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The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
Activision Signs Multi-Year Agreement with Legendary Game Designer Peter Molyneux
Activision Signs Multi-Year Agreement with Legendary Game Designer Peter Molyneux Santa Monica, CA - March 4, 2003 - Activision, Inc. (Nasdaq: ATVI) announced today that the company has signed an agreement with legendary U.K.- based game designer Peter Molyneux. Under the terms of the agreement, the company has secured the exclusive worldwide rights to Molyneux's new project tentatively titled The Movies for the PC and all video game console platforms. The agreement also grants Activision the option to publish sequels and add-on products to the title. The Movies currently is being developed by Molyneux's Lionhead Studios, whose last title, Black and White, sold almost 2 million units worldwide. Black and White topped PC sell-through charts around the globe and was a #1 best-selling game in the United Kingdom and Germany. Slated for release in 2004, The Movies gives gamers the opportunity to run their own Hollywood movie studio from the silent days of the 1920s, through the advent of new technologies into the present and beyond. The game puts players in charge of a Hollywood dream factory where they decide which movies to make and the stars to make them. The player selects the scripts, directors, sets and movie stars before shooting the action and watching their finished movie on opening night. Players can manage the money, egos, tears & tantrums on their way to living the Hollywood dream. "Peter is undoubtedly one of the most talented video game designers in the world, and Lionhead is one of the very few development studios with the knowledge and resources to develop a game that will allow players to fulfill the fantasy of building a movie empire," states Larry Goldberg, executive vice president of Activision Worldwide Studios. -
Video Game Trader Magazine & Price Guide
Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates! -
ACADEMY of INTERACTIVE ARTS and SCIENCES (AIAS) to PRESENT PETER MOLYNEUX with COVETED HALL of FAME AWARD at 7Th ANNUAL INTERACTIVE ACHIEVEMENT AWARDS
For Immediate Release ACADEMY OF INTERACTIVE ARTS AND SCIENCES (AIAS) TO PRESENT PETER MOLYNEUX WITH COVETED HALL OF FAME AWARD AT 7th ANNUAL INTERACTIVE ACHIEVEMENT AWARDS LOS ANGELES, CA – (March 2, 2004) – The Academy of Interactive Arts & Sciences (AIAS), the professional organization of the interactive entertainment industry, today announced that it will present Peter Molyneux, Managing Director, Lionhead Studios with its illustrious Hall of Fame award. The Hall of Fame award will be presented to Mr. Molyneux during the Annual Interactive Achievement Awards, which will be held at Rain in the Palms Casino Resort in Las Vegas on March 4. Peter Molyneux is one of the best-known names in the international world of computer games. He co-founded Bullfrog Productions in 1987 and created a new genre of computer games, “the god game” with the release of Populous. Since then Peter has been responsible for a string of massive selling games including Powermonger, Theme Park, Magic Carpet and Dungeon Keeper. Cumulative sales of his games are now approaching the ten million mark worldwide. In 1997 Peter left Bullfrog Productions to form a new games development company Lionhead Studios. The company’s first game Black & White was released to wide spread critical acclaim in April 2001 and sales currently top the two million mark. Peter is recognized as one of the computer games industry’s most articulate and eloquent speakers on the subject of the development of computer games. He has spoken at the American Museum of the Moving Image, the British Film Institute, ICA (London), the Tate Gallery and the Dortmund Museum of History and Culture. -
Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités. -
Inaugural DICE Europe
THE ACADEMY OF INTERACTIVE ARTS AND SCIENCES CROSSES THE POND TO LONDON TO DEBUT D.I.C.E. EUROPE Partners with Video Game Intelligence to Launch Premier European Interactive Entertainment Gathering LOS ANGELES and LONDON – June 7, 2013 – The Academy of Interactive Arts & Sciences (AIAS), in partnership with Video Games Intelligence (VGI), today announced the inaugural D.I.C.E. (Design, Innovate, Communicate, Entertain) Europe conference that will premiere Sept. 24-25, 2013 at the Royal Garden Hotel. Like the annual D.I.C.E. Summit in Las Vegas, which draws some of the brightest and most influential interactive entertainment industry leaders, decision makers and visionaries, D.I.C.E. Europe will offer an unparalleled experience highlighted by premium networking opportunities and a stellar speaker lineup. This two-day event will open Tuesday, Sept. 24, with a full day of networking events for attendees to flex their competitive muscles; organizers will reprise many of the popular events from D.I.C.E. Vegas with a go-karting tournament and a casino poker night. On Wednesday, Sept. 25, there will be a full day of speaker sessions to address the dynamic changes and growth of the industry. The D.I.C.E. Summit speaker program is renowned for jump starting the key industry conversations that resonate throughout the year, and impact the trends directly affecting the industry. The first speakers exemplify the types of industry luminaries who will enlighten, inspire and challenge the attendees. • Rich Hilleman, Chief Creative Director of Electronic Arts, who started developing product with Chuck Yeager's Flight Simulator and continued on with some of the most beloved EA titles. -
