Manuel De Jeu Aion™ Sommaire
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In- and Out-Of-Character
Florida State University Libraries 2016 In- and Out-of-Character: The Digital Literacy Practices and Emergent Information Worlds of Active Role-Players in a New Massively Multiplayer Online Role-Playing Game Jonathan Michael Hollister Follow this and additional works at the FSU Digital Library. For more information, please contact [email protected] FLORIDA STATE UNIVERSITY COLLEGE OF COMMUNICATION & INFORMATION IN- AND OUT-OF-CHARACTER: THE DIGITAL LITERACY PRACTICES AND EMERGENT INFORMATION WORLDS OF ACTIVE ROLE-PLAYERS IN A NEW MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAME By JONATHAN M. HOLLISTER A Dissertation submitted to the School of Information in partial fulfillment of the requirements for the degree of Doctor of Philosophy 2016 Jonathan M. Hollister defended this dissertation on March 28, 2016. The members of the supervisory committee were: Don Latham Professor Directing Dissertation Vanessa Dennen University Representative Gary Burnett Committee Member Shuyuan Mary Ho Committee Member The Graduate School has verified and approved the above-named committee members, and certifies that the dissertation has been approved in accordance with university requirements. ii For Grandpa Robert and Grandma Aggie. iii ACKNOWLEDGMENTS Thank you to my committee, for their infinite wisdom, sense of humor, and patience. Don has my eternal gratitude for being the best dissertation committee chair, mentor, and co- author out there—thank you for being my friend, too. Thanks to Shuyuan and Vanessa for their moral support and encouragement. I could not have asked for a better group of scholars (and people) to be on my committee. Thanks to the other members of 3 J’s and a G, Julia and Gary, for many great discussions about theory over many delectable beers. -
“Estudio De Prácticas De Comunicación En Second Life”
“Estudio de prácticas de comunicación en Second Life” María Magdalena López de Anda Director: Dr. Raúl Trejo Delarbre Doctorado en Sociedad de la Información y el Conocimiento Universidad Abierta de Cataluña Tlaquepaque, Jalisco, México, Octubre 2015 1 Síntesis Investigamos prácticas de comunicación en el mundo virtual Second Life con el propósito de comprender desde un enfoque sociocultural a los participantes y sus estrategias situadas de intercambio simbólico, la lectura que hacen de las condiciones estructurales y la agencia con que intervienen las mismas. A través de una aproximación etnográfica de 2006 a 2009 que incluyó observación participativa, entrevistas, observación de usuarios desde fuera de la pantalla y análisis de productos secundarios; bordamos sobre conceptos clave para entender la construcción de sentido -tiempo1, espacio e identidad-; a los que antecede una introducción sobre el -desarrollo histórico de los mundos virtuales-, finalmente caracterizamos tres aspectos de la comunicación en Second Life: la construcción cooperativa del tema -comunicación dialógica-, la relación entre agencia/estructura –representación y copresencia- y los procesos de comunicación transmedia –machinima-. Nos queda claro que al discurrir sobre las prácticas de comunicación, contribuimos a configurar ciertas formas de comprensión de las mismas, es decir prescribimos discursivamente su concepción; por ello intentamos colocar aproximaciones que lejos de emitir juicios de valor sobre “la forma” de hacer comunicación, planteen preguntas en torno a cómo las transacciones simbólicas que tienen lugar en Second Life reproducen, mantienen, reparan o transforman nuestra visión de la realidad y de nosotros mismos, reflexionando así sobre el sujeto y su lugar en la constitución de lo social. Palabras clave: comunicación, Second Life, mundos virtuales, identidad, representación, tiempo, espacio, producción de sentido. -
" Get a Free Item Pack with Every Activation!"--Do Incentives Increase the Adoption Rates of Two-Factor Authentication?
