Erable Genre Cross Pollination

Total Page:16

File Type:pdf, Size:1020Kb

Erable Genre Cross Pollination University of Alberta Genre Evolution in Video Games and a Framework for Analysis by Calen Henry A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Arts Humanities Computing ©Calen Henry Fall 2011 Edmonton, Alberta Permission is hereby granted to the University of Alberta Libraries to reproduce single copies of this thesis and to lend or sell such copies for private, scholarly or scientific research purposes only. Where the thesis is converted to, or otherwise made available in digital form, the University of Alberta will advise potential users of the thesis of these terms. The author reserves all other publication and other rights in association with the copyright in the thesis and, except as herein before provided, neither the thesis nor any substantial portion thereof may be printed or otherwise reproduced in any material form whatsoever without the author's prior written permission. Abstract The generic categorization of video games is fundamental to discourse about games, but specific developments surrounding game genres are not often discussed. As games have matured, there has been considerable genre cross pollination. Genre monikers have become complex and they differ from source to source. Originally genre categorization was straightforward and almost universal. Games were divided into simple categories. Many review outlets and academic works now list upwards of forty different genres for games and these differ from publication to publication. Many of these genre monikers are simply the combination of other genres. While there is a lack of agreement upon these specific terms, the result is clear: Video games are evolving beyond the current genre nomenclature. This evolution is acknowledged and glossed over at best and often entirely ignored and taken for granted. The history of literary genres, in particular the novel, parallels the video game case. Aristotelian genres were originally accepted as canonical and gradually opinion changed to accept literary genres as evolutionary, like video games. By looking at how genres names have evolved over the past two decades and tracing some of the history of literary genres I will make the case for a new way of looking at video games. This framework uses Mikhail Bakhtin’s work in The Dialogic Imagination (1981) to view video games through three different, but related lenses, Media History, Chronotope and Player/Game Interaction. Media History refers to the way earlier games and media works influence and are integrated into a video game. Chronotope refers to the specific time/space relationship present in a game and player/game interaction is the way in which a player interacts with a game to play it. These three facets create a framework that allows a relatively complete way to discuss games without relying on, but allowing for discussion of genres. Table of Contents Introduction ................................................................................................................................................ 1 1. Video Game Genres ........................................................................................................................ 5 Introducing Genre ................................................................................................................................ 5 IGN Genre History ................................................................................................................................ 8 Gamespy and Gamespot’s Current Genres ............................................................................. 15 Genre Evolution ................................................................................................................................. 17 Electronic Software Association’s Essential Facts .............................................................. 21 Genre According to the ESA VS Game Journalism Sites .................................................... 29 2. Genre in Game Design Literature .......................................................................................... 30 Genre ...................................................................................................................................................... 30 Genre Taxonomies ............................................................................................................................ 32 Genre Evolution and Taxonomies .............................................................................................. 37 Genre Evolution ................................................................................................................................. 47 3. Game Studies .................................................................................................................................. 52 Game Studies Background ............................................................................................................ 52 Genre in Game Studies .................................................................................................................... 56 4. Genre Theory ................................................................................................................................. 64 The Romantic Period and Earlier ............................................................................................... 64 Beyond Romanticism ...................................................................................................................... 66 Russian Formalism ........................................................................................................................... 67 Baktin and Game Theory ............................................................................................................... 68 5. Analysis Framework ................................................................................................................... 73 The Media History ............................................................................................................................ 74 The Chronotope ................................................................................................................................. 78 Player/Game Interaction ............................................................................................................... 83 Conclusion ................................................................................................................................................ 91 Bibliography............................................................................................................................................. 95 Video Games Cited ................................................................................................................................. 98 List of Figures Figure 1 IGN Genre Map Legend ......................................................................................................... 8 Figure 2 IGN Genres, 1998 ................................................................................................................... 9 Figure 3 IGN Genres, 2000 ................................................................................................................. 10 Figure 4 IGN Genres, 2002 ................................................................................................................. 11 Figure 5 IGN Genres, 2005 ................................................................................................................. 12 Figure 6 IGN Genres, 2007 ................................................................................................................. 13 Figure 7 IGN Genres, 2010/2011 .................................................................................................... 14 Figure 8 Gamespot Genres, 2005-2010 ....................................................................................... 15 Figure 9 Gamespy Genres, 2010 ...................................................................................................... 16 Figure 10 2004 Console Games (ESA, 2005) .............................................................................. 22 Figure 11 2004 Computer Games (ESA, 2005).......................................................................... 22 Figure 12 2005 Console Games (ESA, 2006) .............................................................................. 23 Figure 13 2005 Computer Games (ESA, 2006).......................................................................... 23 Figure 14 2006 Console Games (ESA, 2007) .............................................................................. 24 Figure 15 2006 Computer Games (ESA, 2007).......................................................................... 24 Figure 16 2007 Console Games (ESA, 2008) .............................................................................. 25 Figure 17 2007 Computer Games (ESA, 2008).......................................................................... 26 Figure 18 2008 Console Games (ESA 2009) ............................................................................... 26 Figure 19 2008 Computer Games (ESA 2009)........................................................................... 27 Figure 20 2009 Console Games (ESA, 2010) .............................................................................. 28 Figure 21 2009 Computer Games (ESA, 2010).........................................................................
