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Dragon Magazine #151
Issue #151 SPECIAL ATTRACTIONS Vol. XIV, No. 6 Into the Eastern Realms: November 1989 11 Adventure is adventure, no matter which side of the ocean you’re on. Publisher The Ecology of the Kappa David R. Knowles Jim Ward 14 Kappa are strange, but youd be wise not to laugh at them. Editor Soldiers of the Law Dan Salas Roger E. Moore 18 The next ninja you meet might actually work for the police. Fiction editor Earn Those Heirlooms! Jay Ouzts Barbara G. Young 22Only your best behavior will win your family’s prize katana. Assistant editors The Dragons Bestiary Sylvia Li Anne Brown Dale Donovan 28The wang-liang are dying out — and they’d like to take a few humans with them. Art director Paul Hanchette The Ecology of the Yuan-ti David Wellman 32To call them the degenerate Spawn of a mad god may be the only nice Production staff thing to say. Kathleen C. MacDonald Gaye OKeefe Angelika Lukotz OTHER FEATURES Subscriptions The Beastie Knows Best Janet L. Winters — Hartley, Patricia, and Kirk Lesser 36 What are the best computer games of 1989? You’ll find them all here. U.S. advertising Role-playing Reviews Sheila Gailloreto Tammy Volp Jim Bambra 38Did you ever think that undead might be . helpful? U.K. correspondent The Role of Books John C. Bunnell and U.K. advertising 46 New twists on an old tale, and other unusual fantasies. Sue Lilley The Role of Computers — Hartley, Patricia, and Kirk Lesser 52 Fly a Thunderchief in Vietnam — or a Silpheed in outer space. -
Online Media Business Models: Lessons from the Video Game Sector
Komorowski, M and Delaere, S. (2016). Online Media Business Models: Lessons from the Video Game Sector. Westminster Papers in Communication and Culture, 11(1), 103–123, DOI: http://dx.doi. org/10.16997/wpcc.220 RESEARCH ARTICLE Online Media Business Models: Lessons from the Video Game Sector Marlen Komorowski and Simon Delaere imec-SMIT, Vrije Universiteit, Brussels, BE Corresponding author: Marlen Komorowski ([email protected]) Today’s media industry is characterized by disruptive changes and business models have been acknowledged as a driving force for success. Current business model research manages only to grasp static descriptions while in reality media managers are struggling with the dynamics of the industry. This article aims to close this gap by investigating a new paradigm of online media business models. Based on three video game case studies of the massively multiplayer online role-playing game genre, this article explores a novel theoretical approach to explain the changes that can be made within business models. The article highlights the importance of changing processes within online media business models and emphasises that the video game sector is at the forefront of business innovation. Finally, it demonstrates that online media business model change is in a trade-off paradigm between capturing or offering potentially higher value per player vs. accessing a potentially larger player-base. Key words: Media industry; business model; process; disruption; video game sector Introduction Today’s media industry is characterized by disruptive transformations shaped by digitization. Digitization is not only generating new business opportunities but threatens traditional commercialization strategies and is proving highly unpredictable with regards to future market development. -
Star Control II: Deep Space Questing His Is the Kind of Game That Rainbow Worlds, and Solving an Reminded Me of Staif/Ight: a Picture Gives Me Nightmares
Not sold in stores Star Control II: deep space questing his is the kind of game that Rainbow Worlds, and solving an reminded me of Staif/ight: a picture gives me nightmares. It's so intriguing m1x of puzzles that materi fills the top of the screen, and you T much fun, I couldn't quit alize as you roam deep space. Ancient converse by choosing lines from the playing long enough to write the galactic history as well as current window below. The difference is that review. "Let me just discover one events must be studied and inter the aliens' remarks, and often your more Rainbow World, and find preted for a clue to the "hidden plot" choice of questions and responses, enough exotic minerals to afford rumored to be found somewhere in are the funniest in role-playing another fusion thrust and fuel tank, hyperspace. history. Some aliens will join your and I can write a much better re As in Staif/igbt, struggle to defeat the view," I rationalized as I played until you guide your little Ur-Quan and may past midnight all last week. space ship through provide new ships But the deadline draws near, as it solar systems, that will accompany has for me in the game - you've got galaxies and hy and defend yours, or to defeat the Ur-Quan within a set perspace. But the assist in other ways. number of years, or they wipe out action is more Others are in league you and other civilizations and smoothly animated with the Ur-Quan. -
Second Life Seminararbeit.Pdf
