Video Games As a New Form of Interactive Literature
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Fable III Windows Readme
FABLE III PC README 1.0 ================================================================================== Last Updated: 1 March, 2011 For the latest version of this Readme, please visit: http://lionhead.com/Fable/FableIII/readme.html ********************************************************************************** Fable® III is a graphically demanding game and is designed for next generation hardware. It is important that you have a powerful CPU (processor) and graphics chipset combination, particularly if you intend to play on a laptop; for those fortunate enough to have such systems, we have added control sets that favour laptop keyboard layouts. Please make sure to update to the latest video card drivers to ensure the greatest level of performance and compatibility between Fable III and your computer hardware. ********************************************************************************** TABLE OF CONTENTS 1) INSTALLATION & SET UP 1.1 Minimum System Requirements 1.2 Recommended System Specifications 1.3 DirectX Detection & Installation 1.4 Copy Protection 2) TROUBLESHOOTING 2.1 Installer/Update 2.2 Video 2.3 Sound 2.4 Operating System 2.5 Known Issues 3) HOTKEYS AND CONTROLS 3.1 Default Keyboard and Mouse Controls 3.2 Xbox 360 Controller 4) IN-GAME OPTIONS 4.1 Video Options 4.2 Control Options 4.3 Audio Options 4.4 Game Options 5) IMPROVING PERFORMANCE 6) DOWNLOADABLE CONTENT 7) CUSTOMER SUPPORT CONTACTS 8) COPYRIGHT INFORMATION 8.1 SlimDX Copyright Information ================================================================================== -
The Ethics of Human-Chicken Relationships in Video Games: the Origins of the Digital Chicken B
The ethics of human-chicken relationships in video games: the origins of the digital chicken B. Tyr Fothergill Catherine Flick School of Archaeology and Ancient De Montfort University History The Gateway University of Leicester, Leicester Leicester, United Kingdom LE1 7RH, United Kingdom LE1 9BH, United Kingdom +44 0116 223 1014 +44 116 207 8487 [email protected] [email protected] ABSTRACT depicted being. In this paper, we explore the many and varied In this paper, we look at the historical place that chickens have roles and uses of the chicken in video games and contextualize held in media depictions and as entertainment, analyse several these with archaeological and historical data. types of representations of chickens in video games, and draw out 2. THE DOMESTICATION AND SPREAD reflections on society in the light of these representations. We also look at real-life, modern historical, and archaeological evidence of OF Gallus gallus, THE CHICKEN chicken treatment and the evolution of social attitudes with regard Humans have conceptually and physically shaped and re-shaped to animal rights, and deconstruct the depiction of chickens in the other animal species with which we have interacted; few video games in this light. examples of this are more striking than the chicken. Domestication is often conceived of as an activity undertaken by Categories and Subject Descriptors humans which converts a wild plant or animal into something K.4.0 General else, a living thing entirely under the control of or dependent upon humans to survive. The complexities of such a transformation are General Terms immense, and are more accurately framed as “an ongoing co- Human Factors, Theory evolutionary process rather than an event or invention” [15]. -
Video Games & Human Development
Video Games & Human Development 1 Running head: VIDEO GAMES & HUMAN DEVELOPMENT Press Play to Grow! Designing Video Games as Trojan Horses for Catalyzing Human Development Moses Silbiger, M.A. John F. Kennedy University, Pleasant Hill, CA Video Games & Human Development 2 Learning can and should be hard fun! - Clark N. Quinn, e-learning & video game designer, Quinnovation. We are already the most overinformed, underreflective people in the history of civilization. Is it possible the twenty-first century needs a new kind of learning and a new kind of leader to help us …? Perhaps [we can] begin building not simply an information highway but a transformation highway. - Robert Kegan, professor & developmental psychologist, Harvard University. My main intention in this paper is to explore new and alternative video game designs to promote overall and healthy human development based on specific methodological frameworks, and how to make these video games to be both conceptually, technically, and economically feasible to be designed and produced. It is also my intention to propose video games that can simultaneously (or specifically) adapt to different audiences, types, and styles of players, balancing entertainment and developmental purposes by using skillful and integrative strategies based on a proactive Trojan Horse approach. In other words, these purposes will not necessarily need to be explicitly presented within the video games, but just put in motion through underlying and customizable developmental tools intrinsically embedded in their structural design, in contrast with a top-down”, “forced upon” or preaching approach. In order to explore these developmental potentials, I have been engaged in an ongoing 11-month long mixed-methods research 1, composed by six different methodologies designed to investigate the psychological, technical, cultural, systemic, and social aspects of video games and the gaming world – and how to start incorporating developmental tools in video game design. -
