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A Framework for Constructing Serious Games Taylor Glen Yust University of Arkansas, Fayetteville
University of Arkansas, Fayetteville ScholarWorks@UARK Theses and Dissertations 5-2014 A Framework for Constructing Serious Games Taylor Glen Yust University of Arkansas, Fayetteville Follow this and additional works at: http://scholarworks.uark.edu/etd Part of the Graphics and Human Computer Interfaces Commons, and the Software Engineering Commons Recommended Citation Yust, Taylor Glen, "A Framework for Constructing Serious Games" (2014). Theses and Dissertations. 2361. http://scholarworks.uark.edu/etd/2361 This Thesis is brought to you for free and open access by ScholarWorks@UARK. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of ScholarWorks@UARK. For more information, please contact [email protected], [email protected]. A Framework for Constructing Serious Games A Framework for Constructing Serious Games A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Computer Science by Taylor Yust University of Arkansas Bachelor of Science in Computer Science, 2012 May 2014 University of Arkansas This thesis is approved for recommendation to the Graduate Council. ____________________________________ Dr. Craig Thompson Thesis Director ____________________________________ ____________________________________ Dr. David Fredrick Dr. John Gauch Committee Member Committee Member ____________________________________ Dr. Gordon Beavers Committee Member ABSTRACT Communicating ideas and knowledge through serious games is a trend that is currently gaining in popularity. However, at present, there is a distinct lack of a game development methodology that takes a critical approach to transforming information into gameplay. This thesis presents a framework that can be followed to construct compelling serious games that are effective at transferring knowledge to the player. This is accomplished through an analysis of atomic knowledge items and their relationships to one another, followed by a meaningful and synergetic implementation of these ideas at a foundational mechanics level. -
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations Title The Stabilization, Exploration, and Expression of Computer Game History Permalink https://escholarship.org/uc/item/4rn402db Author Kaltman, Eric Publication Date 2017 License https://creativecommons.org/licenses/by-nd/4.0/ 4.0 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA SANTA CRUZ THE STABILIZATION, EXPLORATION, AND EXPRESSION OF COMPUTER GAME HISTORY A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Eric Kaltman September 2017 The Dissertation of Eric Kaltman is approved: Noah Wardrip-Fruin, Chair Michael Mateas Henry Lowood Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Eric Kaltman 2017 Table of Contents List of Figures vi List of Tables viii Abstract ix Dedication xi Acknowledgments xii 1 Introduction 1 1.1 On the history of technology . .4 1.2 On the history of software . 10 1.3 On the history of computer games in the history of software in the history of technology . 12 1.4 On preservation . 13 1.5 On knowledge accumulation, exploration and expression in the his- tory of technology . 15 1.6 On an intermediary perspective for the history of games as software 20 1.7 Stabilization . 25 1.8 Exploration . 27 1.9 Expression . 29 2 Appraisal 31 2.1 Compiling the Record . 31 2.2 Appraisal . 33 2.2.1 Related Work . 38 2.3 Prom Week .............................. 41 2.3.1 Choice of Prom Week ..................... 42 2.3.2 Process . -
NES Specifications
