Profile, Spring 2009 Columbia College Chicago
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DRAGON Magazine
April 1981 Dragon 1 Dragon Vol. V, No. 10 Vol. V, No. 10 April 1981 Publisher . E. Gary Gygax Editor . Jake Jaquet Assistant editor . Kim Mohan Editorial staff . Bryce Knorr Coming Attractions Dept. the ballot elsewhere in this issue). The Marilyn Mays With no small amount of pride, Dragon final voting will be done by members of Sales & Circulation . Debbie Chiusano Publishing is pleased to announce some the newly formed Academy of Adventure Corey Koebernick upcoming features that will be appear- Gaming Arts and Design. Membership in Office staff . Dawn Pekul ing in DRAGON magazine. Next month’s the Academy is open to those individuals Cherie Knull magazine will feature a cover by Tim Hil- who have made a contribution to the Jean Lonze debrandt and contain an exclusive inter- products and/or general advancement Contributing editors . Roger Moore view with the artist. In July we’ll have a of the hobby in any, some, or all of the Ed Greenwood cover by Carl Lundgren, whose work major divisions: boardgames, miniature most of you will recognize from the games, role-playing games, and compu- This month’s contributing artists: ter game programs; for example, de- many fantasy novel covers he has illus- Phil Foglio Steve Swenston trated. And in August, the cover will be signers, developers, authors, artists, edi- Cheryl Duval Mike Carroll done by Boris Vallejo, and we’ll have tors, writers, reviewers, convention or- Roger Raupp Dave Trampier another exclusive interview with the ar- ganizers, or any professional or amateur Kenneth Rahman Darlene tist. In all cases, the artwork for these who can prove a contribution to the Robert Liebman J.D. -
Enhancing the Therapy Experience Using Principles of Video Game Design
AJSLP Viewpoint Enhancing the Therapy Experience Using Principles of Video Game Design John Wm. Folkins,a Tim Brackenbury,a Miriam Krause,a and Allison Havilanda Purpose: This article considers the potential benefits that emotion or cognitive connection. The discovery principle applying design principles from contemporary video games promotes indirect learning in focused environments. The risk- may have on enhancing therapy experiences. taking principle addresses the uncertainties clients face when Method: Six principles of video game design are presented, attempting newly learned skills in novel situations. The and their relevance for enriching clinical experiences is generalization principle encourages multiple opportunities for discussed. skill transfer. The reward system principle directly relates to Results: The motivational and learning benefits of each the scaffolding of frequent and varied feedback in treatment. design principle have been discussed in the education Last, the identity principle can assist clients in using their newly literature as having positive impacts on student motivation learned communication skills to redefine self-perceptions. and learning and are related here to aspects of clinical Conclusion: These principles highlight areas for research practice. The essential experience principle suggests and interventions that may be used to reinforce or advance connecting all aspects of the experience around a central current practice. ideo games are captivating. Around the world, for a number of years, both at school and at our clinic. people spend more than three billion hours a week Martin typically showed low levels of engagement in both V playing them (Knewton Inc., 2014), with the average environments despite multiple attempts to make sessions gamer playing 8 hr per week (Entertainment Software interesting and enjoyable. -
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined. -
Chapter One - Introduction
Understanding learning within a commercial video game: A case study Allan Fowler B.Bus, MBA, M.Ed. a thesis submitted to the faculty of design and creative technologies AUT University in partial fulfilment of the requirements for the degree of doctor of philosophy School of Computing and Mathematical Sciences Auckland, New Zealand 2014 i DECLARATION I hereby declare that this submission is my own work and that, to the best of my knowledge and belief, it contains no material previously published or written by another person nor material which to a substantial extent has been accepted for the qualification of any other degree or diploma of a University or other institution of higher learning, except where due acknowledgement is made in the acknowledgements. ........................... ii ACKNOWLEDGMENTS This thesis has been undertaken at the Faculty of Design and Creative Technologies of AUT University in Auckland, New Zealand. I would like to take this opportunity to thank all the people who have given me invaluable feedback and support throughout the development, research, and completion of the research project and the production of this thesis. I received considerable support from many colleagues, peers, and leading academics at the various conferences I have been fortunate enough to attend. Thank you. I apologise if I fail to mention all the people who helped me, but the list would fill several pages. First and foremost, I would like to thank my supervisor, Dr. Brian Cusack for your support, feedback, and guidance over the last five years. Without your support, I am very sure this research would not have been possible. -
