A Study of Pickup Groups in Left 4 Dead 2
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Boundary Maintaining Mechanisms in Left 4 Dead 2
Should I stay or should I go Boundary maintaining mechanisms in Left 4 Dead 2 Jonas Linderoth University of Gothenburg Department of Education, Communication and Learning 405 30 Gothenburg SWEDEN +46 (0)31-786 21 72 [email protected] Staffan Björk University of Gothenburg and Chalmers University Department of Applied Information Technology 412 96 Gothenburg SWEDEN +46 (0)31-7721039 [email protected] Camilla Olsson University of Gothenburg Department of Education, Communication and Learning 405 30 Gothenburg SWEDEN +46 (0)31-786 21 72 [email protected] ABSTRACT In this paper we report an ethnographic study of Pick Up Groups (PUGs) in the game Left 4 Dead 2. Our aim with the study is to contribute with a deeper understanding of how these new social arenas are constituted by its’ participants and the role game design plays in structuring these encounters. As a deliberate attempt to go beyond the discussion in the game studies field about formalism versus play studies, we use both concepts from micro-sociology as well as concepts from the field of game design as our analytical framework. Our results shows that the dynamics of a PUG can be understood in relation to how players uphold and negotiate the boundary between the their in-game-identity based on their gaming skill and a other social relations outside of the game context. Keywords Gameplay design patterns, Goffman, Frame analysis, Pick Up Groups, Ethnography INTRODUCTION Trawling down memory lane, recalling the games that we used to play in childhood can be a bittersweet experience. For some of us memories of careless joy and happy days are blended with episodes of being excluded from play activities, chosen last to a team or leaving a game in a tantrum. -
Adaptive Learning in an Educational Game
ADAPTIVE LEARNING IN AN EDUCATIONAL GAME Adapting Game Complexity to Gameplay Increases Efficiency of Learning A master thesis for the title of Master of Science (MSc) in Cognitive Artificial Intelligence by Jeroen Linssen Utrecht University, Faculty of Humanities, Department of Philosophy Dated 2011–08–11 for 30 ECTS Supervisors Game research for training and entertainment prof. dr. John-Jules Meyer from Intelligent Systems dr. Herre van Oostendorp from Human Media Interaction Erik van der Spek, MSc from Human Media Interaction Keywords: adaptive learning, adaptivity, artificial intelligence, educational games, game design, ser- ious games Abstract This thesis investigates the possibilities of adaptivity in an educational game called Code Red: Triage. This game lets players assume the role of a medical first responder who has to triage victims. A triage is a procedure through which medical personnel can determine the priority of a victim. The first hypothesis of this thesis is that, by making the game adapt itself autonomously to the player, it becomes more efficient. That is, based on how a player performs in the game, the game changes its properties to suit his needs. The second hypothesis is that the player feels more engaged by the game if it adapts itself to his needs. This would be the case because he would be challenged optimally by the adaptations the game makes. The adaptation consists of determining which victim cases should be presented to the player. Each victim has his own complexity, so when a player reaches a particular skill level, slightly more complex victims are presented to him. This idea is implemented in Code Red: Triage and subjected to an experi- ment in order to falsify the hypotheses. -
Cyberbullying in 'Left 4 Dead 2': a Study in Collaborative Play