Recommended publications
  • Nordic Game Is a Great Way to Do This
    2 Igloos inc. / Carcajou Games / Triple Boris 2 Igloos is the result of a joint venture between Carcajou Games and Triple Boris. We decided to use the complementary strengths of both studios to create the best team needed to create this project. Once a Tale reimagines the classic tale Hansel & Gretel, with a twist. As you explore the magical forest you will discover that it is inhabited by many characters from other tales as well. Using real handmade puppets and real miniature terrains which are then 3D scanned to create a palpable, fantastic world, we are making an experience that blurs the line between video game and stop motion animated film. With a great story and stunning visuals, we want to create something truly special. Having just finished our prototype this spring, we have already been finalists for the Ubisoft Indie Serie and the Eidos Innovation Program. We want to validate our concept with the European market and Nordic Game is a great way to do this. We are looking for Publishers that yearn for great stories and games that have a deeper meaning. 2Dogs Games Ltd. Destiny’s Sword is a broad-appeal Living-Narrative Graphic Adventure where every choice matters. Players lead a squad of intergalactic peacekeepers, navigating the fallout of war and life under extreme circumstances, while exploring a breath-taking and immersive world of living, breathing, hand-painted artwork. Destiny’s Sword is filled with endless choices and unlimited possibilities—we’re taking interactive storytelling to new heights with our proprietary Insight Engine AI technology. This intricate psychology simulation provides every character with a diverse personality, backstory and desires, allowing them to respond and develop in an incredibly human fashion—generating remarkable player engagement and emotional investment, while ensuring that every playthrough is unique.
    [Show full text]
  • Games for Windows Windows 7 Download Driver Truck Driver Game Exe for Windows 7
    games for windows windows 7 download driver Truck driver game exe for windows 7. Most people looking for Truck driver game exe for windows 7 downloaded: Euro Truck Simulator 2. Euro Truck Simulator 2 is a game in which you can travel across Europe as king of the road, a trucker who delivers important cargo across impressive distances. SCANIA Truck Driving Simulator. Scania Truck Driving Simulator is a game in which you can get behind the wheel of one of the most iconic trucks on the road. Euro Truck Simulator. Euro Truck Simulator is a truck simulation game set in Europe. UK Truck Simulator. Hit the road in UK Truck Simulator! Start the ignition and set off for the motorway. 18 Wheels of Steel Pedal to the Metal. Take your show on the road. Drive your rig to make it big and build your business. Similar choice. › Download euro truck driver .exe › Truck driver setup exe › Euro truck driver exe download › Free game for laptop truck drivers › Scania truck driver exe › Uk truck driver pc game download. Programs for query ″truck driver game exe for windows 7″ Gang beasts. Gang Beasts is a silly local multiplayer party game with doughy ragdoll physics and horrific environmental hazards. multiplayer party game with doughy . trucks , and suspended platforms. The game . German Truck Simulator. Start the engine and set off for German autobahns in German Truck Simulator! . in German Truck Simulator! Drive across . 7 major European truck manufacturers, including . Farm Frenzy. Slip into a pair of overalls and try your hand at running a farm! .