Fable Pc Game Download FABLE III Free Download
fable pc game download FABLE III Free Download. Click the download button below to start FABLE III Free Download with direct link. It is the full version of the game. Don’t forget to run the game as administrator. NOTICE : This game is already pre-installed for you, meaning you don’t have to install it. If you get any missing dll errors, make sure to look for a _Redist or _CommonRedist folder and install directx, vcredist and all other programs in that folder. You need these programs for the game to run. Look for a ‘HOW TO RUN GAME. txt’ file for more help. Also, be sure to right click the exe and always select “Run as administrator” if you’re having problems saving the game. Always disable your anti virus before extracting the game to prevent it from deleting the crack files. If you need additional help, click here. System Requirements. OS: XP 32 SP3, Vista 32/64 , Win 7 32/64 Processor: Intel Core 2 Duo 2GHz or AMD Athlon X2 4000+ Memory: 2 GB RAM Graphics: NVidia 7600GT or ATI HD 2600 Pro DirectX: Version 9.0c Storage: 9 GB available space. Popular Games. Chicory: A Colorful Tale Free Download (v1.0.0.53) Deadlight: Director’s Cut Free Download Bonetown: The Second Coming Edition Free Download Kinkoi: Golden Loveriche Free Download Living Legends: The Crystal Tear Collector’s Edition Free Download Candleman: The Complete Journey Free Download Livestream: Escape From Hotel Izanami Free Download Gurumin: A Monstrous Adventure Free Download (v1.4) Dandelion – Wishes Brought To You – Free Download Crystal Crisis Free Download (v1.6.994) OUR MISSION. -
Toward a Deeper Understanding of Branching Dialogue Systems
TOWARD A DEEPER UNDERSTANDING OF BRANCHING DIALOGUE SYSTEMS LEANNE C. TAYLOR-GILES BFA (Creative Writing Production) Submitted in partial fulfilment of the requirements for the degree of Masters by Research. CREATIVE INDUSTRIES FACULTY QUEENSLAND UNIVERSITY OF TECHNOLOGY 2014 Leanne C. Taylor-Giles -- Understanding Branching Dialogue Systems Keywords Agency; branching dialogue systems; conversation architecture; creative writing; critical path; emergent narrative; emotional interface; immersion; interaction design; interactive narrative; literary criticism; narrative design; player character; practice-led; roleplaying video games; writing for video games. 2 – Creative Industries, QUT Understanding Branching Dialogue Systems – Leanne C. Taylor-Giles Abstract This exegesis addresses the concept of writing for video games, and specifically the branching dialogue systems available within contemporary roleplaying video games. It suggests a taxonomy for the critique of interactive narratives, and seeks to answer the question of whether branching dialogues may be separated from their medium in order to apply more traditional methods of literary criticism. The exegesis covers the critique of four contemporary roleplaying video games that are rated as the ‘best’ from among the offerings of the current video game development industry. It also examines the author’s personal works from both an internal and external standpoint, to further elucidate the aspects of writing for branching dialogues and interactive media that have yet to be discussed from a practitioner’s point of view within an academic context. As a conclusion, the exegesis presents a final project aimed at supporting the reflections and discoveries made throughout, providing a first-hand look at a game writer’s unedited creative process and the methods by which greater interactivity with non-player characters may be achieved. -
Theescapist 071.Pdf
2 a : writing designed for publication in a covered, viewpoint covered, or details So, where does that leave me and my newspaper or magazine b : writing covered, a form of interpretation? research on journalism? Well, I have characterized by a direct presentation of discovered that journalism is a nebulous, facts or description of events without an Designing writing to appeal to taste nuanced beast which cannot be defined Before starting this letter, I sat down to attempt at interpretation c : writing aside, don’t all newspapers and without exceptions, contradictions and find the actual definition of “journalism.” designed to appeal to current popular magazines have some manner of much argument. But, in some attempt to We all have a hand-wavey idea of what it taste or public interest editorial injection of interpretation by discuss journalism further, as it pertains means – likely very close to at least one placement of articles on the cover or on to our beloved Game Industry, we of the definitions listed in any reference The first set smacks of Circular a certain page within, by allocating word present this week’s issue of The Escapist, tool. I looked in many different sources, Definitions. I may have just made up counts per story, etc.? Try as we may to The Rest of the Story. Enjoy! you know, to try to get some sort of this term, but what I mean is a definition report just the facts, we interpret of a consensus. in which the definition leads to another necessity, as there’s limited room for Cheers, word, whose definition leads right back input, both in publications and in our I will give only one set of definitions to the first word. -
