Emulatie Van Videogames

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Emulatie Van Videogames KATHOLIEKE UNIVERSITEIT LEUVEN FACULTEIT SOCIALE WETENSCHAPPEN DEPARTEMENT COMMUNICATIEWETENSCHAP EMULATIE VAN VIDEOGAMES Onderzoek naar het gebruik en de kennis van emulatie bij de Leuvense studenten Promotor : Prof. Dr. G. DE MEYER VERHANDELING Verslaggever : Drs. J. MINNEBO aangeboden tot het verkrijgen van de graad van Licentiaat in de Communicatiewetenschappen door Stefan CREEMERS academiejaar 2002-2003 KATHOLIEKE UNIVERSITEIT LEUVEN FACULTEIT SOCIALE WETENSCHAPPEN DEPARTEMENT COMMUNICATIEWETENSCHAP EMULATIE VAN VIDEOGAMES Onderzoek naar het gebruik en de kennis van emulatie bij de Leuvense studenten Promotor : Prof. Dr. G. DE MEYER VERHANDELING Verslaggever : Drs. J. MINNEBO aangeboden tot het verkrijgen van de graad van Licentiaat in de Communicatiewetenschappen door Stefan CREEMERS academiejaar 2002-2003 Inhoud Lijst van tabellen vi Lijst van figuren viii Lijst van afkortingen x Voorwoord xi Inleiding 1 DEEL 1: Introductie en sociale aspecten van emulatie 3 1. Definities en domeinbepaling 4 1.1. Domein 4 1.2. Werking van emulator en ROM 5 1.3. Werkdefinities 7 1.4. Toepassingsgraad en impact van emulatie 7 1.4.1. Technologische factor: technology push vanwege het Internet 9 1.4.2. De economische factor: het bedrijfsleven 10 1.4.3. De politieke factor: juridische bescherming van videogames 10 1.4.4. Sociaal-culturele factor 11 1.5. Geschiedenis en huidige situatie van het emulatielandschap 12 1.6. Wetenschappelijke literatuur 12 2. Bourdieu in de emu scene 13 2.1. Theoretisch kader 13 2.2. Emu scene als cultuur 19 2.2.1. Kapitaal 19 2.2.2. Klasse 21 2.2.3. Habitus 22 2.2.4. Veld 23 2.2.5. Sociale ruimte 25 3. De emu scene als subcultuur 26 3.1. Theoretisch kader 26 3.2. De emu scene als subcultuur 29 3.2.1. Opkomst van de emu scene 29 3.2.2. De emu scene 30 3.2.3. Noise geproduceerd door de emu scene 32 3.2.4. Two forms of incorporation 33 i Conclusies van het sociaal-culturele gedeelte 33 DEEL 2: EMULATIE TECHNOLOGISCH ONTLEED 35 4. Computerarchitectuur 36 4.1. Het concept van de hedendaagse computer 36 4.2. De CPU 37 4.2.1. Transistors 37 4.2.2. Instructieset 38 4.2.3. Opbouw van de CPU 40 4.2.3.1. Clock 41 4.2.3.2. ALU, IR, CU en PC 43 4.2.3.3. Busses 45 4.2.4. De werking van een CPU 46 4.2.5. RISC versus CISC processors 47 4.3. Geheugenhiërarchie 47 4.4. Geheugen 50 4.5. I/O systeem 53 4.6. BIOS 54 4.7. Moederbord 55 4.8. Videosysteem 56 4.8.1. Videogeheugen 56 4.8.2. Videoweergave 57 4.8.3. GPU 58 4.8.4. Video BIOS en de verbinding met het computersysteem 59 4.8.5. Vblank & Hblank 59 4.9. Audiosysteem 60 5. Opbouw van een (NES) emulator 63 5.1. Keuze van de programmeertaal 63 5.2. Beschikbaarheid van informatie 64 5.3. Emulatie van de CPU 67 5.3.1. Een voorbeeld van een core emulator 68 5.3.2. Interpreterende en recompilerende emulators 71 5.3.3. Duiding omtrent complexiteit 71 5.4. Emulatie van het geheugen 72 5.5. Emulatie van het audiosysteem 74 ii 5.6. Emulatie van het videosysteem 76 5.7. Invoer apparaten en overige instrumenten 77 5.8. Cyclische taken 77 5.9. Typologie van