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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. -
The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
In the Archives Here As .PDF File
Biting the Hand 6/12/01 Jessica M. Mulligan Page 1 Biting the Hand: A Compilation of the Columns to Date Copyright 1999 by Jessica M. Mulligan Table of Contents 1 YEAR 1999 COLUMNS ...................................................................................................2 1.1 WELCOME TO MY WORLD; NOW BITE ME....................................................................2 1.2 NASTY, INCONVENIENT QUESTIONS, PART DEUX...........................................................5 1.3 PRESSING THE FLESH II: THE INTERACTIVE SEQUEL.......................................................8 1.4 MORE BUGS: A CASUALTY OF THE XMAS RUSH?.........................................................10 1.5 IN THE BIZ..................................................................................................................13 1.6 JACK AND THE BEANCOUNTER....................................................................................15 1.7 COLOR ME BONEHEADED ............................................................................................19 1.8 AH, SWEET MYSTERY OF LIFE ................................................................................22 1.9 THE CONFERENCE FORMERLY KNOWN AS THE COMPUTER GAME DEVELOPER’S CONFERENCE .........................................................................................................................24 1.10 THIS FRAGGED CORPSE BROUGHT TO YOU BY ...........................................................27 1.11 OH, NO! I FORGOT TO HAVE CHILDREN!....................................................................29 -
MA Thesis NMDC
Shared Play with the Push of a Button: a Mixed-Method Analysis of Sony PlayStation 4’s Share-Platform Rens Lohmann Master Thesis Utrecht University Tutor: Dr. Ann-Sophie Lehmann Second Assessor: Dr. René Glas Submission date: September 22, 2014 [email protected] Keywords Video games, spectatorship, streaming, social, sharing, shared play, platform studies MA New Media & Digital Culture © 2014 Rens Lohmann. Personal and educational classroom use of this thesis is allowed, commercial use requires specific permission from the author. “It’s dangerous to go alone! Take this.” (The Legend of Zelda, 1986) ABSTRACT With the incorporation of the Share-button and its underlying platform on the PlayStation 4, Sony has decided to bring social connectivity and the sharing of gameplay to the masses. Video game play streaming and sharing have their roots in early user-generated content, performing, and spectating practices. Examples from the nineties are machinima, speedrunning, and online multiplayer gaming in that period. Users with a high level of technical proficiency created content that was creative, subversive, and initiated new forms of interactions between players and spectators. The creation of user-generated content came under stricter corporate control when it was integrated as a part of well-designed and well- marketed video game platforms. While the construction of this material became more accessible to general players, creativity and subversiveness became more limited. Sony PlayStation 4’s Share-button can be seen as a culmination of this development. As a form of controlled participation, the button and its proprietary platform facilitate remarkably quick production of this content with a limited toolset of creative possibilities. -
A Doom Legendája Hogyan Változtatta Meg John Carmack És John Romero a Világot
A Doom legendája Hogyan változtatta meg John Carmack és John Romero a világot David Kushner 2012. szeptember 10. 2 Tartalomjegyzék I. A kezdet 5 1. A Rocksztár 9 2. A Rakétamérnök 19 3. Dangerous Dave minden szerzői jogot megsért 27 4. Pizzapénz 43 5. Jobb, mint a való élet 57 6. Zöld és dühös 65 7. Spear of Destiny 77 8. Démonidézés 89 9. A legkirályabb játék 101 II. Külön utakon 111 10.A doom-generáció 113 11.Rengések 129 12.Az Ítélet Napja 141 13.Deathmatch 159 14.Silicon Alamo 173 15.Egyenesen a pokolból 185 16.Virtuális világok 197 3 4 TARTALOMJEGYZÉK I. rész A kezdet 5 Bevezetés: A Két John Két játék létezett. Az egyiket az életben játszották, a másikat játszva élték. Alapvetően már a két szó sem fér meg egymással, ahogy a két John sem. Egy áprilisi délutánon történt 2000-ben, Dallas belvárosának legmélyén. Az összejö- vetel oka egy százezer dollár összdíjazású bajnokság volt a Quake 3 Aréna nevű számítógépes játékban. A versenyt a számítógépes rendezvények legnagyobb le- bonyolítójává vált Cyberatléták Profi Ligájának szervezésében rendezték meg, és HSG-alapú (Hozd a Saját Géped) összejövetel volt. Több száz számítógé- pet kötöttek össze hetvenkét órányi megállás nélküli játékra a Hyatt dallasi felhőkarcolójának alagsorában. Az érdeklődők hatalmas kivetítőn folyamatosan nyomon követhették az éppen zajló izgalmasabb mécseseket és az ide-oda szálló rakétákat. Szivart rágcsáló tengerészgyalogosok, hatalmas mellbőségű női har- cosok és elmebeteg, vértől mocskos bohócok irtották egymást rakétavetőkkel és plazmafegyverekkel. A cél egyszerű volt: a legtöbbet gyilkoló játékos győz! A versenyen résztvevő hardcore játékosokat a távolság sem riaszthatta el. -