... ...; aop ... Karoline Busse*, Sabrina Amft, Daniel Hecker, and Emanuel von Zezschwitz “Get a Free Item Pack with Every Activation!” Do Incentives Increase the Adoption Rates of Two-Factor Authentication? https://doi.org/..., Received ...; accepted ... Abstract: Account security is an ongoing issue in practice. Two-Factor Authen- tication (2FA) is a mechanism which could help mitigate this problem, however adoption is not very high in most domains. Online gaming has adopted an in- teresting approach to drive adoption: Games offer small rewards such as visual modifications to the player’s avatar’s appearance, if players utilize 2FA. Inthis paper, we evaluate the effectiveness of these incentives and investigate how they can be applied to non-gaming contexts. We conducted two surveys, one recruiting gamers and one recruiting from a general population. In addition, we conducted three focus group interviews to evaluate various incentive designs for both, the gaming context and the non-gaming context. We found that visual modifications, which are the most popular type of gaming-related incentives, are not as popular in non-gaming contexts. However, our design explorations indicate that well-chosen incentives have the potential to lead to more users adopting 2FA, even outside of arXiv:1910.07269v1 [cs.CR] 16 Oct 2019 the gaming context. Keywords: Two-Factor Authentication, Incentives, Gamification, Usable Security, Authentication, User Research PACS: ... Communicated by: ... Dedicated to ... *Corresponding author: Karoline Busse, Daniel Hecker, University of Bonn Sabrina Amft, Leibniz University Hannover Emanuel von Zezschwitz, University of Bonn & Fraunhofer FKIE 2 Busse, Amft, Hecker, von Zezschwitz (a) (b) Fig. 1: Examples of incentives for adopting 2FA. -
Guardians of the Dawn Spotlight #1 Is Created Using Original Characters in the City of Heroes Multiplayer Online Roleplaying Game
1st Issue! Paragon City: the City of Heroes! The only place in the world where the hero-to-problem ratio is almost one-to-one. If you need a hero in this city, you just have to look around the corner. But not all heroes are the same. Some are more mercenary than the others. But there are some who see the calling as a sign of brighter days ahead for all mankind. These are the heroes who fight for something better. They are the... In 2007, Paragon City was infested with breaches from another universe. Fearing another Rikti invasion, or something worse, members of the Vanguard along with Positron from the Freedom Phalanx moved quickly to contain the breaches. But instead of an invasion, the tears in reality deposited several injured beings from another universe. Bart Wallace , Jason Rich , and Karen Powers all came from a world that was violently torn apart by an extra-dimensional madman. By circumstance or by cosmic design, they were spared oblivion and instead arrived in the Paragon Universe. Their wounds were eventually healed, but they discovered they were heroes without a home and little memory of who they once were. They each took on new names that reflected their nature. Bart became Ryder Lightning , Jason became MidKnight X , and Karen became Galatea Powers . They learned their powers had also changed, some making them more powerful than ever. To help them assimilate in our society, Captain Paragonna invited them to join the Guardians of the Dawn . Galatea also discovered that her cousin, Icon Powers , originally believed missing from her own world, had also come across to the Paragon Universe after battling an all-powerful extra-dimensional darkness. -
The Information Worlds of Online Role-Players* 온라인 롤 플레이어의 정보 세계