Download World of Goo for Pc Free
Download world of goo for pc free click here to download World of Goo, free and safe download. World of Goo latest version: Build a safe way to rescue all the Goo balls. Download World of Goo for Windows now from Softonic: % safe and virus free. More than downloads Free & fast download; Always available; Tested virus-free. Alternative World of Super Meat Boy out on PC Nov 30th. Read more. World of Goo is a Puzzle, Casual and Strategy game for PC published by 2D BOY in Guide the oil drops through their way!. World of Goo Free Download Full Version PC Game setup in single direct link for Windows. It is an awesome Arcade and Logic game. download world of goo, world of goo, world of goo download free. Configure your PS DualShock controller to play on PC. Better DS3 icon Xplode. Gain World of Goo, a Puzzle game launched by 2D Boy. Screenshot 1 Free Download World of Goo Screenshot 2 Free Download World of Goo Screenshot 3. World of Goo DRM-Free - PC Game - Full Download - Gog Games Title: World of Goo Genre(s): Strategy - Building - Puzzle Works on: Windows. World of Goo Mediafire Download goomgames [Puzzle, Indie] Download Free PC Games World of Goo portable (64MB) [Extract & play]. World of Goo Free Download PC Game Cracked in Direct Link and Torrent. World of Goo is a multiple award winning physics based puzzle. Build incredible structures out of goo in the mind-bending puzzle game Engineer Ingenius Towers and Structures and Save the Goo in World of Goo! . -
PROGRAMMING LEARNING GAMES Identification of Game Design Patterns in Programming Learning Games
nrik v He d a apa l sk Ma PROGRAMMING LEARNING GAMES Identification of game design patterns in programming learning games Master Degree Project in Informatics One year Level 22’5 ECTS Spring term 2019 Ander Areizaga Supervisor: Henrik Engström Examiner: Mikael Johannesson Abstract There is a high demand for program developers, but the dropouts from computer science courses are also high and course enrolments keep decreasing. In order to overcome that situation, several studies have found serious games as good tools for education in programming learning. As an outcome from such research, several game solutions for programming learning have appeared, each of them using a different approach. Some of these games are only used in the research field where others are published in commercial stores. The problem with commercial games is that they do not offer a clear map of the different programming concepts. This dissertation addresses this problem and analyses which fundamental programming concepts that are represented in commercial games for programming learning. The study also identifies game design patterns used to represent these concepts. The result of this study shows topics that are represented more commonly in commercial games and what game design patterns are used for that. This thesis identifies a set of game design patterns in the 20 commercial games that were analysed. A description as well as some examples of the games where it is found is included for each of these patterns. As a conclusion, this research shows that from the list of the determined fundamental programming topics only a few of them are greatly represented in commercial games where the others have nearly no representation. -
Gootool Technical Overview Scope
GooTool Technical Overview Scope Total Physical Source Lines of Code (SLOC) = 18,012 Development Effort Estimate, Person-Years = 4.16 Schedule Estimate, Years = 0.92 Estimated Average Number of Developers (Effort/Schedule) = 4.52 Total Estimated Cost to Develop = $$, 562,318 (average salary = $56,286/year, overhead = 2.40). Generated using David A. Wheeler’s ‘SLOCCount’. Verified with: david@netman1:~/Projects/gootool$ find . -name *java | xargs cat | egrep -v '^[[:space:]]*(//|/\*|\*|$)' | wc -l 17934 GooTool Technical Overview SCM Procedures • Subversion: version control. • Release tags and branches. • Mantis: issue tracking. • ANT: build management. • Script to build, tag and version releases GooTool Technical Overview SVN Statistics 0.8 0.9 1.0 1.1 GooTool Technical Overview Release tags david@netman1:~$ svn ls -v