University of Wisconsin Milwaukee UWM Digital Commons Theses and Dissertations December 2013 Cyberbullying in 'Left 4 eD ad 2': a Study in Collaborative Play Kimberly L. Kulovitz University of Wisconsin-Milwaukee Follow this and additional works at: https://dc.uwm.edu/etd Part of the Communication Commons Recommended Citation Kulovitz, Kimberly L., "Cyberbullying in 'Left 4 eD ad 2': a Study in Collaborative Play" (2013). Theses and Dissertations. 363. https://dc.uwm.edu/etd/363 This Dissertation is brought to you for free and open access by UWM Digital Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of UWM Digital Commons. For more information, please contact [email protected]. CYBERBULLYING IN ‘LEFT 4 DEAD 2’: A STUDY IN COLLABORATIVE PLAY by Kimberly L. Kulovitz A Dissertation Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Communication at The University of Wisconsin-Milwaukee December 2013 ABSTRACT CYBERBULLYING IN ‘LEFT 4 DEAD 2’: A STUDY IN COLLABORATIVE PLAY by Kimberly L. Kulovitz The University of Wisconsin-Milwaukee, 2013 Under the Supervision of Edward A. Mabry, Ph.D. This study sought to further our understanding of the role of cyberbullying in the cooperative team-based game Left 4 Dead 2 (L4D2). A sample of 41 4-person groups generated a total n = 415 messages used for evaluating the behavioral content of game play. Four hypotheses were advanced assessing cyberbullying behavior and game outcome (success vs. failure), group cohesion, target participation, and perceptions of bullies. Out of the 41 groups 25 groups had cyberbullying behavior present and 16 groups had prosocial behavior. -
Entertainment Software Rating Board - Wikipedia, the Free Encyclopedia Visited on 10/04/2016 Not Logged in Talk Contributions Create Account Log In
Entertainment Software Rating Board - Wikipedia, the free encyclopedia Visited on 10/04/2016 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Entertainment Software Rating Board From Wikipedia, the free encyclopedia Main page Contents "ESRB" redirects here. For the European financial agency, see European Systemic Risk Featured content Board. Current events "Mature content" redirects here. For other uses, see Pornography. Random article The Entertainment Software Rating Board Donate to Wikipedia Entertainment Software Rating Wikipedia store (ESRB) is a self-regulatory organization that Board assigns age and content ratings, enforces Interaction industry-adopted advertising guidelines, and Help About Wikipedia ensures responsible online privacy principles for Community portal computer and video games in the United States, Recent changes nearly all of Canada, and Mexico. The ESRB was Contact page established in 1994 by the Entertainment Software 2006 – present logo Tools Association (formerly the Interactive Digital What links here Software Association), in response to criticism of Type Non-profit, self-regulatory Related changes violent content found in video games such as Industry Organization and rating system Upload file Night Trap, Mortal Kombat, and other controversial Predecessor 3DO Rating System Special pages Recreational Software Advisory video games with excessively violent or sexual Permanent link Council content. Videogame Rating Council Page information September 16, 1994; 22 years Wikidata -
Reporting from a Video Game Industry in Transition, 2003 – 2011
Save Point Reporting from a video game industry in transition, 2003 – 2011 Kyle Orland Carnegie Mellon University: ETC Press Pittsburgh, PA Save Point: Reporting from a video game industry in transition, 2003— 2011 by Carnegie Mellon University: ETC Press is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License, except where otherwise noted. Copyright by ETC Press 2021 http://press.etc.cmu.edu/ ISBN: 9-781304-268426 (eBook) TEXT: The text of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/licenses/by-nc-nd/2.5/) IMAGES: The images of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/licenses/by-nc-nd/2.5/) Table of Contents Introduction COMMUNITY Infinite Princesses WebGame 2.0 @TopHatProfessor Layton and the Curious Twitter Accounts Madden in the Mist Pinball Wizards: A Visual Tour of the Pinball World Championships A Zombie of a Chance: LooKing BacK at the Left 4 Dead 2 Boycott The MaKing (and UnmaKing) of a Nintendo Fanboy Alone