The Information Worlds of Online Role-Players* 온라인 롤 플레이어의 정보 세계 Jonathan M. Hollister (홀리스터 조나단)** ABSTRACT Massively Multiplayer Online Role-Playing Games (MMORPGs) are played by millions of people around the world. Within MMORPGs, players explore, solve mysteries, craft items, battle against dungeon or raid bosses, or compete against other players, all while using a variety of information and information behaviors. Role-players in MMORPGs develop identities and engage in interactive storytelling with other role-players as their characters. An ethnographic approach combining overt participant observation and engagement, semi-structured interviews, and artifact collection was used to explore and describe the social information behaviors of role-players through the lens of the theory of information worlds. The social types evident in the role-playing community in WildStar, a science fantasy-themed MMORPG, are closely interrelated to and differentiated by social norms and information values that dictate acceptable characters, stories, character actions, and appropriate lore sources as well as how to role-play without violating the boundary between in- and out-of-character information worlds. Role-players maintained the in-character and out-of-character boundary using a set of specific information behaviors to enable engaging and immersive role-playing experiences. Implications of the findings for the theory of information worlds as well as potential applications of role-playing and MMORPGs are also discussed. 초 록 전세계 수백만 명의 이용자가 대규모 멀티 플레이어 온라인 롤 플레잉 게임(MMORPG: Massive Multiplayer Online Role-Playing Games)을 즐긴다. MMORPG 내에서 롤 플레이어(역할 참여자)는 다양한 정보사용과 정보행동에 가담하면 서 게임을 탐색하고, 미스터리를 해결하거나, 게임 속 아이템을 만들거나, 괴물이나 보스와의 전투에 참여하며 다른 플레이어 와 경쟁하거나 협력한다. -
Amd A10 7700K
SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE APRIL 2014 WIN A PC / PLAYSTATIPLAYSTATIONONON / XBOXXBBOX / NINTENDONININTN ENNDODO / LLIFESTYLEIIFFEESSTYTYLELE PS4 EIGHT REVIEWS INCLUDING Castlevania: Lords of Shadow 2 Final Fantasy XIII: Lightning Returns Plants vs. Zombies: Garden Warfare Thief IT’S CLASSIC! IT’S MODERN! COULD THIS BE EVERYTHING WE WANT IN AN FPS? PUBLISHER Michael “RedTide“ James [email protected] CONTENTS EDITOR Geoff “GeometriX“ Burrows geoff @nag.co.za ART DIRECTOR Chris “SAVAGE“ Savides STAFF WRITERS Dane “Barkskin “ Remendes Tarryn “Azimuth “ van der Byl REGULARS CONTRIBUTING EDITOR Lauren “Guardi3n “ Das Neves 8 Ed's Note 10 Inbox TECHNICAL WRITER Neo “ShockG“ Sibeko 14 Bytes 26 home_coded INTERNATIONAL 74 Mosh Pit CORRESPONDENT Miktar “Miktar” Dracon CONTRIBUTORS OPINION Rodain “Nandrew” Joubert Miklós “Mikit0707 “ Szecsei 14 Miktar’s Meanderingserings Pippa “UnexpectedGirl” Tshabalala 16 I, Gamer Delano “Delano” Cuzzucoli Matt “Sand_Storm” Fick 18 The Game Stalkerer 56 Hardwired FEATURES PHOTOGRAPHY 82 Game Over Chris “SAVAGE“ Savides 36 WOLFENSTEIN: THE NEW Dreamstime.com Fotolia.com ORDER. MEIN LEBEN! PREVIEWS “There ain’t no school like the old SALES EXECUTIVE school.” That’s how it goes, right? Cheryl “Cleona“ Harris 32 The Elder Scrolls Online Or did we just fail hard at being [email protected] 34 WildStar youthful and hippity-hopping? +27 72 322 9875 Does it even matter? Either way, MARKETING AND Wolfenstein: The New Order PROMOTIONS MANAGER REVIEWS eagerly partakes of the old school Jacqui “Jax” Jacobs of fi rst-person shooter-ising. [email protected] 44 Reviews: Introduction And boy, does it look positively +27 82 778 8439 44 Mini review: Fable: scrumptious. -
Mall För Examensarbete
nrik v He d a apa l sk Ma “WHAT IS YOUR DPS, HERO?” Ludonarrative dissonance and player perception of story and mechanics in MMORPGs. Master Degree Project in Informatics One year Level 30 ECTS Spring term 2016 Athanasios Karavatos Supervisor: Björn Berg Marklund Examiner: Mikael Johannesson 1 Abstract This thesis studies the MMORPGs and the ludonarrative dissonance that exist in the complexity of their design. Given the massive multiplayer nature of these games, players of different ambitions and gameplay preference need to coexist, which is a massive challenge for both the players themselves and the designers of these worlds. The balance of these two major aspects of the game, what affects the players and this tension, is the focal point of this thesis. By conducting a survey through various MMORPG player bases, this thesis concludes that this tension is not only a balance between narrative and mechanics but of other aspect as well. These aspects, intertextuality and community, this thesis argues, are the extra aspects that are tight connected with the balancing of narrative and mechanics in a MMORPG and the creation of these complex games and world. All these aspects are affected by the design decisions and affecting of how the players perceive the game world. Keywords: MMORPG, Narrative, Ludonarrative Dissonance, Design. 2 Table of Contents 1 Introduction ........................................................................................................ 1 2 Background ....................................................................................................... -