Download/90/67> [22 May 2015] Hofstee, E
An analysis of its origin and a look at its prospective future growth as enhanced by Information Technology Management tools. Master in Science (M.Scs.) At Coventry University Management of Information Technology September 2014 - September 2015 Supervised by: Stella-Maris Ortim Course code: ECT078 / M99EKM Student ID: 6045397 Handed in: 16 August 2015 DECLARATION OF ORIGINALITY Student surname: OLSEN Student first names: ANDERS, HVAL Student ID No: 6045397 Course: ECT078 – M.Scs. Management of Information Technology Supervisor: Stella-Maris Ortim Second marker: Owen Richards Dissertation Title: The Evaluation of eSports: An analysis of its origin and a look at its prospective future growth as enhanced by Information Technology Management tools. Declaration: I certify that this dissertation is my own work. I have read the University regulations concerning plagiarism. Anders Hval Olsen 15/08/2015 i ABSTRACT As the last years have shown a massive growth within the field of electronic sports (eSports), several questions emerge, such as how much is it growing, and will it continue to grow? This research thesis sees this as its statement of problem, and further aims to define and measure the main factors that caused the growth of eSports. To further enhance the growth, the benefits and disbenefits of implementing Information Technology Management tools is appraised, which additionally gives an understanding of the future of eSports. To accomplish this, the thesis research the existing literature within the project domain, where the literature is evaluated and analysed in terms of the key research questions, and further summarised in a renewed project scope. As for methodology, a pragmatism philosophy with an induction approach is further used to understand the field, and work as the outer layer of the methodology. -
ADR Online? an Analysis of Multiplayer Video Games and ADR Processes Charles Malette Michigan State University College of Law
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Michigan State University College of Law: Digital Commons Michigan State University College of Law Digital Commons at Michigan State University College of Law Student Scholarship 1-1-2005 ADR Online? An Analysis of Multiplayer Video Games and ADR Processes Charles Malette Michigan State University College of Law Follow this and additional works at: http://digitalcommons.law.msu.edu/king Recommended Citation Charles Malette, ADR Online? An Analysis of Multiplayer Video Games and ADR Processes (2005), Available at: http://digitalcommons.law.msu.edu/king/65 This Article is brought to you for free and open access by Digital Commons at Michigan State University College of Law. It has been accepted for inclusion in Student Scholarship by an authorized administrator of Digital Commons at Michigan State University College of Law. For more information, please contact [email protected]. ADR Online? An Analysis of Multiplayer Video Games and ADR Processes Charles Malette Imagine yourself playing an online game called The Sims Online1, a game created by Electronic Arts. You create a new avatar2 and log into the game, ready to meet new people. You begin playing the game, meeting other people online and generally goofing around. You eventually earn enough in-game money to purchase a home within the game. All if well in your new home until someone runs by you shouting obscenities. You politely ask the person to stop it. One day later, as you tinker with the virtual car parked in front of your virtual home, two men in black suits walk up and calmly ask to talk to you. -
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Biting the Hand 6/12/01 Jessica M. Mulligan Page 1 Biting the Hand: A Compilation of the Columns to Date Copyright 2001 by Jessica M. Mulligan Copyright 2000 by Jessica Mulligan. All right reserved. Biting the Hand 6/12/01 Jessica M. Mulligan Page 2 Table of Contents 1 THE 1997 COLUMNS......................................................................................................6 1.1 ISSUE 1: APRIL 1997.....................................................................................................6 1.1.1 ACTIVISION??? WHO DA THUNK IT? .............................................................7 1.1.2 AMERICA ONLINE: WILL YOU BE PAYING MORE FOR GAMES?..................8 1.1.3 LATENCY: NO LONGER AN ISSUE .................................................................12 1.1.4 PORTAL UPDATE: December, 1997.................................................................13 1.2 ISSUE 2: APRIL-JUNE, 1997 ........................................................................................15 1.2.1 SSI: The Little Company That Could..................................................................15 1.2.2 CompuServe: The Big Company That Couldn t..................................................17 1.2.3 And Speaking Of Arrogance ...........................................................................20 1.3 ISSUE 3 ......................................................................................................................23 1.3.1 December, 1997.................................................................................................23 -