in the StreetPass Crowd CRAFT Steel Battalion and the Future of Direct-InVolVement Games A Horse of a Different Color Sympathy for the DeVil The Slow Death of the Game OVer The Game at the End of the Bar The World in a Chain Chomp Retro-Colored Glasses Do ArKham City’s Language Critics HaVe A Right To 'Bitch'? COMMERCE Hard DriVin’, Hard Bargainin’: InVestigating Midway’s ‘Ghost Racer’ Patent Indie Game Store Holiday Rush What If? MaKing a “Bundle” off of Indie Gaming Portal Goes Potato: How ValVe And Indie DeVs Built a Meta-Game Around Portal 2’s Launch Introduction As I write this introduction in 2021, we’re just about a year away from the 50th anniVersary of Pong, the first commercially successful video game and probably the simplest point to mark the start of what we now consider “the video game industry.” That makes video games one of the newest distinct artistic mediums out there, but not exactly new anymore. -
Chobits X Corp
CHOBITS X CORP. DIVX MOVIES & PC GAME LIST PC GAME : NO JUDUL GAME GENRE 1 7554 FPS 2 DEMONBANE graphic novel rpg 3 007 BLOOD STONE ACTION SHOOTER 4 15 DAYS ADVENTURE 5 18 Wheels of Steel Haulin RACING 6 25 TO LIFE ACTION 7 4X4 HUMMER RACING 8 7.62 HIGH CALIBRE RPG 9 911 FIRST RESPONDER RTS 10 9TH COMPANY RTS 11 A FAREWELL TO DRAGONS RPG 12 A-10C WARTHOG FLIGHT WAR 13 ACHTUNG PANZER STAR STRATEGY 14 ACT OF WAR : DIRECT ACTION RTS 15 ADAMS VENTURE ADVENTURE 16 ADVENTURE OF TINTIN ACTION 17 ADVENTURE OF TINTIN ACTION 18 AFTERFALL INSANITY ACTION 19 A-GA HENTAI 20 AGE OF EMPIRE 3 RTS 21 AGE OF MYTHOLOGY RTS 22 AGE OF PIRATES RPG 23 AIRBORNE TROOPS FPS 24 AIRLINE TYCOON 2 SIMULATION 25 ALAN WAKE HORROR 26 ALEXANDER THE GREAT RTS 27 ALICE IN WONDERLAND ADVENTURE 28 ALIEN ARENA SHOOTER 29 ALIEN BREED DESCENDANT SHOOTER 30 ALIEN BREED IMPACT SHOOTER 31 ALIEN SHOOTER 2 SHOOTER 32 ALIEN VS PREDATOR 2010 ACTION 33 ALLIANCE OF VALIANT ARMS (AVA) ONLINE FPS 34 ALONE IN THE DARK HORROR 35 ALPHA PRIME FPS 36 ALPHA PROTOCOL ACTION SHOOTER 37 ALTERNATIVA ADVENTURE 38 AMNESIA HORROR 39 ANCIENT WARS SPARTA RTS 40 ANNO 1404 SIMULATION 41 ANNO 2070 SIMULATION 42 APACHE AIR ASSAULT ACTION SIMULATION 43 ARCANA HEART 3 FIGHTING 44 ARCANIA - FALL OF SETARIFF RPG 45 ARCANIA - FALL OF SETARIFF RPG 46 ARCANIA GOTHIC 4 RPG 47 AR-K EPISODE 1 ADVENTURE 48 ARMA - COLD WAR ASSAULT FPS 49 ARMA - COLD WAR ASSAULT FPS 50 ARMA : ARMED ASSAULT FPS 51 ARMA 2 : ARROWHEAD FPS 52 ARMA 2 : REINFORCEMENT FPS 53 ARMED FORCES CORPSE FPS 54 ARMIES OF EXIGO RTS 55 ARTHUR AND REVENGE -
Making and Using Non-Standard Textures
First will be a quick tour of the techniques used to render the water in Portal 2, followed by a more in-depth view on the method used to generate the flow data that is required by the shader. Next will be a look at the gels, which are a new gameplay element in Portal 2. We’ll see how to create surface-embedded sprites using a technique for making sprite-like visuals without generating any sprite card geometry. We used it to enhance the look of the gels by adding bubbles. The title of this talk is “Making and Using Non-Standard Textures.” “Standard textures” refers to the types of textures that game artists are used to creating when surfacing a typical asset, like diffuse textures or normal maps. All these textures have something in common: the artist always knows where each pixel will appear on the model. In the two techniques we’ll look at today, this isn’t the case: The texture coordinates are modified in some non-static way, creating complex-looking surfaces on what is actually extremely simple geometry. The non-standard textures we use to modify the UVs are as follows: For the water, we use a flow map that represents a 2D vector field. It is used to warp the UVs to create animation. For the gels, we use a UV layout map that describes the distribution of the embedded sprites over the surface. As we proceed, we will explore how these textures are used and how they are created. The water in Portal 2 is an extension of the shader developed for Left 4 Dead 2. -