An Ethnographic Study on the Digital Literacy Practices of Role-Players
An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game * 대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구 ** Jonathan M. Hollister(홀리스터 조나단)*** <Contents> Ⅰ. Introduction Ⅳ. Findings Ⅱ. Literature Review Ⅴ. Discussion & Implications Ⅲ. Method Ⅵ. Future Work & Conclusion ABSTRACT Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed. Keywords: Digital Literacies, Role-playing, MMORPG, Ethnography, Interviews 초 록 정보와 미디어 집약적인 21세기 게임 환경에서 디지털 리터러시 스킬과 비판적 역량의 활용은 점점 더 중요해지고 있다. 이 연구는 공상 과학 판타지를 주제로 한 대규모 멀티 플레이어 온라인 롤 플레잉 게임 (MMORPG)인 와일드스타 (WildStar) 참여자들의 디지털 리터러시 활용 관행에 대해 탐구하고 설명한다. -
Sanchez • Googe ™ Sanchez • Googe Aion 1 Cvr:Layout 1 8/20/09 4:41 PM Page 3
Aion 1_cvr:Layout 1 8/20/09 11:54 AM Page 1 ™ COM-AION-GSTP-01 Sanchez • Googe ™ Sanchez • Googe Aion 1_cvr:Layout 1 8/20/09 4:41 PM Page 3 ™ Story: David Noonan Script: Ricardo Sanchez Pencils: Neil Googe Inks: Neil Googe, Jacob Eguren and Philip Moy Colors: Jonny Rench Letters: Saida Temofonte Reference material: Brian Porter & Ryan Faillace Assistant Editor: Kristy Quinn Editor: Ben Abernathy Cover by Googe and Rench AION, November 2009, published by WildStorm Productions. 888 Prospect St. #240, La Jolla, CA 92037. Copyright © 2009 NC Interactive, Inc. All rights reserved. Aion, NCsoft, the Interlocking NC Logo, and all associated logos and designs are trademarks or registered trademarks of NCsoft Corporation. All other registered trademarks or trademarks are property of their respective owners. All Rights Reserved. AION and all characters, the distinctive likenesses thereof and all related elements are trademarks of and © 2009 NC Interactive, Inc. All rights reserved. Aion, NCsoft, the Interlocking NC Logo, and all associated logos and designs are trademarks or registered trademarks of NCsoft Corporation. All other registered trade- marks or trademarks are property of their respective owners. WildStorm and logo are trademarks of DC Comics. The sto- ries, characters, and incidents mentioned in this magazine are entirely fictional. Printed on recyclable paper. WildStorm does not read or accept unsolicited submissions of ideas, stories or artwork. Printed by Transcontinental Interglobe, Beauceville East, QC, Canada 8/26/09 DC Comics, a Warner Bros. Entertainment Company. PWC-SFICOC-260 Aion_01:Layout 1 8/20/09 5:04 PM Page 1 Aion_01:Layout 1 8/20/09 5:04 PM Page 2 Aion_01:Layout 1 8/20/09 5:04 PM Page 3 Aion_01:Layout 1 8/20/09 5:04 PM Page 4 Aion_01:Layout 1 8/20/09 5:04 PM Page 5 Aion_01:Layout 1 8/20/09 5:04 PM Page 6 Aion_01:Layout 1 8/20/09 5:04 PM Page 7 Aion_01:Layout 1 8/20/09 5:07 PM Page 8 Aion_01:Layout 1 8/20/09 5:04 PM Page 10 ©2009 NC Interactive, Inc. -
7 Multi-Player Online Role-Playing Games
7 Multi-Player Online Role-Playing Games Mark Chen; Riley Leary; Jon Peterson; David Simkins This chapter describes multiplayer online role-playing games (MORPGs) where players participate through networked connections to collectively build a narrative or experience with a game that persists independent of who is logged in. We discuss two main traditions of these games (see Chapter 8 for an emerging tradition): 1. Multi-User Dungeons (MUDs), and 2. Massively Multiplayer Online Role-Playing Games (MMORPGs). MUDs and MMORPGs generally allow for a “massive” amount of players—sometimes hundreds, thousands, or tens of thousands of players who simultaneously engage in the same game. Most MUDs and MMORPGs feature worlds where players log in at any time to visit, providing players with a persistent world independent of who is logged in. A variety of agents are at play shaping the multiplayer online RPG form. Creators have introduced novel game systems or narratives while dealing with the affordances of what everyone agrees is an RPG, but creators are also constrained by the technologies of their time rather than inherent limitations in RPGs. There also exists a parallel