The Name of the Game Is Jocktronics: Sport and Masculinity in Early Video Games
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1. Introduction
Latest Gaming Console 1 1. INTRODUCTION Gaming consoles are one of the best digital entertainment media now available. Gaming consoles were designed for the sole purpose of playing electronic games. A gaming console is a highly specialised piece of hardware that has rapidly evolved since its inception incorporating all the latest advancements in processor technology, memory, graphics, and sound among others to give the gamer the ultimate gaming experience. A console is a command line interface where the personal computer game's settings and variables can be edited while the game is running. But a Gaming Console is an interactive entertainment computer or electronic device that produces a video display signal which can be used with a display device to display a video game. The term "video game console" is used to distinguish a machine designed for consumers to buy and use solely for playing video games from a personal computer, which has many other functions, or arcade machines, which are designed for businesses that buy and then charge others to play. 1.1. Why are games so popular? The answer to this question is to be found in real life. Essentially, most people spend much of their time playing games of some kind or another like making it through traffic lights before they turn red, attempting to catch the train or bus before it leaves, completing the crossword, or answering the questions correctly on Who Wants To Be A Millionaire before the contestants. Office politics forms a continuous, real-life strategy game which many people play, whether they want to or not, with player- definable goals such as ³increase salary to next level´, ³become the boss´, ³score points off a rival colleague and beat them to that promotion´ or ³get a better job elsewhere´. -
Pioneering E-Sport: the Experience Economy and the Marketing of Early 1980S Arcade Gaming Contests
International Journal of Communication 7 (2013), 2254-2274 1932–8036/20130005 Pioneering E-Sport: The Experience Economy and the Marketing of Early 1980s Arcade Gaming Contests MICHAEL BOROWY DAL YONG JIN Simon Fraser University This article sets out to historicize the development of e-sport (organized competitive digital gaming) in the early 1980s using three new conceptual frameworks. We identify e-sport as an accompaniment of the broader embryonic gamer culture, a hallmark of the “experience economy” concept, and as a succession of consumer practices whose development was coterminous with the rise of event marketing as a leading promotional business strategy. By examining the origins of e-sport as both a marketized event and experiential commodity, we see this period as a transitory era bridging different phases in the areas of sports, marketing, and technology, resulting in the expansion of competitive cyberathleticism. Keywords: e-sport, professional gamer, arcade, experience economy, event marketing, video games, public events Introduction In the early 2000s, competitive player-versus-player digital game play (henceforth e-sports) has been a heavily promoted feature of overall gamer culture. Although e-sport—known as an electronic sport and the leagues in which players compete through networked games and related activities (Jin, 2010)— has existed since the early 1980s, the increased attention toward the activity in the 21st century has signaled that the gaming industry is adopting more flexible avenues of public event consumption with the goal of generating higher profit margins. While stand-alone e-sports events are common, their use as adjuncts of other industry events, including major trade shows, press conferences, and even traveling orchestras, demonstrates that competitive gaming continues to play a major role in the machinery of game industry event marketing. -
Pitch Preparation — the Basic Fundamentals Section — 000 Section — 000 1