Backgrounder: AIIDE 07 Invited Speakers
Association for the Advancement of Artificial Intelligence 445 Burgess Drive Menlo Park, CA 94025 (650) 328-3123 www.aaai.org For press inquiries only, contact: Sara Hedberg (206) 232-1657 (office) [email protected] Backgrounder: AIIDE 07 Invited Speakers 1 of 6 AiLive's LiveMove and LiveCombat Wolff Daniel Dobson and John Funge (AiLive Inc.) This talk describes the successfully productization of the state-of-the-art statistical machine learning technology to create LiveMove and LiveCombat. LiveMove is a groundbreaking artificial intelligence product that enables the Wii Remote to learn. Instead of complicated programming, developers need only take a few minutes to train Wii controllers through examples. Nintendo now sublicenses and promotes LiveMove to Wii developers around the world. Our other product, LiveCombat, gives developers and players the power to build AI characters that learn how to behave by observing the actions of human players. AI characters learn in seconds to be trusted companions or deadly foes. The talk will include many anecdotes and observations from lessons learned (often the hard way) along the way. Wolff Daniel Dobson received his PhD in computer science from Northwestern University, specializing in artificial intelligence and intelligent user interfaces. At Visual Concepts Entertainment, he constructed emotional behavior on NBA2K for Dreamcast, and then became colead for artificial intelligence on NBA2K1 (garnering a Metacritic.com score of 93). For the past 5 years he has worked for AiLive Inc., a startup devoted to next-generation artificial intelligence in games. Working as a designer, producer, engineer, and artist Wolff has been instrumental in developing two commercial products, LiveMove and LiveCombat, that bring groundbreaking real-time machine learning technology to the computer entertainment industry. -
Powermonger-Refcard
IBM & COMPATIBLES PowerMonger'M Command Summary Card Welcome The manual included in your package was written as a general guide to all versions of PowerMonger; however, certain features in the IBM version may differ slightly from those described in the manual. Please see A111e11d- 111e11ts To Tire Manual in this Command Summary Card for information specific to the IBM version. Installing PowerMonger On A Hard Drive To play PowerMonger you need a hard drive and a minimum 560K of memory. The program will not let you install PowerMonger unless you have at least 560K memory free. If you're playing in VGA 256 mode, your hard drive must have a minimum of 2.4 MB of free space on it - in any other mode you need at least 1.2 MB. Your system must be running on DOS · 3.3 or higher. To install PowerMonger: 1. Insert the Install PM 1 disk into drive A or B. 2. If you inserted Install PM 1 in drive A, type A: and press Enter. If you inserted it in drive B, type B: and press Enter. Note: You must switch to the floppy drive before you execute the INSTALL command -you can 't simply type A:INSTALL or B:INSTALL. 3. Once you've switched to the drive containing Install PM 1, type INST ALL and press Enter. The Configuration Screen appears. 4. The onscreen options let you configure PowerMonger to you computer. Use the up and down cursor keys to highlight an option, and then press Enter. The various settings for the option appear. -
Master Thesis Project Artificial Intelligence Adaptation in Video
Master Thesis Project Artificial Intelligence Adaptation in Video Games Author: Anastasiia Zhadan Supervisor: Aris Alissandrakis Examiner: Welf Löwe Reader: Narges Khakpour Semester: VT 2018 Course Code: 4DV50E Subject: Computer Science Abstract One of the most important features of a (computer) game that makes it mem- orable is an ability to bring a sense of engagement. This can be achieved in numerous ways, but the most major part is a challenge, often provided by in-game enemies and their ability to adapt towards the human player. How- ever, adaptability is not very common in games. Throughout this thesis work, aspects of the game control systems that can be improved in order to be adapt- able were studied. Based on the results gained from the study of the literature related to artificial intelligence in games, a classification of games was de- veloped for grouping the games by the complexity of the control systems and their ability to adapt different aspects of enemies behavior including individual and group behavior. It appeared that only 33% of the games can not be con- sidered adaptable. This classification was then used to analyze the popularity of games regarding their challenge complexity. Analysis revealed that simple, familiar behavior is more welcomed by players. However, highly adaptable games have got competitively high scores and excellent reviews from game critics and reviewers, proving that adaptability in games deserves further re- search. Keywords: artificial intelligence in games, adaptability in games, non-player character adaptation, challenge Preface Computer games have become an interest for me not so long ago, but since then they have turned almost into a true passion. -