Everynes - Nocash NES Specs Everynes Hardware Specifications Tech Data Memory Maps I/O Map Picture Processing Unit (PPU) Audio Processing Unit (APU) Controllers Cartridges and Mappers Famicom Disk System (FDS) Hardware Pin-Outs CPU 65XX Microprocessor About Everynes Tech Data Overall Specs CPU 2A03 - customized 6502 CPU - audio - does not contain support for decimal The NTSC NES runs at 1.7897725MHz, and 1.7734474MHz for PAL. NMIs may be generated by PPU each VBlank. IRQs may be generated by APU and by external hardware. Internal Memory: 2K WRAM, 2K VRAM, 256 Bytes SPR-RAM, and Palette/Registers The cartridge connector also passes audio in and out of the cartridge, to allow for external sound chips to be mixed in with the Famicom audio. Original Famicom (Family Computer) (1983) (Japan) 60-pin cartridge slot, with external sound-input, without lockout chip. Two joypads directly attached to console, Joypad 1 with Start/Select buttons, Joypad 2 with microphone, but without Start/Select. 15pin Expansion port for further controllers. Video RF-Output only. "During its first year, people found the Famicom to be unreliable, with programming errors and freezing rampant. Yamauchi recalled all sold Famicom systems, and put the Famicom out of production until the errors were fixed. The Famicom was re-released with a new motherboard." Original NES (Nintendo Entertainment System) (1985) (US, Europe, Australia) Same as Famicom, but with slightly different pin-outs on cartridge slot, and controllers/expansion ports: Front-loading 72-pin cartridge slot, without external sound-input on cartridge slot, without microphone on joypads, with lockout chip. Newer Famicom, AV Famicom (1993-1995) 60-pin cartridge slot, with external sound-input, without lockout chip. -
Nintendo NES
Nintendo NES Last Updated on September 24, 2021 Title Publisher Qty Box Man Comments 10-Yard Fight: 5 Screw - System TM Nintendo 10-Yard Fight: 3 Screw Nintendo 10-Yard Fight: 5 Screw Nintendo 10-Yard Fight: 3 Screw - Part No. Nintendo 1007 Bolts Neodolphino 1942: 5 Screw Capcom 1942: 3 Screw - Round Seal Capcom 1942: 3 Screw - Oval Seal Capcom 1943: The Battle of Midway: Round Seal Capcom 1943: The Battle of Midway: Oval Seal Capcom 3-D WorldRunner: 5 Screw Acclaim 3-D WorldRunner: 3 Screw Acclaim 6 in 1 Caltron 720°: Seal ™ Mindscape 720°: Seal ® Mindscape 8 Bit Xmas 2012 RetroZone 8 Eyes Taxan Abadox: The Deadly Inner War Milton Bradley Action 52: Green Board - Clear Label Active Enterprises Action 52: Black Board Active Enterprises Action 52: Green Board - Blue Label Active Enterprises Action 53 Vol. 3: Revenge of the Twins Infinite NES Lives Action 53 Vol. 3: Revenge of the Twins: Limited Edition Infinite NES Lives Action 53 Vol. 3: Revenge of the Twins: Famicom Cart Infinite NES Lives Action 53 Vol. 3: Revenge of the Twins: Contributor Cart Infinite NES Lives Addams Family, The Ocean Addams Family, The: Pugsley's Scavenger Hunt Ocean Advanced Dungeons & Dragons: DragonStrike FCI Advanced Dungeons & Dragons: Heroes of the Lance FCI Advanced Dungeons & Dragons: Hillsfar FCI Advanced Dungeons & Dragons: Pool of Radiance FCI Adventure in Numberland, Mickey's Hi-Tech Expressions Adventure Island 3 Hudson Soft Adventure Island II Hudson Soft Adventure Island, Hudson's: Round Seal Hudson Soft Adventure Island, Hudson's: Oval Seal Hudson Soft Adventures in the Magic Kingdom, Disney's Capcom Adventures of Bayou Billy, The Konami Adventures of Dino Riki, The Hudson Soft Adventures of Gilligan's Island, The Bandai Adventures of Lolo HAL America Adventures of Lolo 2 HAL America Adventures of Lolo 3 HAL America Adventures of Rad Gravity, The Activision Adventures of Rocky and Bullwinkle and Friends, The THQ Adventures of Tom Sawyer Seta After Burner Tengen Air Fortress HAL America Airball RetroZone Airwolf Acclaim Al Unser Jr. -
What We Talk About When We Talk About Games: Bottom-Up Game Studies Using Natural Language Processing
What We Talk About When We Talk About Games: Bottom-Up Game Studies Using Natural Language Processing James Owen Ryan1;2, Eric Kaltman1, Michael Mateas1, and Noah Wardrip-Fruin1 1 Expressive Intelligence Studio 2 Natural Language and Dialogue Systems Lab University of California, Santa Cruz {jor, ekaltman, nwf, michaelm}@soe.ucsc.edu ABSTRACT for analysis. What insights could we glean, from these tril- In this paper, we endorse and advance an emerging bottom- lions of words, about videogames as a medium? If we were to up approach to game studies that utilizes techniques from harness the sheer volume of all this language, what could we natural language processing. Our contribution is threefold: build? We believe that the application of natural language we present the first complete review of the growing body of processing (NLP) techniques to text about games represents work through which this methodology has been