Pitch Preparation — The basic fundamentals Section — 000 Section — 000 1 Introduction A quality cricket surface allows players 1.1 Introduction to express and develop their skills, A quality cricket surface allows players to express and ensures the cricketer has a rewarding develop their skills, ensures the cricketer has a rewarding experience and that the game of cricket can be enjoyed by experience and that the game of cricket players, and supporters alike across all levels of participation. can be enjoyed by players, and supporters alike across all levels The intention of this manual is to guide the reader in the basic methodologies of pitch preparation. This manual will of participation. be a web-based tool that is regularly updated with video This resourceclips and is pitch a preparation means trends and information.to We will use this resource as a means to connect with the personnel connect withresponsible the for thepersonnel preparation and delivery of our surfaces responsibleat allfor levels ofthe the game preparation across New Zealand. 1.2 What we are looking for in a cricket surface? There is a trend worldwide to move away from low, slow, and deliveryvariable of pitches cricket that provide ‘nothing’ surfaces for either batter or bowler. Such pitches do not help players develop their skills across NZ. and they generally result in tedious cricket. New Zealand cricket (NZC) encourages pitches that provide a fair balance between bat and ball – a pitch where batters feel as though they get value for shots and are confident they can score runs, and bowlers can take wickets. -
Community Fieldhouse OCTOBER 2ND & 3RD 525 East Fonner Park Road 308.384.1999
2021-2022 SEASON OCTOBER - APRIL OPENING WEEKEND: Grand Island Community Fieldhouse OCTOBER 2ND & 3RD 525 East Fonner Park Road www.giparks.com/fieldhouse 308.384.1999 MEETING AND PARTY ROOMS GRAND ISLAND PLAYGROUND EQUIPMENT COMMUNITY VOLLEYBALL COURTS PICKLEBALL COURTS FIELDHOUSE BASKETBALL COURT BATTING CAGES TURF FIELDS Since the Fieldhouse opened in 2011, we’ve become Grand Island’s most popular fall and winter hangout. Thanks to all who have joined us and those that have WELCOME! enjoyed so many activities, leagues and get togethers in our private rooms. If you’ve never been to the Fieldhouse, it is 70,000 square feet of fun! Inside are batting cages, turf sports fields, a basketball court, volleyball courts, pickleball courts, meeting rooms and a playground for young children. This guide contains a brief description of our programs. Our website www.giparks.com/fieldhouse provides more details so you can register online. Offering again this year is a “Combat Archery League” for adults beginning in the Fall and a session of “Youth Archery” for ages 9-14. We’re also excited about our sessions of “Speed and Agility“ for 7-12 year olds and Line Dancing for all ages. Whatever you do, don’t wait to sign up because programs fill up fast. Please stop by the Fieldhouse and meet with our staff to find out how we can help you stay active this fall and winter. Don’t forget about opening weekend October 2nd & 3rd. We look forward to the new season and hope to see you at the Fieldhouse! City Parks and Recreation Office Community Fieldhouse Parks and Recreation Director Recreation Superintendent 100 E. -
Arcade-Style Game Design: Postwar Pinball and The
ARCADE-STYLE GAME DESIGN: POSTWAR PINBALL AND THE GOLDEN AGE OF COIN-OP VIDEOGAMES A Thesis Presented to The Academic Faculty by Christopher Lee DeLeon In Partial Fulfillment of the Requirements for the Degree Master of Science in Digital Media in the School of Literature, Communication and Culture Georgia Institute of Technology May 2012 ARCADE-STYLE GAME DESIGN: POSTWAR PINBALL AND THE GOLDEN AGE OF COIN-OP VIDEOGAMES Approved by: Dr. Ian Bogost, Advisor Dr. John Sharp School of LCC School of LCC Georgia Institute of Technology Georgia Institute of Technology Dr. Brian Magerko Steve Swink School of LCC Creative Director Georgia Institute of Technology Enemy Airship Dr. Celia Pearce School of LCC Georgia Institute of Technology Date Approved: March 27, 2012 In memory of Eric Gary Frazer, 1984–2001. ACKNOWLEDGEMENTS I would like to thank: Danyell Brookbank, for companionship and patience in our transition to Atlanta. Ian Bogost, John Sharp, Brian Magerko, Celia Pearce, and Steve Swink for ongoing advice, feedback, and