John Fu March 1, 2000 History 274B Prof
Marmalade, Jute, and Video Games: The story of how Dundee, Scotland became the home of a thriving video game development community John Fu March 1, 2000 History 274B Prof. Thomas Hughes 2 Video Games…In Scotland? Japan and the United States are sometimes thought to be the sole creators of the world’s video games. This belief may stem from the fact that the most famous video game console and arcade game manufacturers (such as Atari, Midway, Namco, Nintendo, Sega, Sony, and Capcom) are located in Japan and the US. And with few exceptions, the best-known, most heavily merchandized video game characters (for example, Mario of Super Mario Bros. and Sonic the Hedgehog of the game of the same name) are of American or Japanese origin. Over the past decade, however, many best-selling video games have come from Great Britain. English and Scottish developers have been responsible for such hits as Populous, Syndicate, Lemmings, Goldeneye, and Tomb Raider. Lara Croft, the main character in the Tomb Raider series of adventure games, has become a worldwide star, and Tomb Raider is currently set to be made into a motion picture. Nonetheless, with few characters as recognizable as Mario or Sonic and the absence of a major game console manufacturer, it is remarkable that game development has flourished in specific communities within Great Britain, namely Guildford (near London), northwest England (Liverpool/Birkenhead) and Scotland. Guildford is the home of Bullfrog, a development studio that has created numerous hit games such as Syndicate and Dungeon Keeper, and of a number of companies founded by ex-Bullfrog employees. -
Human-Level AI's Killer Application: Interactive Computer Games
AI Magazine Volume 22 Number 2 (2001) (© AAAI) Articles Human-Level AI’s Killer Application Interactive Computer Games John E. Laird and Michael van Lent I Although one of the fundamental goals of AI is to communication with natural language, com- understand and develop intelligent systems that monsense reasoning, creativity, and learning. have all the capabilities of humans, there is little If this is our dream, why isn’t any progress active research directly pursuing this goal. We pro- being made? Ironically, one of the major rea- pose that AI for interactive computer games is an sons that almost nobody (see Brooks et al. emerging application area in which this goal of [2000] for one high-profile exception) is work- human-level AI can successfully be pursued. Inter- active computer games have increasingly complex ing on this grand goal of AI is that current and realistic worlds and increasingly complex and applications of AI do not need full-blown intelligent computer-controlled characters. In this human-level AI. For almost all applications, article, we further motivate our proposal of using the generality and adaptability of human interactive computer games for AI research, review thought is not needed—specialized, although previous research on AI and games, and present more rigid and fragile, solutions are cheaper the different game genres and the roles that and easier to develop. Unfortunately, it is human-level AI could play within these genres. We unclear whether the approaches that have then describe the research issues and AI techniques been developed to solve specific problems are that are relevant to each of these roles. -
Playing Games with Technology: Fictions of Science in the Civilization Series Will Slocombe, University of Liverpool
Playing Games with Technology: Fictions of Science in the Civilization Series Will Slocombe, University of Liverpool Introduction Videogames might be thought to be too recent, and to concerned with entertainment, to reveal appropriately historicised attitudes to technology. However, as this essay will demonstrate, there is value in considering how one type of game, the “4X strategy” game, encodes particular assumptions about technology and its development. Although closely affiliated to the “God game” (a videogame in which the player is given absolute, and often supernatural power over a civilization or tribe’s development), “4X strategy” games are defined by the phrase “EXplore, EXpand, EXploit and EXterminate”. That is, such games encourage players to “explore” the in-game environment, “expand” their civilizations, “exploit” the resources of their civilization’s territory, and “exterminate” rival civilizations. Whilst this phrasing is loaded, it provides a sense of the kind of activities within the game, although it does not foreground the importance of technological research. Using the Civilization series of videogames (six games and various “expansions” over the period 1991- 2016) as an exemplar, this article asserts that “technology trees”, as the underpinning structural element of such many 4X strategy games, reveal not only a specific cultural attitude to technology, but also towards the history of technology. Whilst this essay will describe and examine “technology trees” later, it is important to realise at the outset that these