innovated; a hugely promising but relatively unexplored area of game- we present a latent semantic analysis model that constitutes studies research. This approach is bottom-up in the sense the first application of this fundamental bottom-up tech- that it yields findings that emerge (often unexpectedly) from nique to the domain of digital games; and finally, unlike extensive language use, whereas in the more conventional earlier projects that have only written about their models, top-down approach a scholar starts from a preconceived no- we introduce and evaluate a tool that serves as an interface tion that she then attempts to substantiate. Bottom-up to ours. This tool is GameNet, in which nearly 12,000 games methods are particularly useful in exploratory research, and are linked to the games to which they are most related. -
Sunday Funday Is Packed Full of Excitement
The Ride ......... WISDOM ~ee INTRODUCTION Sunday Funday is packed full of excitement. The road to fun begins as soon as you select your game. Which will you choose? Will you ride through a myriad of obstacles on your skateboard in Sunday Funday, test your agility in Fish Fall , or mak.e your singing debut with "Ride of Life" by 4HIM? Each selection guarantees lots of fun, so sit back and enjoy the ride ! GETTING STARTED This Manual is designed to show you how to play Sunday Funday on cartridge-based systems* or on disk based systems that are 100% IBM®/PC - compatible. The game play is virtually identical on all systems, but starting the game and controlling the game are slightly different on each system. Cartridge-Based Systems Insert the Sunday Funday cartridge into the cartridge slot of your system and turn the system on . IBM/PC or Compatible Sunday Funday requires a minimum of 640K RAM on the motherboard and an EGA or VGA card with 128K. It has both keyboard and joystick options. To install Sunday Funday on your hard drive ... place the disk (1 of 2 if you are using the 5 1/4" disks) into the appropriate disk drive. Switch to that drive by typing A: or B: and press enter. Then type INSTALL and press ENTER. Continue to follow the instructions on the screen. After installation is complete, you can play Sunday Funday by changing to the FUNDAY directory (type CD\FUNDAY and press ENTER) and type FUNDAY and press ENTER. Cart ri dge-based systems include Nintendo Entertainment Systems®, Game Boy®, Super Nintendo®, and Sega Genesis r . -
Geschichte Und Ästhetik Der Audiovisuellen Und Digitalen Medien II
Universität Bayreuth Angewandte Medienwissenschaft: Digitale Medien Sommersemester 2013 Geschichte und Ästhetik der audiovisuellen und digitalen Medien II 1994-2000 Prof. Dr. Jochen Koubek Kultureller Kontext Horror Abenteuer Waterworld (1995) Jumanji (1995) Fantasy 1994 1996 1997 1994 1995 Science Fiction 1995 1996 1997 Science Fiction 1997 1997 1997 1997 1994 1999 Spieleverfilmungen 1994 1995 1999 David Fincher, 1995 Medientechnischer Kontext Java Flash 1995 1997 DVD 1995 1997 DirectX ab 1995 Lego Island (DirectX 1.0) Road Rash (DirectX 2.0) Descent 2 (DirectX 3.0) 3dfx Voodoo Graphics 1996 Quake, 1996 Tomb Raider, 1996 Computerspiele 1994-2000 Homecomputer Dune II Amiga, 1992 4. Generation Super FX SNES Mathematical, Argonaut, Rotation & I/O Star Fox, 1993 Super Mario World 2: Yoshi's Island, 1995 Arcade Virtua Racer | Virtua Fighter Sega, 1992 Sega, 1993 Virtua Cop 1994 Sega: The House of the Dead, 1997 Sega Rally Championship 1995 Dance Dance Revolution 1998 Konsolen der 5. Generation (1993-2001) Sega: Saturn, 1994 Sony: Playstation, 1994 Nintendo 64 (1996) Panasonic 3DO 1994 The Need for Speed Electronic Arts, 1994 Sega Saturn 1994 Virtua Fighter II, 1994 Panzer Dragoon, 1995 Sony Playstation 1994 Tomb Raider Core/Eidos, 1996 Resident Evil Capcom, 1996 Final Fantasy VII Square, 1997 Gran Turismo Sony, 1997 Silent Hill Silent Hill, 1999 Konami, 1999 Oddworld Oddworld Inhabitants, 1997 Metal Gear Solid 1998 Final Fantasy VII Wipeout Crash Bandicoot Tekken 3 Metal Gear Solid 1998 Nintendo N64 1996 Super Mario 64 3D Camera Control Nintendo 1996 Mario Kart 64 Nintendo, 1996 GoldenEye 007 Rare, 1997 The Legend of Zelda: Ocarina of Time Nintendo, 1998 Z-Targeting Super Smash Bros. -
The Wonderful World of Arcade Simulators