support as members of my thesis committee. Andrew Quitmeyer, for immediately encouraging my budding pinball obsession. Michael Nitsche and Patrick Coursey, for also getting high scores on Arnie. Steve Riesenberger, Michael Licht, and Tim Ford for encouragement at EALA. Curt Bererton, Mathilde Pignol, Dave Hershberger, and Josh Wagner for support and patience at ZipZapPlay. John Nesky, for his assistance, talent, and inspiration over the years. Lou Fasulo, for his encouragement and friendship at Sonic Boom and Z2Live. Michael Lewis, Harmon Pollock, and Tina Ziemek for help at Stupid Fun Club. Steven L. Kent, for writing the pinball chapter in his book that inspired this thesis. -
Artificial Intelligence in Racing Games
BSc in Artificial Intelligence and Computer Science ABDAL MOHAMED BSc in Artificial Intelligence and Computer Science Sections 1. History of AI in Racing Games 2. Neural Networks in Games BSc in Artificial Intelligence and Computer Science BSc in Artificial Intelligence and Computer Science History Gran Trak 10 Single-player racing arcade game released by Atari in 1974 Did not have any AI Pole Position Single- player racing game released by Namco in 1982 Considered first racing game with AI BSc in Artificial Intelligence and Computer Science History Super Mario Kart Addition of Power Ups Released in 1992 for the Super Nintendo Entertainment System. Driver Free- form World 1998 video game developed by Reflections Interactive Vehicular Combat: Power Ups + Free Form World BSc in Artificial Intelligence and Computer Science Simple Areas of AI in Racing Games 1. Steering Sort of Basic Used in Formula One-Built to win, GTA3 2001 for background animation purpose. 2. Pathfinding Becomes more free-form world Would need to make decision on where to go. Need to find the best path between two points, avoiding any obstacles. BSc in Artificial Intelligence and Computer Science Steering + Racing Lines Racing Lines methods was used extensively until there was CPU power to do something else. It is just a drawn line in which the cars follow that line or stuck to that line. It uses Spline, where addition information such as velocity is included. Advantage It is very easy to create cheap spine creation tool Disadvantage Very limited- and gets very difficult Not very realistic- as car follows line, no response to deflection BSc in Artificial Intelligence and Computer Science Pathfinding + Tactical AI Racing line does not really work with free-form world so one of the solutions is having set path to where the car/ character is fleeing. -
Big Dog Pounder
WARNING Be sure to read this Operation Manual before using your machine to ensure safe operation. JULY 2008 BOB’S SPACE RACERS® DOG POUNDER™ ARCADE (AIR VERSION) DOG POUNDER™ ARCADE Air Version 2 BOB’S SPACE RACERS® DOG POUNDER™ ARCADE (AIR VERSION) TABLE OF CONTENTS 1. SPECIFICATIONS 2. INTRODUCTION 2-1. Overview and Technical Features: 2-2. Important Safety Information: 3. PROGRAMMING 3-1. Entering Programming Mode: 3-2. Volume: 3-3. Coins per Credit: 3-4. Attract Mode: 3-5. Game Type: 3-6. Game Difficulty: 3-7. Minimum Tickets: 3-8. Balls per Ticket: 3-9. Bonus Ticket Value: 3-10. Hand: 3-11. Reset: 3-12. Programming Options: 4. ERROR MESSAGES 5. MAINTENANCE AND TROUBLESHOOTING 5-1. Quick Troubleshooting: 5-2. Detailed Troubleshooting and Repair: 5-2-1. Mechanical / Motor Repair: Hammock Replacement Pivot Mechanism Ground Wire Replacement Actuator Motor Replacement 5-2-2. Electronic / Electrical Repair: Main P.C. Board Replacement Score Sensor Replacement Playfield Light Replacement 6. PARTS LISTINGS 7. SCHEMATICS 8. WARRANTY 3 BOB’S SPACE RACERS® DOG POUNDER™ ARCADE (AIR VERSION) 1. SPECIFICATION IMPORTANT SETUP INFORMATION CENTER LEVELER ADJUSTMENT – The center foot leveler adjustment is critical to the proper operation of the game. The purpose of this adjuster is to control cabinet vibration to prevent damage to electronic and other components in the game. When the adjuster is properly contacting the floor, any force from the mallet that is CENTER transmitted through the pivot mechanism will be transmitted LEVELER directly to the floor and NOT the bottom of the cabinet. It is important to make sure the weight of the game is equally distributed across all 5 legs to avoid rocking and damage. -