emulators 80 6. ROMs 82 6.1. Definitie 82 6.2. Typologie van ROMs 83 6.3. De praktijk van het ROM dumpen 84 Conclusies van het technologisch gedeelte 85 DEEL 3: EEN JURIDISCHE ANLAYSE VAN EMULATIE 86 7. Octrooien 87 7.1. Omschrijving 88 7.2. Aanvraag van octrooien 88 7.3. Rechten en plichten van de octrooihouder 89 7.4. Octrooi op software 90 8. Onderscheidingstekens 91 8.1. Merkenrecht 91 8.2. Bescherming van de handelsnaam 94 9. Vormgevingen 95 9.1. Tekeningen en modellen 95 9.2. Auteursrecht 95 9.2.1. Beschrijving 96 9.2.2. Wat is een auteurswerk 96 9.2.3. Welke rechten heeft de auteur 97 9.2.4. Copyright: auteursrechten in de Verenigde Staten 98 9.3. Auteursrecht en computerprogramma’s: de softwarewet 99 9.3.1. Beschrijving 99 9.3.2. Geen bescherming van ideeën 101 9.3.3. Exploitatierechten en gebruikersrechten (fair use) 102 9.4. Reverse engineering 103 9.4.1. Reverse engineering van software 104 9.4.1.1. Omschrijving 104 9.4.1.2. Restricties van decompilatie 105 9.4.2. Reverse engineering in hardwarematige domeinen 106 iii 9.4.3. Situatie in de Verenigde Staten 107 9.5. Verspreiding van auteursrechterlijk beschermde werken via het Internet 107 10. Sancties en jurisprudentie 109 10.1. Sancties 109 10.2. Overzicht van de belangrijkste jurisprudenties 110 Conclusies van het juridisch gedeelte 111 DEEL 4: EMPIRISCH ONDERZOEK NAAR EMULATIE 113 11. Methodologie 114 11.1. Probleemstelling 114 11.1.1. Assumpties voortvloeiende uit voorgaande delen 115 11.1.2. Conceptueel schema 116 11.2. Gebruikte methode 117 11.2.1. Waarnemingsmethode 119 11.2.1.1. Elektronische survey 120 11.2.1.2. Realisatie van de vragenlijst 122 11.2.1.3. Uittesten van de vragenlijst 123 11.2.2. Selectie van de eenheden 123 12. Algemene Resultaten 124 12.1. De dataset 124 12.2. Bespreking van de demografische gegevens 126 12.2.1. Geslacht 126 12.2.2. Leeftijd 126 12.2.3. Beschikbaarheid van het Internet 127 12.2.4. Studierichting 129 13. Resultaten van het exploratief luik: een factoranalyse 130 13.1. Preliminaire concepten 130 13.2. De dataset 131 13.2.1. PAF of PCF 133 13.2.2. Rotation 133 13.3. Bewerkstelliging 135 13.4. Resultaten 136 13.5. Conclusies 140 14. Resultaten van het toetsend luik 140 14.1. Hypotheses betreffende de gehele steekproef 141 iv 14.2. Hypotheses betreffende de respondenten vertrouwd met emulatie 154 Conclusies van het empirisch gedeelte 162 Algemeen besluit 164 Referenties xii Bijlage 1. Incentief van de vragenlijst xxiv Bijlage 2. Codeboek xxv v Lijst van tabellen Tabel 1. Memory map NES 73 Tabel 2. Cyclische taken 79 Tabel 3. Aantal respondenten per faculteit (N=901) 129 Tabel 4. Correlatiematrix als gevolg van de factoranalyse 132 Tabel 5. Eigenvalues van de verschillende factoren 137 Tabel 6. Factor Pattern van de originele en geroteerde dataset 138 Tabel 7. Frequenties en proporties van de verschillende leeftijdsgroepen naargelang K1 (K1=1) (N=854), waarneming bij de gehele steekproef 143 Tabel 8. Waardes van t-testen (class KEGB, K2B en K1) inzake variabele D6 (N=854), afgenomen bij alle respondenten 146 Tabel 9. Waardes van t-testen (class KEGB, K2B en K1) inzake de uitspraken omtrent piraterij (N=854), afgenomen bij alle respondenten 147 Tabel 10. Percentages van respondenten die positief scoorden op variabelen A4, A6, A9, A11, A12 en A13 naargelang K2B, KEGB en K1 (N=854), waarneming bij de gehele steekproef 147 Tabel 11. Gemiddelde speelduur per week afhankelijk van variabelen K2B, KEGB en K1 (N=854), waarneming bij de gehele steekproef 148 Tabel 12. Waardes van t-testen (class KEGB, K2B en K1) inzake variabele AA3 (N=854), afgenomen bij alle respondenten 148 Tabel 13. Gemiddeld aantal uur behaald voor variabele AA1 en percentage van respondenten dat akkoord gaat met variabele A3, naargelang variabelen K2B, KEGB en K1 (N=854), waarneming bij de gehele steekproef 149 Tabel 14. Waardes van t-testen (class KEGB, K2B en K1) inzake variabelen AA1 en A3 (N=854), afgenomen bij alle respondenten 149 Tabel 15. Waardes van t-testen (class KEGB, K2B en K1) inzake gebruik van internettoepassingen (N=854), afgenomen bij alle respondenten 150 Tabel 16. Percentage van respondenten dat aangaf minstens op een dagelijkse basis gebruik te maken van de respectievelijk bevraagde internettoepassingen (Mail, WWW, NTTP, IRC, IM en P2P), naargelang K2B, KEGB en K1 (N=854), waarneming bij de gehele steekproef 151 Tabel 17. Waardes van t-testen (class KEGB, K2B en K1) inzake het bezit van spelsystemen (N=854), afgenomen bij alle respondenten 152 vi Tabel 18. Gemiddeld aantal systemen waarover een respondent beschikt naargelang variabelen K2B, KEGB en K1 (N=854), waarneming bij de gehele steekproef 152 Tabel 19. Waardes van t-testen (class KEGB, K2B en K1) inzake variabelen A15, A16 en A18 (N=854), afgenomen bij alle respondenten 153 Tabel 20. Percentage van respondenten die goed scoorden op variabelen K2, KTEST en KEG in functie van hun resultaat op variabele K18 (N=167), waarneming bij respondenten vertrouwd met emulatie 155 Tabel 21. Percentage van respondenten die goed scoorden op variabelen K2, KTEST en KEG in functie van hun resultaat op variabele DD210 (N=167), waarneming bij respondenten vertrouwd met emulatie 156 Tabel 22. Waardes van t-testen (class KEGB) inzake variabelen K12, K13 en K17 (N=167), afgenomen bij respondenten vertrouwd met emulatie 159 Tabel 23. Percentage van respondenten en hun respectievelijke oordeel inzake uitspraken K12, K13 en K17, in functie van hun resultaat op variabele KEGB (N=167), waarneming bij respondenten vertrouwd met emulatie 159 Tabel 24. Waardes van t-testen (class KEGB) inzake variabelen RED1, RED5, RED9 en A8 (N=167), afgenomen bij respondenten vertrouwd met emulatie 161 Tabel 25. Percentage van respondenten en hun respectievelijke oordeel inzake uitspraken RED1, RED5, RED9 en A8 in functie van hun resultaat op variabele KEGB (N=167), waarneming bij respondenten vertrouwd met emulatie 161 vii Lijst van figuren Figuur 1. Het opstartscherm van Super Mario 64 6 Figuur 2. De emulator Project 64 in werking met het spel Super Mario 64 6 Figuur 3. Populaire Europese systemen en hun emulatiegegevens 8 Figuur 4. Bourdieu’s sociale ruimte 18 Figuur 5. Sociale ruimte gedefinieerd in termen van de emu scene 25 Figuur 6.
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