    [Show full text]
  • Taboo Game with Dice Instructions
    Taboo Game With Dice Instructions Abel Italianised overbearingly while mothiest Agustin tailor today or trottings diagnostically. Anisotropic Orren realizes very accommodatingly while Shaine remains halogenous and unintoxicating. Foolish and Mahometan Keith hat her eustacy reassumed or dunt askew. Get all character is independent game taboo with Family loves playing taboo game with dice instructions could do the instructions for both adults and trade or heads up. There did some additional rules but that's basically the gist. Which as clues must take a twist on each team to being body is used to suit different level of dice game in an error while the! Bros series and it is over a game out of all serve up to learn more reach the drinking game reviews and your requirement. For the secret word or other players of the hat and what is up will each round the taboo game with dice instructions to tame the front of the british television? These dice gift was taboo game with dice instructions in instructions! Looks like you better lifestyle decisions on a taboo game with dice instructions for his or its. And wanted to go out taboo game with dice instructions to help you need. Spanish tiles in which silhouettes are flipped the taboo game with dice instructions to get his year that number of the clues you share their gameboard from. Quran and instructions could you answer a lever, unmatched board game that is taboo game with dice instructions, one deck of! Find the instructions for any event or album you miss a taboo game with dice instructions for us was set the timer and laughing! Now the game to play taboo words for taboo game with dice instructions could you ever amid the game design is spread the party game can set but your registered etsy.
    [Show full text]
  • Fighting Games, Performativity, and Social Game Play a Dissertation
    The Art of War: Fighting Games, Performativity, and Social Game Play A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Todd L. Harper November 2010 © 2010 Todd L. Harper. All Rights Reserved. This dissertation titled The Art of War: Fighting Games, Performativity, and Social Game Play by TODD L. HARPER has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Mia L. Consalvo Associate Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT HARPER, TODD L., Ph.D., November 2010, Mass Communications The Art of War: Fighting Games, Performativity, and Social Game Play (244 pp.) Director of Dissertation: Mia L. Consalvo This dissertation draws on feminist theory – specifically, performance and performativity – to explore how digital game players construct the game experience and social play. Scholarship in game studies has established the formal aspects of a game as being a combination of its rules and the fiction or narrative that contextualizes those rules. The question remains, how do the ways people play games influence what makes up a game, and how those players understand themselves as players and as social actors through the gaming experience? Taking a qualitative approach, this study explored players of fighting games: competitive games of one-on-one combat. Specifically, it combined observations at the Evolution fighting game tournament in July, 2009 and in-depth interviews with fighting game enthusiasts. In addition, three groups of college students with varying histories and experiences with games were observed playing both competitive and cooperative games together.
    [Show full text]
  • Skin Games: Fragrant Play, Scented Media and the Stench of Digital Games Simon Niedenthal Eludamos
    Vol. 6, No. 1 (2012) http://www.eludamos.org Skin Games: Fragrant Play, Scented Media and the Stench of Digital Games Simon Niedenthal Eludamos. Journal for Computer Game Culture. 2012; 6 (1), pp. 101-131 Skin Games: Fragrant Play, Scented Media and the Stench of Digital Games SIMON NIEDENTHAL Is gaming becoming funkier? Dancemat interfaces haven’t just introduced thumping bass lines to gaming, they also make players sweat. Add the strain of new motion control interfaces such as the Wii, Kinect and Move, and the result is a more pungent smellscape for digital gaming. This has caused some players to rethink their seduction strategies: Seriously, Kinect might just be the first game machine that can make people stink at a party. I guess if you don't want to stink up the party, don't be the first to play Kinect. That girl or guy you are interested in my not like you much because of your Kinect smell. Perhaps it is better to wait till the party is almost over to play Kinect. (booniga 2010) This moment of social anxiety gives an inkling of the untapped power of smell in game design. Body odors do play a subtle yet powerful role in sexual attraction (Herz 2008). But when Kinect smell becomes an occasion for player speculation about attractiveness and hygiene, we would also do well to bear in mind what sensory anthropologists have long contended: that the sense of smell remains a contested site in which cultural norms are explored, negotiated, enforced and transgressed (Classen, Howes and Synnott 1994) (Fig.