Referat und schriftliche Arbeit von: Monika Ploner (0515521) Christine Würtl (0316732) Forschungsseminar: Neuere Psychologische Fachliteratur Ao. Univ.-Prof. Dr. Karl Leidlmair WS 2008/2009 LFU Innsbruck Second Life Forschungsseminar: Psychologische Fachliteratur WS 2008/2009 Inhaltsverzeichnis 1. Geschichtliche Hintergründe zu Online-Spielen...................................................... 3 1.1 Multi-User-Dungeons (MUDs) ........................................................................ 4 1.2 Vergleich MMORPGs vs. Soziale virtuelle Welten........................................ 5 2. Second Life......................................................................................................................... 6 2.1 Definition ......................................................................................................... 6 2.2 Statistische Zahlen ......................................................................................... 9 2.3 Technische Hintergründe............................................................................. 11 2.4 Währung im Second Life .............................................................................. 14 2.5 Kosten............................................................................................................ 15 2.6 Registrierung im Second Life ...................................................................... 17 2.7 Wirtschaft in und um Second Life ............................................................... 20 3. Kritik zu Second Life..................................................................................................... -
Hardcore Computist 50
For The Serio...s User O~ A-II Co• .-.p...ters COMPUTIST Issue # 50 DeceD'l.ber "1987 USA $3.75 Canada & Mexico $7.00 All Others $8.75 F~= M.A. Horton's D APT Writer for... Super BouJderdash William Green's D Softkey to... Activision software Thomas Beach's D Double Your F·8 ROM Space Without Motherboard Surgery Jack Moravetz's DSoftkey to... MECC software Ron Balewski's , DAce-Apple Bimodal Switch: .Two machines in one A. L. Head's .. DSoftkey to . PFS ProDOS software D Using Sider hard drives, 3'12" 800K. drives, & 5'/4" drives in a DOS 3.3 Environment So..b~eY3= a Aliens. a Alt('r Ego. a Alternate Reality. a Amazing Reading Machines. a Amazon, a American Challenge, a Arcade Album # I. a Arithmetic Critters, a Award Maker, a Baseball Database. a • Bard's Tale II: Destiny Knight. a BCs Ouest for Tires, 0 Bop &Wrestle, a Championship Boxing, a Championship Wrestling. aOock Works. aCommando, a Computer Prep<lration for SAT. a Conflict In Vil'lnam, OCounting Crillers, a Crisis MolWltain, a ME(C Dataquest: Fifty States, • Deluxe Paint II. a Dino Eggs. a Disney Card & Party Shop, a Disney Comic Strip Maker, • Draw Plus. a Eidolon, a EI('Ctric Crayon ASCs. a Expedition Amazon. a Facemaker, a First Letter Fun. a Fish Scales, a Fun From Ato Z, a Game Maker, aGBA Championship Basker:ball. a GFL Championship Football. _ Graphkwrit('r 1.lll1 & 1.1 R. aGr('at Road Race. a Hacker II. a Hardball. dlnfiltrator 11. _Instant Music. -
General Trends in Multiplayer Online Games
World Applied Programming, Vol (3), Issue (1), January 2013. 1-4 ISSN: 2222-2510 ©2012 WAP journal. www.waprogramming.com General Trends in Multiplayer Online Games Masoud Nosrati * Ronak Karimi Kermanshah University of Kermanshah University of Medical Sciences, Medical Sciences, Kermanshah, Iran Kermanshah, Iran [email protected] [email protected] Abstract: Online games are developed every day-to-day. Producing the games has become one of the most beneficial jobs for game studios. Different types of games with various aims are produced. But, among all of them, multiplayer games have a special place. A multiplayer video game is one which more than one person can play in the same game environment at the same time. In other hands, online games found the popularity between users. It provided an excellent opportunity for producing multiplayer online games. This paper will get into the general trends in multiplayer online games. So, the basic notions of gaming are talked as the first step. Then, Different general genres are introduced. Various types and impressive features of the genres are investigated in details, too. This paper tries to give a top level view to multiplayer online games to readers. Keyword: Online games, Massively multiplayer online game, Multiplayer online role-playing game, Multiplayer online battle arena I. INTRODUCTION An online game is a video game played over some form of computer network, using a personal computer or video game console [2]. There are many ways for users to play games online. This includes free games found on the internet, games on mobile phones and handheld consoles, as well as downloadable and boxed games on PCs and consoles such as the PlayStation, Nintendo Wii or Xbox. -
World Order: a Look at Criminal Activity in Online Communities J Matthew Ohnsonj Seton Hall Law