Download the File
NARRATIVE STRENGTHS, ISSUES, AND COMPLICATIONS OF GRAPHIC NOVELS AND VIDEO GAMES A Thesis submitted to the faculty of AS San Francisco State University 30 In partial fulfillment of the requirements for FMGiL the Degree Master of Arts In English: Literature by Victoria Huu Trang San Francisco, California January 2016 Copyright by Victoria Huu Trang 2016 CERTIFICATION OF APPROVAL I certify that I have read Narrative Strengths, Issues, and Complications of Graphic Novels and Video Games by Victoria Huu Trang, and that in my opinion this work meets the criteria for approving a thesis submitted in partial fulfillment of the requirement for the degree Master of Arts in English: Literature at San Francisco State University. Geoffrey Professor J a L . (<Lusrr% Wai-Leung Kwok, Ph.D. Associate Professor NARRATIVE STRENGTHS, ISSUES, AND COMPLICATIONS OF GRAPHIC NOVELS AND VIDEO GAMES Victoria Huu Trang San Francisco, California 2016 While some video games have novel counterparts, some novels have video game counterparts, graphic novels have video game counterparts, or any other adaptations, not many video games use other mediums to inform events in the video games themselves. Usually, video games and other mediums act more as "ports" or as another point of accessibility for the settings of the video game. However, some video games use other mediums as a means to build up the setting, add more information and depth, or to explain new game play changes or content. For this project I am considering video games and graphic novels that depict events in the same established settings and the narrative complications that come from having more than one source of material and the possibility of conflicting narratives either of the player, multiple players, and those existing in the video games. -
Left for Dead 3 Videos
Left for dead 3 videos Left 4 Dead 3 (Official Gameplay E3) - NEW RELEASE! series 3 Left 4 Dead, we are very pleased with the. Enjoyed the video and want more? Like, comment and subscribe! This video is a perfect example of how amazing older PC games can be with the help of a dedicated modding. Description Left 4 Dead 3 Trailer Facebook: Your browser does not currently recognize any of the video. the day valve announce half life 3 or left 4 dead 3 will be the day that i I can't believe I spent 10 minutes. Left 4 Dead 3 Teased By Valve - Valve Catch-Up .. Why video ending at did you only upload half the. Your browser does not currently recognize any of the video formats available. de donde sacaste la. Also, a lot of the "proof" that you showed in this video has been debunked I don't think valve realizes. Left 4 Dead 3 Official Trailer. SheNigga . worst left for dead trailer xd, dislike it xd What's the song of the. Where is Left 4 Dead 3? Left 4 Dead 2 came around so quickly it felt like whiplash. Remember the 25, signature petition to boycott what was. So what do we know so far about Left 4 Dead 3? Very little. Tiny hints at development behind the scenes at Valve could be red herrings. The Left 4 Dead franchise is based on a series of cooperative first-person shooter, survival horror video games developed .. Cold Stream was released on the Xbox Marketplace August 3, for MSP. -
Large-Scale Cross-Game Player Behavior Analysis on Steam
Proceedings, The Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-15) Large-Scale Cross-Game Player Behavior Analysis on Steam Rafet Sifa Anders Drachen Christian Bauckhage Fraunhofer IAIS Aalborg University Fraunhofer IAIS Sankt Augustin, Germany Aalborg, Denmark Sankt Augustin, Germany [email protected] [email protected] [email protected] Abstract little knowledge available in the public domain about how these translate across games (exceptions including (Cham- Behavioral game analytics has predominantly been con- bers and Saha 2005; Bauckhage et al. 2012)). This places fined to work on single games, which means that the cross-game applicability of current knowledge remains challenges in the way of establishing