    [Show full text]
  • Thai Namai Di Maunawa Nini
    THAI NAMAI DIUS009873039B2 MAUNAWA NINI (12 ) United States Patent ( 10 ) Patent No. : US 9 ,873 ,039 B2 Kim et al. (45 ) Date of Patent: Jan . 23 , 2018 (54 ) AUTOMATIC TRIGGER OF INTEGRATED 5 ,362 , 069 A 11 / 1994 Hall - Tipping GAME ACTIONS FOR EXERCISE AND 5 , 462, 504 A * 10 / 1995 Trulaske .. .. .. .. A61B 5 /0002 WELL BEING 482 /54 8 ,454 ,437 B2 * 6 / 2013 Dugan .. .. .. .. .. .. .. GO6F 19 / 26 463 / 22 (71 ) Applicant: INTERNATIONAL BUSINESS 8 ,956 , 228 B2 2 /2015 Shum et al . MACHINES CORPORATION , 2005 /0228692 A1 * 10 /2005 Hodgdon . .. G06F 19 / 3431 Armonk , NY (US ) 705 / 2 2006 /0229163 A1* 10 / 2006 Waters .. .. .. A63B 22/ 0605 ( 72 ) Inventors : Minkyong Kim , Scarsdale , NY (US ) ; 482 / 8 Min Li, Blacksburg, VA (US ) ; Clifford A . Pickover , Yorktown Heights , NY ( Continued ) (US ) ; Valentina Salapura , Chappaqua , NY (US ) FOREIGN PATENT DOCUMENTS Wo 1996 /005766 Al 2 / 1996 ( 73) Assignee : International Business Machines wo 2011020135 Al 2 /2011 Corporartion , Armonk , NY (US ) ( * ) Notice : Subject to any disclaimer, the term of this OTHER PUBLICATIONS patent is extended or adjusted under 35 Boot et al ., Do action video games improve perception and cogni U . S . C . 154 ( b ) by 146 days . tion ? , Frontiers in Psychology , Perspective Article , Sep . 13 , 2011 , ( 21) Appl. No .: 14 /805 ,108 pp . 1 - 6 , vol . 2 , Art . 226 . ( Continued ) ( 22 ) Filed : Jul. 21, 2015 (65 ) Prior Publication Data Primary Examiner – Omkar Deodhar ( 74 ) Attorney , Agent, or Firm — Tutunjian & Bitetto , US 2017 /0021279 A1 Jan . 26 , 2017 P . C . ; Yeen C . Tham (51 ) Int . Ci. A63F 13 / 10 ( 2006 .01 ) A63F 13 / 00 ( 2014.
    [Show full text]
  • Design of a Social Media Simulator As a Serious Game for a Media Literacy Course in Japan
    Design of a Social Media Simulator as a Serious Game for a Media Literacy Course in Japan Marcos Sadao Maekawa1, Leandro Navarro Hundzinski1, Sena Chandrahera1, Shota Tajima2, Shoko Nakai2, Yoko Miyazaki2 and Keiko Okawa1 1Keio University Graduate School of Media Design, Yokohama, Japan 2SmartNews Media Institute, Tokyo, Japan Keywords: Media Literacy, Serious Games, Fake News, Social Media. Abstract: This paper introduces the initial phase of the design process of a simulator about information sharing in social media for educational settings. This online tool mimics real-world social media services and provides a playful learning experience. Players evaluate online information, make decisions to share or not the information, and as a result, gain or lose followers. Students can access other players’ statistics and analyze references such as expert’s opinions to support their decision-making. Through this experience, students are expected to exercise and reflect on their online social media behavior and become smart consumers and responsible creators of online information. The preliminary findings reveal a glance of social media sharing behavior among university students in Japan and clues for measuring the learning effects and the engagement for this sort of practice. Results from this research are expected to contribute to digital media literacy education and serious game design domains. 1 INTRODUCTION This paper presents the design process of a serious game related to social media and fake news. It mimics Digital media technologies are developing at a social media service, and users are expected to unprecedented speed, and the amount of information evaluate the information on posts and make decisions available on the internet increases exponentially.