history in non-digital RPGs and computer role-playing games (CRPGs) that influence the online games. Thus the evolution of MORPGs is not channeled through just one tradition. Thankfully, first-hand accounts of the history of the multiplayer online RPG industry (Bartle, 2010) and first-hand accounts of design and management decisions for specific games (e.g. Morningstar & Farmer, 1991; Curtis, 1996; Mulligan & Patrovsky, 2003) exist. One thing these accounts lack is scrutiny from scholars across multiple disciplines, studying specific player phenomena in online gaming, so this chapter complements the historical timeline with notable scholarly research on player behavior and community engagement. -
Document Metadata:COLC-2017-0007-DRAFT-0158
Document Metadata:COLC-2017-0007-DRAFT-0158 Document Details Docket ID: COLC-2017-0007 Docket Title: Exemptions To Permit Circumvention of Access Controls on Copyrighted Works Document File: Docket Phase: Notice of Inquiry Phase Sequence: 1 RIN: Not Assigned Original Document ID: COLC-2017-0007-DRAFT-0158 Current Document ID: COLC-2017-0007-DRAFT-0158 Title: Class_08_Reply_Reynolds Number of Attachments: 0 Document Type: PUBLIC SUBMISSIONS Document Subtype: Comment(s) Comment on Document ID: COLC-2017-0007-0070 Comment on Document Title: Exemptions to Permit Circumvention of Access Controls on Copyrighted Works Status: Pending_Post Received Date: 12/26/2017 Date Posted: Posting Restriction: No restrictions Submission Type: Web Number of Duplicate 1 Submissions: Document Optional Details Status Set Date: 12/26/2017 Current Assignee: Nyepan, Dineda (COLC) Status Set By: Public Comment Start Date: Comment Due Date: Tracking Number: 1k1-90kl-b0cm Total Page Count 1 Including Attachments: Submitter Info Comment: Hello, my name is Devon Reynolds and I want to propose you a shut down Superhero MMORPG video game called City of Heroes. I want you to legally bring the servers back up and running again. The reason why I'm making this comment because I'm a die-hard City of Heroes fan. City of Heroes was a part of my life and it meant a lot to me when I was playing the game. The community was down to earth friendly and you can get along with everyone. I've made real friends while I was playing the game. City of Heroes was different from other MMO's. -
Manuale Di Gioco Di Aion™ Sommario
Manuale di gioco di Aion™ Sommario InstallazIone • Requisiti di sistema 3 • Installare il gioco 3 • Creare un account 3 PrImI PassI • Creazione personaggio 5 • Interfaccia 7 • Movimenti di base 9 • Combattimento 10 • Missioni 11 Il mondo dI Aion • Asmodian 12 • Elyos 14 • Balaur 16 assIstenza clIentI 17 rIngrazIamentI 18 garanzIa lImItata 32 © 2009 ncsoft europe ltd. tutti i diritti riservati. ncsoft, il logo intrecciato nc, aion, e tutti i logo e i disegni associati sono marchi commerciali o marchi registrati di ncsoft corporation. tutti gli altri marchi commerciali e/o registrati appartengono ai rispettivi proprietari. leggere attentamente PrIma dell’utIlIzzo del vIdeogIoco AVVERTENZA Installazione Una minoranza di persone (circa 1 su 4.000) potrebbe soffrire di crisi epilettiche reQuIsItI dI sIstema o perdita momentanea di coscienza se esposta a determinate luci lampeggianti, come quelle della televisione o dei videogiochi, anche se tali disturbi non sono Requisiti minimi Requisiti consigliati mai stati accusati precedentemente. Microsoft Windows XP SP2 Microsoft Windows XP SP2 / Vista Coloro che hanno sofferto di crisi o perdita di coscienza o di altri disturbi CPU a 2,8 GHz o equivalente CPU Dual Core a 2,0 GHz o equivalente collegati all’epilessia, devono consultare un medico prima di utilizzare un 1 GB di RAM 2 GB di RAM videogioco. Si consiglia ai genitori di controllare i figli durante il gioco. Scheda video ATI x700 con 128 MB Scheda video ATI x800 o NVIDIA 6800 di RAM / NVIDIA 5900 Ultra con con 256 MB di RAM o superiore In presenza di sintomi quali: stordimento, alterazione visiva, fibrillazione 128 MB di RAM o superiore 15 GB di spazio libero sul disco rigido oculare, stiramento muscolare, movimenti incontrollati, perdita di coscienza e 15 GB di spazio libero sul disco rigido orientamento o convulsioni, INTERROMPERE IMMEDIATAMENTE IL GIOCO e Unità DVD-ROM consultare un medico.