there's no way to know what those numbers are. There were certainly other challenges. But we were on track and on schedule to overcome them until a few weeks ago when the decisions were made and we started to transition to the expansion pack production. Sincere apologies for the lack of attention we've been able to give to Live over the last few weeks. It's really been a skeleton crew manning the ship. The positive side of that is that the first expansion pack in the form of a free download will be available next month. Bill Slease Content Director Cyan Worlds, Inc. CyanBill posted Wed February 04 2004 03:13 PM Wed February 04 2004 03:13 PM The folks who decide where money goes believed that the number of people who would pay to play would be less than the number of people who signed up to try it free. -
The Boom and Bust and Boom of Educational Games
The Boom and Bust and Boom of Educational Games The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Klopfer, Eric, and Scot Osterweil. “The Boom and Bust and Boom of Educational Games.” Transactions on Edutainment IX (2013): 290– 296. As Published http://dx.doi.org/10.1007/978-3-642-37042-7_21 Publisher Springer-Verlag Version Author's final manuscript Citable link http://hdl.handle.net/1721.1/93079 Terms of Use Creative Commons Attribution-Noncommercial-Share Alike Detailed Terms http://creativecommons.org/licenses/by-nc-sa/4.0/ The Boom and Bust and Boom of Educational Games Eric Klopfer and Scot Osterweil MIT Teacher Education Program and The Education Arcade The history of computer-based learning games has a story arc that rises dramatically, and then plummets steeply. In the early days of personal computers, creative minds drawn to the new medium explored a variety of approaches to learning games, ranging from behaviorist drill-and-practice exercises, to open- ended environments suitable for either exploration or construction. Early practitioners were inventing new forms, and even the fundamentally limited drill- and-practice games were infused with a measure of creative energy and humor. For users of these early products, each new title represented another interesting step into unknown territory. The CD ROM Era These products were first delivered on floppy disks and marketed alongside pure entertainment games in the few computer stores of the time. By the early 90’s the adoption of compact disk (CD) drives, and improved processing speeds led to a flowering of products with increasingly rich art, animation and more sophisticated computational possibilities. -
Framework for Developing Interactive 360-Degree Video Adventure Games
FACULDADE DE ENGENHARIA DA UNIVERSIDADE DO PORTO Framework for Developing Interactive 360-Degree Video Adventure Games Francisco Pinho Mestrado Integrado em Engenharia Informática e Computação Supervisor: Rui Rodrigues Co-Supervisor: Rui Nóbrega July 20, 2019 Framework for Developing Interactive 360-Degree Video Adventure Games Francisco Pinho Mestrado Integrado em Engenharia Informática e Computação July 20, 2019 Abstract Making game environments, be it in 2D or 3D is an extremely laborious and skill intensive task. 360o content is a visual medium known for its increased spatial immersion and potential enhance- ment of the users’ emotional response to content [EEW18]. The possibility of using interactive 360o video or images as the game environments will allow talent to invest their creativity into other crucial aspects of game design such as narrative, sound and game mechanics. Adventure games belong in a diverse genre comprising many different types of experiences and sub-genres, from text-based adventures to puzzle-oriented point-and-click games, a cinematic experience with player choices or even a mixture of crime investigation with courtroom drama. In essence, games with simpler means of user input and a bigger focus on interactive narratives and storytelling - a very relevant field at the cutting edge of virtual reality research [RTGG17]. Further- more these games feature entirely non reflex based mechanics making the genre of "Adventure" the most fitting for integration with 360-degree visual media. This dissertation presents a framework that will allow the streamlining of the creative process of these experiences by giving creators the tools to make a fully-fledged virtual reality adventure game with 360 visual media as an interactive setting.