    [Show full text]
  • Intersomatic Awareness in Game Design
    The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking.
    [Show full text]
  • Digital Gamification for Youth Engagement
    HOW TO SUCCEED WITH DIGITAL GAMIFICATION FOR YOUTH ENGAGEMENT HANDBOOK 2018 CONTENT INTRODUCTION .................................................................................................................................... 4 THE RESEARCH METHODOLOGY OF THE HANDBOOK .......................................................... 5 1. GAMIFICATION EXPLAINED ........................................................................................................ 7 1.1. What is gamification? .................................................................................................................... 7 1.2. Features of gamification ................................................................................................................. 7 1.3. Who are the beneficiaries of gamification? ................................................................................. 12 1.4. Types of gamification.................................................................................................................... 13 1.4.1. Online versus offline gamification ......................................................................................... 13 1.4.2. Structural versus content gamification .................................................................................. 14 2. MOTIVATION WITHIN GAMIFICATION ................................................................................ 15 3. FIELDS OF PRACTICAL APPLICATION OF GAMIFICATION ............................................. 18 3.1. Education .....................................................................................................................................
    [Show full text]
  • Unicraft: Exploring the Impact of Asynchronous Multiplayer Game Elements in Gamification
    UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification FEATHERSTONE, Mark <http://orcid.org/0000-0001-6701-6056> and HABGOOD, Jacob <http://orcid.org/0000-0003-4531-0507> Available from Sheffield Hallam University Research Archive (SHURA) at: http://shura.shu.ac.uk/21261/ This document is the author deposited version. You are advised to consult the publisher's version if you wish to cite from it. Published version FEATHERSTONE, Mark and HABGOOD, Jacob (2018). UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification. International Journal of Human-Computer Studies. Copyright and re-use policy See http://shura.shu.ac.uk/information.html Sheffield Hallam University Research Archive http://shura.shu.ac.uk UniCraft: Exploring the impact of asynchronous multiplayer game elements in gamification Mark Featherstone, PGCE, BSc [email protected] Sheffield Hallam University Sheffield, UK Corresponding author Bio: after many years working as a games developer, I now run the games development undergraduate course as a senior lecturer at Sheffield Hallam University. While working as a commercial game developer I helped create video games on PC and Xbox for companies such as Gremlin, Rage Games, Infogrammes, NCSoft and more recently as an independent game developer at Moonpod. My research focus is in the area of games based learning and the use of video game design principles in education. I'm also the Technical Director at Steel Minions Games Studio, which provides work-based simulation for game development students. Dr. Jacob Habgood, PhD, BSc, PGCTLHE [email protected] Sheffield Hallam University Sheffield, UK Bio: I teach games development at Sheffield Hallam University and manage the university's PlayStation teaching facility.
    [Show full text]
  • Pedagogy at Play: Gamification and Gameful Design in the 21St-Century Writing Classroom" (2015)
    Old Dominion University ODU Digital Commons English Theses & Dissertations English Fall 2015 Pedagogy at Play: Gamification and Gameful Design in the 21st- Century Writing Classroom Danielle Roney Roach Old Dominion University, [email protected] Follow this and additional works at: https://digitalcommons.odu.edu/english_etds Part of the Communication Technology and New Media Commons, Educational Methods Commons, Game Design Commons, and the Rhetoric and Composition Commons Recommended Citation Roach, Danielle R.. "Pedagogy at Play: Gamification and Gameful Design in the 21st-Century Writing Classroom" (2015). Doctor of Philosophy (PhD), Dissertation, English, Old Dominion University, DOI: 10.25777/rc78-cw06 https://digitalcommons.odu.edu/english_etds/7 This Dissertation is brought to you for free and open access by the English at ODU Digital Commons. It has been accepted for inclusion in English Theses & Dissertations by an authorized administrator of ODU Digital Commons. For more information, please contact [email protected]. PEDAGOGY AT PLAY: GAMIFICATION AND GAMEFUL DESIGN IN THE 21ST-CENTURY WRITING CLASSROOM by Danielle Roney Roach B.A. August 2004, Wright State University M.A. May 2006, Wright State University A Dissertation Submitted to the Faculty of Old Dominion University in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY ENGLISH OLD DOMINION UNIVERSITY December 2015 Approved by: Rochelle Rodrigo (Director) Joyce Neff (Member) David Metzger (Member) Anne Wysocki (Member) ABSTRACT PEDAGOGY AT PLAY: GAMIFICATION AND GAMEFUL DESIGN IN THE 21ST-CENTURY WRITING CLASSROOM Danielle Roney Roach Old Dominion University, 2015 Director: Dr. Rochelle Rodrigo The language used to discuss play in current academic spaces tends to center around formal games (and computer games in particular in the 21st century classroom).