file:///svn/gootool 400 david Jun 12 10:20 ./ 1 david Nov 05 2008 branches/ 378 david Nov 18 2009 tags/ 400 david Jun 12 10:20 trunk/ david@netman1:~$ svn ls -v file:///svn/gootool/tags 378 diddavid Nov 18 2009 ./ 194 david Jan 15 2009 Release_0_10_0/ 199 david Jan 15 2009 Release_0_10_1/ 224 david Feb 09 2009 Release_0_10_2/ 256 david Apr 18 2009 Release_0_10_3/ 292 david Jun 22 2009 Release_0_10_4/ 299 david Jun 28 2009 Release_0_10_5/ 17 david Nov 06 2008 Release_0_8_0/ 31 david Nov 09 2008 Release_0_8_1/ 35 david Nov 09 2008 Release_0_8_2/ 46 david Nov 09 2008 Release_0_9_0/ 66 david Nov 13 2008 ReleasReleasee091/_0_9_1/ 71 david Nov 13 2008 Release_0_9_2/ 82 david Nov 15 2008 Release_0_9_3/ 92 david Nov 17 2008 Release_0_9_4/ 130 david Nov 21 2008 Release_0_9_5/ 149 david Dec 19 2008 Release_0_9_6/ 154 david Dec 19 2008 Release_0_9_7/ 345 david Oct 22 2009 Release_1_0_0/ 368 david Nov 08 2009 Release_1_0_1/ 378 david Nov 18 2009 Release_1_0_2/ GooTool Technical Overview Issue tracking GooTool Technical Overview GooTool Technical Overview GooTool Technical Overview World of Goo • Windows, Linux, Mac OS X, Wii. -
Dragon Magazine #246
Henchmen Features Issue #246 Volume XXII, No. 9 The Wizard's Companion ......... 24 April 1998 Lloyd Brown III Better than a familiar, the homonculous can be a wizard’s Departments best friend. The Omega Variant .......... 34 Wyrms of the North ........ 56 Bill Slavicsek Ed Greenwood Take the role of Concord marine Jonar Kage in this exciting Manipulative sapphire dragon Malaeragoth is solo adventure, and learn the ALTERNITY™ rules as you play. “The Dragon Unseen.” A Few Good Henchmen ............. 44 Rouges Gallery ............ 70 Christopher Perkins Dale Donovan Next time your PCs need a henchman quickly, pick From the pages of the ADVANCED DUNGEONS & one of these 101 NPCs. DRAGONS® comic come “The Heroes of Selune’s Fiction: "The Great Hunt" ... 62 Smile.” Elaine Cunningham Ecology of the Flumph ..... 76 Arilyn Moonblade and Elaith Craunobler teach Johnathan M. Richards the hunters what it is to be hunted. Beware the awesome might of the flumph! The Wizards Three ...... 86 No, really. We’re serious! Ed Greenwood Bazaar of the Bizarre ...... 82 Elminster, Rautheene, and Mordenkainen meet B.A. Landires once more to trade spells and ... steal sandwiches? Spice up your campaign with “Cauldrons and Cookery.” Dragon's Bestiary ......... 94 Gregory W. Detwiler Fight the battle for Krynn against “Creatures of Chaos”! Columns About the Cover The Wyrm’s Turn™ . .4 In just a few years, Michael Sutfin has developed his craft to D-Mail™. .6 breathtaking levels. On this month’s cover, he shows us a Forum rather sinister knight and his loyal henchman. .............................. ..10 Sage Advice .......................... .16 Out of Character ...................... .22 Gamer's Guide ....................... -
Uncanny Xmen Box
Official Advanced Game Adventure CAMPAIGN BOOK TABLE OF CONTENTS What Are Mutants? ....... .................... ...2 Creating Mutant Groups . ..... ................ ..46 Why Are Mutants? .............................2 The Crime-Fighting Group . ... ............. .. .46 Where Are Mutants? . ........ ........ .........3 The Tr aining Group . ..........................47 Mutant Histories . ................... ... ... ..... .4 The Government Group ............. ....... .48 The X-Men ..... ... ... ............ .... ... 4 Evil Mutants ........................... ......50 X-Factor . .......... ........ .............. 8 The Legendary Group ... ........... ..... ... 50 The New Mutants ..... ........... ... .........10 The Protective Group .......... ................51 Fallen Angels ................ ......... ... ..12 Non-Mutant Groups ... ... ... ............. ..51 X-Terminators . ... .... ............ .........12 Undercover Groups . .... ............... .......51 Excalibur ...... ..............................12 The False Oppressors ........... .......... 51 Morlocks ............... ...... ......... .....12 The Competition . ............... .............51 Original Brotherhood of Evil Mutants ..... .........13 Freedom Fighters & Te rrorists . ......... .......52 The Savage Land Mutates ........ ............ ..13 The Mutant Campaign ... ........ .... ... .........53 Mutant Force & The Resistants ... ......... ......14 The Mutant Index ...... .... ....... .... 53 The Second Brotherhood of Evil Mutants & Freedom Bring on the Bad Guys ... ....... -
Killer Apps for Mobile Devices Les Stoltzfus and Rich Hug