Writing Video Game Narratives to Battle Sexism
Copyright is owned by the Author of the thesis. Permission is given for a copy to be downloaded by an individual for the purpose of research and private study only. The thesis may not be reproduced elsewhere without the permission of the Author. The Quest for Change: Writing Video Game Narratives to Battle Sexism A Master of Arts Thesis By Moana Minson Massey University, 2018 Can video games be used to break down sexist attitudes and behaviours in their own community? This research investigated the intersection between narratives being able to inform users, games as highly immersive narrative sites, and how to deliberately design a game narrative with the goal of informing and building empathy in players about a social problem. This project investigated the question through several kinds of textual and field- work based research methods. First: a reflexive, auto-ethnographic exploration of the researcher’s own position in the community, plus a review of current literature, and game-player interviews were combined to establish a contextual knowledge base about negative gendered concepts and attitudes in gaming. These elements were then used to inform the construction of a game narrative which sought to, while being a great game, expose sexist attitudes and behaviours, challenge gendered stereotypes, and stimulate empathy and understanding towards the ‘other’. A portion of this narrative was turned into a playable game which was used to perform player testing, which revealed elements of how games create affect in users. These research stages were then combined to build a set of guidelines for use by other game developers; guidelines designed to suggest effective ways to shape game narratives which seek to break down sexist attitudes and behaviours within the gaming medium and community. -
3307; Slds.Osu.Edu; 098 Baker Hall, 113 W
COURSE REQUEST Last Updated: Vankeerbergen,Bernadette 2367.08 - Status: PENDING Chantal 03/28/2018 Term Information Effective Term Spring 2019 General Information Course Bulletin Listing/Subject Area English Fiscal Unit/Academic Org English - D0537 College/Academic Group Arts and Sciences Level/Career Undergraduate Course Number/Catalog 2367.08 Course Title The U.S. Experience: Writing About Video Games Transcript Abbreviation Wrtng: Video Games Course Description This course emphasizes persuasive and researched writing, revision, and composing in various forms and media. Focusing on digital literacy, development of critical thinking skills and skill in producing analytical prose, students explore key conversations in the field of game studies and analyze a variety types of video game writing. No prior knowledge of video games or game studies is required Semester Credit Hours/Units Fixed: 3 Offering Information Length Of Course 14 Week, 12 Week, 8 Week Flexibly Scheduled Course Never Does any section of this course have a distance No education component? Grading Basis Letter Grade Repeatable No Course Components Lecture Grade Roster Component Lecture Credit Available by Exam No Admission Condition Course No Off Campus Never Campus of Offering Columbus, Lima, Mansfield, Marion, Newark Prerequisites and Exclusions Prerequisites/Corequisites English 1110 or equivalent; and Soph standing, or a declared major in English Exclusions Electronically Enforced Yes Cross-Listings Cross-Listings Subject/CIP Code Subject/CIP Code 23.0101 Subsidy Level -
Effect of Camera and Object Motion on Visual Load in 3D Games
Effect of Camera and Object Motion on Visual Load in 3D Games David Milam1,1, Magy Seif El-Nasr1, Dinara Moura1, Lyn Bartram1, 1 School of Interactive Arts + Technology (SIAT), Simon Fraser University Surrey, 250 - 13450 102 Avenue, Surrey BC V3T 0A3 CANADA { david_milam, magy, dinara, lyn }@sfu.ca Abstract. 3D video games are a popular form of entertainment that features elaborate visual compositions and settings. Occasionally, players are thrown into situations with a high amount of visual complexity, which may cause players, especially novice players, to misinterpret important game goals or mechanics, which may, in turn, lead to a diminished experience. Previous research investigated visual design, but only in terms of brightness and color contrast, no research investigated attributes of motion, their complexity in regards to visual design, and their effect on the game experience. Informed by cinema and visual perception domains, we embark on a study of 4 motion attributes: flicker, shape, speed, and repetition, and investigate their design within 6 games. We rate these games based on their complexity. We use video coding with a kappa reliability measure to identify these attributes. We then investigate the relationship between the use of these motion attributes and the rated complexity of the visual scene. We present this analysis as a contribution, and design lessons extrapolated based on the analysis. Keywords: Game Design, Motion, Visual Composition, Visual Perception, User Experience 1 Introduction 3D video games are popular and top selling games [1]. They feature graphically rich environments, which engulf their users and are designed with an amalgam of challenges including searching for artifacts, wayfinding towards a goal, and visual tracking of moving objects such as enemies. -