WWW.OLDSCHOOLGAMERMAGAZINE.COM ISSUE #9 • MARCH 2019 FULL PAGE AD MARCH 2019 • ISSUE #9 SIMULATIONS PEOPLE AND PLACES The Sims Game Swappers of SoCal! 06 BY TODD FRIEDMAN 41 BY AARON BURGER SIMULATIONS PEOPLE AND PLACES Turn and Burn Frank Schwartraubner 08 BY PATRICK HICKEY JR. 42 BY MARC BURGER SIMULATIONS NEWS Fox’s Game: Lucasfilm, Mirage... Video Games Debut at Heritage Auctions 10 BY SHAUN JEX 43 BY BRETT WEISS SIMULATIONS REVIEWS Driver and Driver 2 New Books on Old School Gaming Topics 12 BY CONOR MCBRIEN 44 BY RYAN BURGER AND RIC PRYOR MICHAEL THOMASSON’S JUST 4 QIX COLLECTOR INFO Behind Enemy Lines Super Nintendo Pricer 14 BY MICHAEL THOMASSON 45 PRESENTED BY PRICECHARTING.COM BRETT’S OLD SCHOOL BARGAIN BIN NEWS Asteroids and Beamrider Great Retro Shops 16 BY BRETT WEISS 50 BY OLD SCHOOL GAMER REVIEWS Flip Grip: Bullet Heaven 20 BY ROB FARALDI REVIEWS Old Atari on Switch... 22 BY RYAN BURGER AND RIC PRYOR FEATURE Entering the Digitized Era - Part 1 24 BY WARREN DAVIS FEATURE Intruder Alert...Intruder Alert! 26 BY KEVIN BUTLER PRATT AT THE ARCADE Publisher Design Assistant Con Staff Leader Ryan Burger Marc Burger Paige Burger The Wonderful World of Arcade Simulators Editorial Board BY ADAM PRATT Editor Art Director 32 Brian Szarek Thor Thorvaldson Dan Loosen Doc Mack PEOPLE AND PLACES Business Manager Editorial Consultant Billy Mitchell Aaron Burger Dan Walsh Dan Kitchen: 2600 to Modern and Back Walter Day 35 BY OLD SCHOOL GAMER PEOPLE AND PLACES HOW TO REACH Postmaster – Send address changes to: OSG • 222 SE Main St • Grimes IA 50111 OLD SCHOOL GAMER: Dr. -
Exploring Evangelical Video Game Worlds Vincent Gonzalez A
Born-Again Digital: Exploring Evangelical Video Game Worlds Vincent Gonzalez A dissertation submitted to the faculty at the University of North Carolina at Chapel Hill in partial fulfillment of the requirements for the degree of Ph.D. in the Religious Studies department in the College of Arts and Sciences. Chapel Hill 2014 Approved by: Yaakov Ariel Jason Bivins Jonathan Boyarin David Morgan Barry Saunders Randall Styers ©2014 Vincent Gonzalez ALL RIGHTS RESERVED ii ABSTRACT Vincent Gonzalez: Born-Again Digital: Exploring Evangelical Video Game Worlds (Under the direction of Yaakov Ariel) Evangelical Christians have been creating video games for over thirty years, outpacing the efforts of all other religions. By the count that guides the present study, 773 games were made for religious audiences through 2010, of which 474 identify their affiliation as only “Christian,” or “biblical.” Like other artifacts of digital religion, these games allow us to see the entanglement of people’s theological and technological universes. However, unlike many other aspects of digital religion, religious video gaming’s novel artistic forms, cultural critiques, and theological possibilities largely blossomed beneath notice. Evangelical video game culture, thus, presents the creative production of a historically significant avant garde whose critical perspective has been neglected outside its own community. In particular, Evangelical video gaming transforms the concerns that connect it to other digital cultures – “violence,” for instance, or “immersion” – by attending to the moral status of the player-in-play. This study combines the methods of Religious Studies, Science and Technology Studies, and Cultural Studies to show how the popular artifacts of digital religion can shed light upon their cultural context. -
Geschichte Und Ästhetik Der Audiovisuellen Und Digitalen Medien II
Universität Bayreuth Angewandte Medienwissenschaft: Digitale Medien Sommersemester 2013 Geschichte und Ästhetik der audiovisuellen und digitalen Medien II 1988-1993 Prof. Dr. Jochen Koubek 1 Zeitgeschichtlicher Kontext 2 1989 Fall der Mauer 3 1991 Auflösung der Sowjetunion 4 Golfkrieg 1990-1991 5 Kultureller Kontext inkl. Adaptionen 6 Demoszene http://www.youtube.com/watch?v=wgle3x_XI3M 7 Magic: The Gathering ab 1993 8 Science Fiction Abyss, 1989 Terminator 2, 1991 T2: The Arcade Game, 1992 9 RoboCop 2 (1990) Total Recall (1990) Horror Bram Stoker‘s Dracula, 1992 Schweigen der Lämmer, 1991 Candyman, 1992 DOS 1993 11 Abenteuer Indiana Jones and the Last Crusade (1989) Batman, 