behavioral patterns largely unknown. Here four experiments are presented that operate across some or all games, also for applied pur- focusing on the relationship between game ownership, poses such as informing game design, for example via im- time invested in playing games, and the players them- proving retention and engagement (Bauckhage et al. 2012; selves, across more than 3000 games distributed by the Pittman and GauthierDickey 2010; Feng and Saha 2007). Steam platform and over 6 million players, covering It also limits the ability to develop techniques used in e.g. a total playtime of over 5 billion hours. Experiments e-commerce and behavioral economics for understanding are targeted at uncovering high-level patterns in the be- and modeling -
Analytics-Based AI Techniques for a Better Gaming Experience
39 Analytics-Based AI Techniques for a Better Gaming Experience Truong-Huy D. Nguyen, Zhengxing Chen, and Magy Seif El-Nasr 39.1 Introduction 39.4 Game Analytics and 39.2 Game Analytics Recommendation Systems Approaches to Modeling 39.5 Game Analytics User Performance, Skills, and Team Matching and Behaviors Techniques 39.3 Game Analytics and 39.6 Conclusion Adaptive Techniques References 39.1 Introduction Recently, it has become increasingly common to gather gameplay data through telemetry logs. These data can provide valuable insight into the player’s interactions with the game and are typically used by designers to balance the game, but they can also be used to algorithmically adjust game systems in order to create better engagement. Specifically, gameplay data analytics can provide ways to (1) algorithmically adapt game content and mechanics on the fly; (2) recommend games to play on game portals, such as Steam; and (3) match teams in multiplayer games. Adapting game content and design to the user’s behaviors and responses has gained momentum in the recent years [Piggyback 09; Newell 08]. Titles that adjust difficulty and/or game mechanics based on the user’s skill level and performance include Fallout 3 [Bethesda 08], Fallout: New Vegas [Bethesda 10], Left 4 Dead [EA 08], Left 4 Dead 2 [Valve 09], and Resident Evil 5 [Capcom 09]. Difficulty adjustment can increase engage- ment and thus increase user retention. While there are many different methods to develop 481 adaptive games, in this chapter, we will focus on AI algorithms that use a model of the user to adjust game content or mechanics in real time. -
Water Flow In
Water Flow in Alex Vlachos, Valve July 28, 2010 Outline • Goals & Technical Constraints • How Artists Create Flow Maps • Flowing Normal Maps in Left 4 Dead 2 • Flowing Color Maps in Portal 2 Left 4 Dead 2 Goals • Visual – Solve repeating texture artifacts – Flow around obstacles – Vary water speed and bump strength • Technical – Work with existing reflective surfaces – Min hardware ps2.0b (6-year-old hardware) & Xbox 360 • Gameplay… Gameplay • Early Left 4 Dead 2 playtests showed players were confused and got lost often in the swamps – Soft non-directional lighting – Trees provided too much cover • My theory was that water flow would improve gameplay by highlighting the correct path • We tested this theory through playtesting • In practice, we found testers took 17% fewer wrong turns and decreased the time it took to traverse the level! Technical Constraints • Already at perf limits on the Xbox 360 & low-end PC • Already at memory limits on the Xbox 360 • Our water shader had limited instructions left for our low end hardware ps2.0b Algorithm Overview • Pixel shader flow, not geometric flow • Continue to use a normal map for water ripples • Artists author a flow map (a texture containing 2D flow vectors) • Use this flow map in a pixel shader to distort the normal map in the direction of flow Flow Texture Mapped onto Surface Covers entire water surface Flow Texture Normal Map Mapped onto Surface Tiled over the water surface Normal Map Artists Author Flow Maps • Flow map provides a unique 2D vector for every point on the water surface •