NOT JUST a GAME Featuring Dave Zirin
MEDIA EDUCATION FOUNDATION STUDY GUIDE NOT JUST A GAME Featuring Dave Zirin Study Guide Written by SCOTT MORRIS please visit www.mediaed.org/wp/notjustagame for updated materials & resources 2 CONTENTS Note to Educators ………………………………………………………………………………………3 Program Overview ……………………………………………………………………………………...4 Pre-viewing Questions …………………………………………………………………………………4 Introduction ……………………………………………………………………………………………...5 Key Points …………………………………………………………………………………………5 Questions for Discussion & Writing …………………………………………………………….5 Assignments ………………………………………………………………………………………6 In the Arena ……………………………………………………………………………………………..7 Key Points …………………………………………………………………………………………7 Questions for Discussion & Writing …………………………………………………………….8 Assignments ………………………………………………………………………………………9 Like a Girl ………………………………………………………………………………………………10 Key Points ……………………………………………………………………………………….10 Questions for Discussion & Writing …………………………………………………………...12 Assignments …………………………………………………………………………………….13 Breaking the Color Barrier ……………………………………………………………………………15 Key Points ……………………………………………………………………………………….15 Questions for Discussion & Writing …………………………………………………………...15 Assignments …………………………………………………………………………………….16 The Courage of Athletes ……………………………………………………………………………..18 Key Points ……………………………………………………………………………………….18 Questions for Discussion & Writing …………………………………………………………...19 Assignments …………………………………………………………………………………….20 3 NOTE TO EDUCATORS This study guide is designed to help you and your students engage and manage the information presented in this video. -
Pong: an Introduction to Implementing Computer Game Strategies
1 Pong: An Introduction to Implementing Computer Game Strategies Ryan A. Harris and Jayesh B. Gorasia popular arcade game with sales of over 100,000 machines. [1][2] Abstract—As the modern video game industry continues to Pong and similar reproductions soon crossed from arcades grow, more and more people are entering the field of game into homes in console form. From these curious beginnings, design. In order to enter this field, prospective game designers the video game industry quickly erupted and now, just 35 must first learn the basics of programming a computer strategy. years later, annually generates $10 billion in revenues. As the Here, we follow the development strategies for a basic game, Pong. This development followed a progression from basic to industry grows, there are increasing opportunities for advanced, with the advanced strategies improving upon the basic passionate gamers to enter careers in game design and strategies’ flaws. We then pair the basic and advanced strategies development. Schools, such as DeVry University and the against each other and determine the value of our efforts. University of Advancing Technology, are noticing this movement and offer Bachelor’s Degrees in game programming.[3] I. INTRODUCTION Unlike Pong, which required two players for a game, N 1972, a bar called Andy Capp’s became the first trial modern games have single player modes, in which a user plays I location for a historic step forward in gaming technology. against a computer. Modern game developers program these For 25 cents, two players competed in a virtual game of table computer players to follow strategies, so that they imitate a tennis, using joysticks to move paddles (simulated by lines) up human player. -
Pac-Man Is Overkill
2020 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS) October 25-29, 2020, Las Vegas, NV, USA (Virtual) Pac-Man is Overkill Renato Fernando dos Santos1;2, Ragesh K. Ramachandran3, Marcos A. M. Vieira2 and Gaurav S. Sukhatme3 Abstract— Pursuit-Evasion Game (PEG) consists of a team of pursuers trying to capture one or more evaders. PEG is important due to its application in surveillance, search and rescue, disaster robotics, boundary defense and so on. In general, PEG requires exponential time to compute the minimum number of pursuers to capture an evader. To mitigate this, we have designed a parallel optimal algorithm to minimize