    [Show full text]
  • Tidning Förelektronikbranschen
    NR 8-9/2008 ÅRGÅNG 54 PRIS 60 KR TIDNING FÖR ELEKTRONIKBRANSCHEN EXKL MOMS NYA SEGRARE I RADIOGOLFEN PANASONICS NYA KAMEROR 13 SIDOR NYHETER OM SPEL Produkt- information Kampanjer & erbjudanden Priser Marknadsföring & reklammaterial Logistik Lagerstatus Bilder & logotyper Allt Sony på ställe: sony1.net Snabbare leveranser, förbättrad försäljning och enklare beställning Sony1 är ditt nya verktyg med mängder av smarta funktioner för enklare beställning, effektiv försäljning och marknadsföring. Med Sony1 får du: UÊ"i`iL>ÀÊÛiÀÃÌÊ>ÛÊ`ÌÌÊ«ÀÃÊV ÊÛiÀÊ>}iÀÌ}F} UÊ>«>iÀ]ÊiÀLÕ`>`i]ÊÕÌL`}Êi]Ê>À>`ÃvÀ} UÊ*À`ÕÌvÀ>Ì UÊ}ÃÌÕ««}vÌiÀÊÃÊ `iÀ]ÊÛÌÊi`ÊiÀ> UÊ«>`iÊvÀ>ÌÊV ÊÕ««`>ÌiÀ}>ÀÊÛ>Ê>Ê UÊ1ÌL`}Ê«FÊ«À`ÕÌiÀ>ÊV Ê`iÃÃÊ} iÌiÀ UÊvÀ>ÌÊÊ>ÌÛÌiÌiÀ]ÊiÀLÕ`>`iÊV Ê«ÀÌÃ UÊÊ"v>ÌÌ>`iÊL`L>Ê«FÊ«À`ÕÌiÀ]Ê}ÌÞ«iÀÊV ÊL`iÀ www.sony1.net – bättre försäljning, snabbare leveranser genom distribution via vår samarbetspartner Techdata www.sony1.net RATEKO INNEHÅLL 8 - 9 / 2 0 0 8 NR 8-9/2008 ÅRGÅNG 54 PRIS 60 KR TIDNING FÖR ELEKTRONIKBRANSCHEN EXKL MOMS NYA SEGRARE I RADIOGOLFEN PANASONICS NYA KAMEROR 13 SIDOR NYHETER OM SPEL OMSLAGSBILD: MIRROR´S EDGE I NÄSTA NUMMER: - TEMASIDOR FRÅN IFA-MÄSSAN I BERLIN - CANONS HÖSTNYHETER SKUTTA RUNT ISTÄLLET FÖR SOFFPOTATIS – NYA SPEL SIDORNA 64-67 12 AVANCERAT FOTO I LITET FORMAT 30 NIKON LANSERAR NYA D700 Mitt i semestertider lanserade Pana- Nikon har lanserat nya systemka- sonic nya kameror, bland annat Lumix meran med sensor i FX-format, LX3, uppföljaren till LX2. D700, samt sex kompaktkameror. 16 NY PLATTFORM FÖR BÄRBARA DATORER 32 EN NY PRODUKT FÖR MASSMARKNADEN I mitten av juli lanserades Intels nya plattform för bär- På väg till världens radiohandlare är nu Femtocellen, en bara datorer, Intel Centrino 2.
    [Show full text]