Companion Gaming: Improving the Quality of Gaming
COMPANION GAMING: IMPROVING THE QUALITY OF GAMING EXPERIENCES THROUGH INTERCONNECTED GAMEPLAY A Thesis by JACOB MACLIN ROSS Submitted to the Office of Graduate and Professional Studies of Texas A&M University in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE Chair of Committee, Tim McLaughlin Co-Chair of Committee, Jinsil Hwaryoung Seo Committee Member, Dennie Smith Head of Department, Tim McLaughlin December 2013 Major Subject: Visualization Copyright 2013 Jacob Maclin Ross ABSTRACT In recent years, video game publishers and developers such as Ubisoft, Bioware, Microsoft, Capcom, Wideload Games, and NeatherRealm have all attempted to increase brand engagement by means of increased interconnectivity between games of the same franchise, a form of gameplay called companion gaming. In 2011 Chris Early, one of the pioneers of companion gaming, set forth seven principles defining the qualities that exemplify companion game design. This study offers a history of companion gaming, an explanation for how companion gaming improves the quality of the gaming experience, and a modification and extension of the aforementioned principles. Through the use of an analysis of pre-existing companion games, user studies of said companion games, and interviews with industry professionals who have experience working on companion games, a determination of best practices in developing connected gameplay experiences is defined in the form of the “Companion Gaming Design Principles.” Along with the unification of existing knowledge on companion games pertaining to different techniques for designing connectivity, companion game/base game platform combinations, and examples of what has come before, these principles will enlighten developers and publishers wishing to create companion gaming experiences in the future by highlighting the most important aspects of companion game design and how each can affect the user’s experience. -
Transplanted”
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Cardinal Scholar “TRANSPLANTED” A STOP-MOTION VIDEO GAME A CREATIVE PROJECT SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF FINE ART BY EMILY THORNTON BRAD CONDIE – ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA MAY, 2019 Abstract The Creative Project Transplanted is a stop-motion video game that seeks to explore the benefits of taking care of another living thing, and the connection this has to healthy change in an individual’s life. Ben Fulcher, my fellow graduate student, and I have created a stop-motion video game that utilizes the application of the Transtheoretical model (or Stages of change). The game is focused on a woman who has just graduated college, and no longer has a goal or focus for her life. Because of this, she quickly becomes depressed and feels as though she no longer has any purpose. Her apartment has become a prison, littered with boxes she never unpacked. A plant is delivered to her house, with a note stating that the plant knows she has what it takes to take care of it. The plant serves as a catalyst for change in the woman’s life. The plant possesses magical properties, and as the woman takes care of it, it begins to help her take back control of her life. For the duration of the fifteen-minute game play, the player will be unpacking boxes and taking care of the plant. Eventually enough boxes will be unpacked and this will clean a room, allowing the player to move on to the next room. -
Rhetoric of Mass Effect 2 Submitted by Rebekah
Thesis Hidden Options and Player Pushback: Rhetoric of Mass Effect 2 Submitted by Rebekah Robson-May Department of English In partial fulfillment of the requirements For the Degree of Master of Arts Colorado State University Fort Collins, Colorado Summer 2011 Master’s Committee: Advisor: Sarah Jane Sloane Carrie Lamanna Jennifer Cross Copyright by Rebekah Robson-May, 2011 All Rights Reserved Abstract Hidden Options and Player Pushback: Rhetoric of Mass Effect 2 This thesis is an exploration of gender construction within the digital gaming subculture of the United States in the early 21st century. Using the 2010 game Mass Effect 2 as an organizing theme and central focus, the thesis examines how gender is constructed within this single-player role-playing game; how marketing materials reveal expectations about audience for this game and two other single-player role- playing games released in 2010 (Fable III and Final Fantasy XIII); and how online communities related to games, particularly to Mass Effect 2, both reinforce normative assumptions and attitudes about gender for players of digital games and characters within the games, and how they offer opportunities for the subversion and disruption of these normative models. Theories from Judith Butler and from Candace West and Don Zimmerman provide the primary basis for exploring gender construction. To examine the effects of digital games on literacy and learning, James Paul Gee’s work is used extensively. Additional discussion utilizes online fan and gamer posts. Insights about games, their marketing, and the broader community are drawn from a number of perspectives, in- cluding autoethnography, visual rhetoric, the principles of interpreting visual art, and a study of theatrical costume design.