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Biting the Hand 6/12/01 Jessica M. Mulligan Page 1 Biting the Hand: A Compilation of the Columns to Date Copyright 1998 by Jessica M. Mulligan Table of Contents 1 1998 COLUMNS ...............................................................................................................1 1.1 ONLINE GAMING: WHY WON’T THEY COME?................................................................1 1.2 MARCH TO MAY, 1998 .................................................................................................7 1.2.1 Ultima Online......................................................................................................7 1.2.2 Publisher Focus: Interplay ..................................................................................8 1.2.3 The 1998 Modem Mutant Awards ......................................................................11 1.3 AN OPEN LETTER TO HASBRO INTERACTIVE ...............................................................15 1.4 HASBRO TO BUY MICROPROSE ...................................................................................21 1.5 SEPTEMBER 1998 .......................................................................................................23 1.5.1 Reaction To The Hasbro Articles .......................................................................23 1.5.2 The Marching Morons .......................................................................................26 1.5.3 Pressing The Flesh, The Interactive Way ...........................................................28 1.6 OCTOBER 30, -
Fabien Sanglard
GAME ENGINE BLACK BOOK DOOM FABIEN SANGLARD 1 Copyright In order to illustrate how the DOOM game engine works, a few screenshots, images, sprites, and textures belonging to and copyrighted by id Software are reproduced in this book. The following items are used under the "fair use" doctrine: 1. All in-game screenshots, title screen. 2. All in-game menu screenshots. 3. All 3D sequence textures. 4. All 3D sequence sprites. 5. All screenshots of DOOM. 6. DOOM name. Photographs with "ROME.RO" watermark belong to John Romero and are reproduced with his authorization. DOOM Survivor’s Strategies & Secrets essays are copyrighted by Jonathan Mendoza and reproduced with his authorization. 3 Acknowledgments Many people helped completing this book. Many thanks are due: To John Carmack, John Romero, and Dave Taylor for sharing their memories of DOOM development and answering my many questions. To people who kindly devoted time to the painful proofreading process, Aurelien Sanglard, Jim Leonard, Dave Taylor, Jonathan Dowland, Christopher Van Der Westhuizen, Eluan Miranda, Luciano Dadda, Mikhail Naganov, Leon Sodhi, Olivier Cahagne, Andrew Stine, and John Corrado. To Simon Howard, for not only proofreading but also sending pull requests to the git repo. His efforts saved countless hours at a time where the deadline was concernedly close. To Jim Leonard who once again volunteered his time and encyclopedic knowledge of audio hardware and software (the Roland section was heavily based on his articles). To Foone Turing who volunteered his fleet of 386s, 486s, and ISA/VLB VGA cards to ac- curately benchmark DOOM. To Andrew Stine, founder of doomworld.com, for sharing his encyclopedic knowledge of DOOM and putting me in touch with the right people. -
Webtelevision, Webseries and Webcasting
Webtelevision, Webseries and Webcasting Case studies in the organization and distribution of television- style content produced online Dee Majek Filmvetenskapliga Institutionen / Department of Cinema Studies Examensarbete 15 hp / Masters of One Year Thesis 15 credits Filmvetenskap / Cinema Studies Magisterskurs (15-30 hp) / Masters of One Year course (15-30 credits) Vårterminen / Spring term 2012 Handledare / Supervisor: Maaret Koskinen Webtelevision, Webseries, and Webcasting Case studies in the organization and distribution of television-style content produced online Dee Majek Abstract This thesis outlines the structure and functionality of a selection of webseries, webshows, and eSports casting examples, in order to add to the discourse on online video. Webtelevision, or Web TV production, distribution, and financing systems will be detailed in the case studies made; and industry actors such as entrepreneurs, independents, corporations and conglomerates will be discussed and identified. Who are the producers, the advertisers, the distribution platforms, the sponsors, the rights holders, and how do they interact? In exploring the structure of some examples of Web TV, I wish to debunk the online-amateur association as an inaccurate or insufficient description which permeates much prior academic study on online video. Webshow content, business strategies, legal and copyright issues, as well as fan culture aspects will also be investigated; and in regards to eSports, the question of televised as opposed to streamcast tournaments will be