the capture time in PEG. Given a discrete topology, this algorithm also outputs the minimum number of pursuers to capture an evader. A classic example of PEG is the popular arcade game, Pac-Man. Although Pac-Man topology has almost 300 nodes, our algorithm can handle this. We show that Pac- Man is overkill, i.e., given the Pac-Man game topology, Pac-Man game contains more pursuers/ghosts (four) than it is necessary (two) to capture evader/Pac-man. We evaluate the proposed algorithm on many different topologies. I. INTRODUCTION Pac-Man is a popular maze arcade game developed and released in 1980 [1]. Basically, the game is all about control- Fig. 1. A screenshot of the Pac-Man game. The yellow colored pie shaped object is the Pac-Man. The four entities at the center of the maze are the ling a “pie or pizza” shaped object to eat all the dots inside ghosts. -
Introduction to Gaming
IWKS 2300 Fall 2019 A (redacted) History of Computer Gaming John K. Bennett How many hours per week do you spend gaming? A: None B: Less than 5 C: 5 – 15 D: 15 – 30 E: More than 30 What has been the driving force behind almost all innovations in computer design in the last 50 years? A: defense & military B: health care C: commerce & banking D: gaming Games have been around for a long time… Senet, circa 3100 B.C. 麻將 (mahjong, ma-jiang), ~500 B.C. What is a “Digital Game”? • “a software program in which one or more players make decisions through the control of the game objects and resources in pursuit of a goal” (Dignan, 2010) 1.Goal 2.Rules 3.Feedback loop (extrinsic / intrinsic motivation) 4.Voluntary Participation McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Press Early Computer Games Alan Turning & Claude Shannon Early Chess-Playing Programs • In 1948, Turing and David Champernowne wrote “Turochamp”, a paper design of a chess-playing computer program. No computer of that era was powerful enough to host Turochamp. • In 1950, Shannon published a paper on computer chess entitled “Programming a Computer for Playing Chess”*. The same algorithm has also been used to play blackjack and the stock market (with considerable success). *Programming a Computer for Playing Chess Philosophical Magazine, Ser.7, Vol. 41, No. 314 - March 1950. OXO – Noughts and Crosses • PhD work of A.S. Douglas in 1952, University of Cambridge, UK • Tic-Tac-Toe game on EDSAC computer • Player used dial -
Against Women's Sports
Washington University Law Review Volume 95 Issue 5 2018 Against Women's Sports Nancy Leong University of Denver Sturm College of Law Follow this and additional works at: https://openscholarship.wustl.edu/law_lawreview Part of the Civil Rights and Discrimination Commons, Constitutional Law Commons, Entertainment, Arts, and Sports Law Commons, Law and Gender Commons, and the Sexuality and the Law Commons Recommended Citation Nancy Leong, Against Women's Sports, 95 WASH. U. L. REV. 1251 (2018). Available at: https://openscholarship.wustl.edu/law_lawreview/vol95/iss5/13 This Article is brought to you for free and open access by the Law School at Washington University Open Scholarship. It has been accepted for inclusion in Washington University Law Review by an authorized administrator of Washington University Open Scholarship. For more information, please contact [email protected]. AGAINST WOMEN’S SPORTS NANCY LEONG* ABSTRACT This Article challenges the longstanding assumption that sports should be segregated by sex. Imposing sex segregation on sports is problematic for many reasons. Sex segregation reflects and reinforces a binary view of both sex and gender unsupported by science. It communicates that women are physically unable to compete against men, even though research indicates considerable variation among individual athletes and different sports, and further reveals that attributes other than sex are often more important determinants of athletic ability. It reinforces unfounded gender stereotypes that harm both women and men. And sex segregation uncritically prioritizes athletic activities involving strengths typically associated with male bodies, without requiring us to ask why we view these strengths as the most important in the first place.