1989 Jurassic Park, 1993 12 Indiana Jones Licensees 13 Batman Licensees http://www.mobygames.com/game-group/batman-licensees/offset,25/so,1d/ 14 Jurassic Park Licensees http://www.mobygames.com/game-group/jurassic-park-licensees 15 Fantasy Willow, 1988 Super Mario Bros., 1993 Groundhog Day, 1993 http://www.mobygames.com/game/nes/willow- 16 Action Film 1992 1994 199417 Fortsetzungen 1990 Rocky V, Gremlins 2, Robocop 2, Predator 2, Zurück in die Zukunft 3 1992 Alien 3, Lethal Weapon 3 1993 Robocop 3 18 Adaptionen Predator 2 Robocop 2 Back to the Future 3 Alien 3 1990 1990 1991 1992 19 Intermediale Action-Filme 1993 1993 1994 20 Medientechnischer Kontext 21 World Wide Web Tim Berners-Lee 1989 22 WaveLan 1991 http://web.archive.org/web/19980115072559/http://wavelan.com/products/wl_isa.htm 23 CD-ROM ab 1991 Sherlock Holmes: Consulting Detective, 1991 Sega-CD, 1991 24 Computerspiele 1988-1992 25 NES 26 Super Mario Bros. -
Untitled. Photographer: Pawel Kadysz (
Untitled. Photographer: Pawel Kadysz (https://stocksnap.io/photo/OZ4IBMDS8E). Special Issue Video Gaming and Death edited by John W. Borchert Issue 09 (2018) articles Introduction to a Special Issue on Video Gaming and Death by John W. Borchert, 1 Death Narratives: A Typology of Narratological Embeddings of Player's Death in Digital Games by Frank G. Bosman, 12 No Sympathy for Devils: What Christian Video Games Can Teach Us About Violence in Family-Friendly Entertainment by Vincent Gonzalez, 53 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo by Rex Barnes, 107 “You Shouldn’t Have Done That”: “Ben Drowned” and the Uncanny Horror of the Haunted Cartridge by John Sanders, 135 Win to Exit: Perma-Death and Resurrection in Sword Art Online and Log Horizon by David McConeghy, 170 Death, Fabulation, and Virtual Reality Gaming by Jordan Brady Loewen, 202 The Self Across the Gap of Death: Some Christian Constructions of Continued Identity from Athenagoras to Ratzinger and Their Relevance to Digital Reconstitutions by Joshua Wise, 222 reviews Graveyard Keeper. A Review by Kathrin Trattner, 250 interviews Interview with Dr. Beverley Foulks McGuire on Video-Gaming, Buddhism, and Death by John W. Borchert, 259 reports Dying in the Game: A Perceptive of Life, Death and Rebirth Through World of Warcraft by Wanda Gregory, 265 No Sympathy for Devils: What Christian Video Games Can Teach Us About Violence in Family-Friendly Entertainment Vincent Gonzalez Abstract Public debates around video games and violence tend to be overwhelmingly focused on realistic attacks on bleeding, screaming, undeniable humans in a small number of blockbuster games. -
July 2012 | Vol.6 Issue 02
July 2012 | Vol.6 Issue 02 • Pat the NES Punk Interview • River City Ransom Review • Sega Age Corner: Genesis Cardboard • Member Spotlight: Natendo • N64 Grey Variant Collecting ...And more EXCLUSIVE INTERVIEW WITH ASSIMILATE HOMEBREW CREATOR JOHN WHITE! VOLUME 06 July 2012 ISSUE 02 IN THIS ISSUE... pat the nes punk interview.............. Page 2 By shane 7951 river city ransom review................ page 6 By gutsman004 invasion of the greys................... page 8 By nintendotwizer Member spotlight - natendo.............. Page 12 by burdger Segaage corner: Collecting Cardboard.... Page 16 By johnny Homebrew Spotlight: assimilate ......... page 20 by 2Legit28bit the last one............................ Page 24 By thewalrusisal sonic the hedgehog Puzzle............... page 28 By Berserker Want to be a part of the NintendoAGE eZine? Send a private message to shane7951 to discuss how you can contribute! Shane: First off I want to thank you for taking time Pat: I remember being overjoyed back in the day that out of your day to take part in this interview. I’ve there was a big box Gyromite that looked exactly like been watching your videos since late 2009 so this the small one, so I would comb Ebay every week for is pretty cool! one, since they were just advertised as being Gyromite. They only came around every couple of months if you Pat: Hey, it’s your bandwidth. You’ve been watching were lucky and found one. I was enraged one day since 2009? And you kept watching, really? Wow, you when I wasn’t home to bid on one that went for about must be a masochist.