Killer Apps for Mobile Devices Les Stoltzfus and Rich Hug Google Android for Tablets and Smartphones Samsung Nokia Motorola LG HTC Sony Ericesson etc. Google App store is Play Store Google OS Android version 1.0.x, 1.1.x and 1.5.x Cupcake Google OS Android version 1.6.x Donut Google OS Android version 2.0.x and 2.1.x Eclair Google OS Android version 2.2.x Froyo Google OS Android version 2.3.x Gingerbread Google OS Android version 3.0.x Honeycomb Google OS Android version 4.0.x Ice Cream Sandwich Google OS Android version 4.1.x and 4.2x Jelly Bean In 2012 there were 497.1 million Android Smartphones sold ---------------------------------------------------------------------------------------------------------------------------- Apple iOS for iPhones and iPads Apple App Store is called App Store/iTunes Apple OS X version 10.0.x Cheetah Apple OS X version 10.1.x Puma Apple OS X version 10.2.x Jaguar Apple OS X version 10.3.x Panther Apple OS X version 10.4.x Tiger Apple OS X version 10.5.x Leopard Apple OS X version 10.6.x Snow Leopard Apple OS X version 10.7.x Lion Apple OS X version 10.8.x Mountain Lion In 2012 there were 135.9 million iPhones sold ---------------------------------------------------------------------------------------------------------------------------- In 2012 there were 722.4 million total SmartPhones sold (all phones not including tablets) While there are all kind of numbers out there. Just know this that smartphones and tablets are hot right now and are selling fast. In addition to Google Android and Apple iOS you have Microsoft Windows 8 Dell HP Lenovo etc BlackBerry Google ChromeBook Kindle Amazon Nook Barnes & Nooble If those are the devices what about the apps Apples says they have approximately 1 million apps for the iPhone/iPad Google says they have approximately 500 thousand apps for Android smartphones and tablets Microsoft says they have approximately 100 thousand apps for the Windows 8 smartphones, tablets, and laptops. -
–Super Team Profile
interve rd nt za io AvengErS a n H e c S i p g i o e n t S.H.I.E.L.D. FILES a a r g t e S • • –SUPER TEAM PROFILE iniTiaTiVE L CLASSIFIED o e g t i a st or ics Direct miSSion: AvengErS manSion: Though the roster of the Avengers has shifted many times, the The Avengers headquarters goal of the team has never wavered. To work together, fighting originally belonged to the the foes that no single hero could withstand! For now, and Stark family. In addition forever, they heed the call – Avengers Assemble! to the three above-ground residential floors, the mansion boasts a multilevel basement containing a weapons vault, transportation and training facilities — all specially adapted to the Avengers’ unique needs. EDWin JarViS roster: Many of the greatest heroes on earth have been Avengers: Iron Man Thor Ant-Man (Giant-Man) Wasp Hulk Captain America Hawkeye Scarlet Witch Quicksilver Swordsman Hercules Black Panther Vision Black Knight Black Widow Mantis Beast Moondragon Hellcat Wonder Man Ms. Marvel Falcon Tigra She-Hulk Photon Starfox Namor, the Sub-Mariner Dr. Druid Mockingbird War Machine Thing Moon Knight Firebird D-Man Gilgamesh Mr. Fantastic Invisible Woman U.S.Agent Quasar Human Torch Sersi Stingray Spider-Man Sandman Rage Machine Man Living Lightning Spider-Woman II Crystal Thunderstrike Darkhawk Justice Firestar Triathlon Jack of Hearts Ant-Man II Lionheart Luke Cage Wolverine Sentry Echo Ares Jocasta Stature Vision II Bucky Barnes Spider-Woman I Valkyrie Ant-Man III Sharon Carter Nova Captain Britain Iron Fist Power Woman Protector Dr. -
Physics Is Still Your Friend
Physics Is Still Your Friend Drew Davidson A Little Bit About Me • World of Goo (?) • Released on 10/13/08 • Meaningful Play 2008 (?) • 10/09/08 • Well Played 1.0 (?) • Let’s Revisit! Well Played • Well Done & Well Read • Interpret & Analyze • Value & Meaning Goo Overview • Development Process – Indie – Beta Testing • Cultural Buzz – Media Attention – Industry Interest • Playing Experience – Game & Story – Variations on Gameplay • @ 10 – Cultural Significance – Joyful Resonance Full Disclosure • I know Kyle & Ron • Participated in Beta Testing • Honored to receive Special Thanks • Played Tower of Goo • Played through on almost all platforms • Spoilers Development Process • Experimental Gameplay • Tower of Goo • 2D Boy Experimental Gameplay Project • Student-Pitched Project at the ETC @ CMU • 4 Grad Students Prototyping Games – Kyle Gabler, Kyle Gray, Matt Kucic, Shalin Shodhan • 3 rules: Each Game must be... – Made in less than 7 Days – Made by exactly 1 Person – Based around a Common Theme • Over 50 Games during the Semester Tower of Goo 2D Boy • Kyle Gabler – Design, Art, Music and Story • Ron Carmel – Programming and Production • “... making games the old fashioned way – a team of two, no money, and a whole lot of ‘love’...” Cultural Buzz • Media Attention – Blogs – News – Pre-Social Media • Industry Interest – Conferences – Articles – Awards • Community – Forums – Fansites Fashion Playing Experience • Narrative Development & Game Design • Literacy & Mastery of Gameplay • Learning Units – Flow • Themes Gameplay Narrative World of Goo