Seton Hall University eRepository @ Seton Hall Law School Student Scholarship Seton Hall Law 2010 A New (Virtual) World Order: A Look at Criminal Activity in Online Communities J Matthew ohnsonJ Seton Hall Law Follow this and additional works at: https://scholarship.shu.edu/student_scholarship Part of the Criminal Law Commons, and the Internet Law Commons Recommended Citation Johnson, J Matthew, "A New (Virtual) World Order: A Look at Criminal Activity in Online Communities" (2010). Law School Student Scholarship. 51. https://scholarship.shu.edu/student_scholarship/51 A NEW (VIRTUAL) WORLD ORDER: A LOOK AT CRIMINAL ACTIVITY IN ONLINE COMMUNITIES a1 J. Matthew Johnson INTRODUCTION The German author, physician, and Zionist Max Nordau described the role of crime in civilization in the following manner: “[c]ivilization is built on a number of ultimate principles…respect for human life, the punishment of crimes against property and persons, the equality of all good citizens before the law…in a word justice.”1 Criminal activity has been a part of society since the beginning of time. One of the first documented crimes occurred in the 2 Biblical story of Adam and Eve’s children, the murder of Abel by his jealous brother Cain. Throughout history, criminals have always embraced new technology and methods. As the founder of Craigslist, Craig Newmark, once said, “[c]rooks are early adopters.”3 Be it weapons, modes of transportation, or methods of passing information, criminals flock to new technology as a way to stay one step ahead of those who pursue them. And each time those who commit crimes have embraced new technologies, society and the law have struggled to come to grips 4 with them and adapt to them. -
Stephen M. Cabrinety Collection in the History of Microcomputing, Ca
http://oac.cdlib.org/findaid/ark:/13030/kt529018f2 No online items Guide to the Stephen M. Cabrinety Collection in the History of Microcomputing, ca. 1975-1995 Processed by Stephan Potchatek; machine-readable finding aid created by Steven Mandeville-Gamble Department of Special Collections Green Library Stanford University Libraries Stanford, CA 94305-6004 Phone: (650) 725-1022 Email: [email protected] URL: http://library.stanford.edu/spc © 2001 The Board of Trustees of Stanford University. All rights reserved. Special Collections M0997 1 Guide to the Stephen M. Cabrinety Collection in the History of Microcomputing, ca. 1975-1995 Collection number: M0997 Department of Special Collections and University Archives Stanford University Libraries Stanford, California Contact Information Department of Special Collections Green Library Stanford University Libraries Stanford, CA 94305-6004 Phone: (650) 725-1022 Email: [email protected] URL: http://library.stanford.edu/spc Processed by: Stephan Potchatek Date Completed: 2000 Encoded by: Steven Mandeville-Gamble © 2001 The Board of Trustees of Stanford University. All rights reserved. Descriptive Summary Title: Stephen M. Cabrinety Collection in the History of Microcomputing, Date (inclusive): ca. 1975-1995 Collection number: Special Collections M0997 Creator: Cabrinety, Stephen M. Extent: 815.5 linear ft. Repository: Stanford University. Libraries. Dept. of Special Collections and University Archives. Language: English. Access Access restricted; this collection is stored off-site in commercial storage from which material is not routinely paged. Access to the collection will remain restricted until such time as the collection can be moved to Stanford-owned facilities. Any exemption from this rule requires the written permission of the Head of Special Collections. -
Online-Rollenspiele Im Wandel Der (Spiel)-Zeit - Veränderung Einzelner Spielmechaniken Bei Mmorpgs
Diplomarbeit Online-Rollenspiele im Wandel der (Spiel)-Zeit - Veränderung einzelner Spielmechaniken bei MMORPGs Ausgeführt zum Zweck der Erlangung des akademischen Grades Mag. (FH) für wirtschaftswissenschaftliche Berufe am Fachhochschul-Diplomstudiengang Medienmanagement St. Pölten von: Gerhard Aschauer Mm041002 Begutachter: Markus Wiemker, M.A. Zweitbegutachter: Dr. Jan Krone St. Pölten, am ............................... 1 Ehrenwörtliche Erklärung Ich versichere, dass - ich diese Diplomarbeit selbständig verfasst, andere als die angegebenen Quellen und Hilfsmittel nicht benutzt und mich auch sonst keiner unerlaubten Hilfe bedient habe. - ich dieses Diplomarbeitsthema bisher weder im Inland noch im Ausland einem Begutachter/einer Begutachterin zur Beurteilung oder in irgendeiner Form als Prüfungsarbeit vorgelegt habe. Diese Arbeit stimmt mit der vom Begutachter beurteilten Arbeit überein. ............................. …………………… Ort, Datum Unterschrift 2 Zusammenfassung Computer- und Videospiele werden in der heutigen Zeit zu einem immer wichtigeren Wirtschaftsfaktor der Unterhaltungsindustrie. Sie sind in den Medien und unserem Alltag präsenter als jemals zuvor. MMORPGs (Massive Multiplayer Online Role Playing Games) nehmen hierbei eine besondere Stellung ein, denn kaum ein anderes Genre dieser Branche vermag es, so viele Spieler, über einen so langen Zeitraum, an ein Produkt zu binden. So unterschiedlich die Themen und Welten der aktuellen MMORPGs auch sein mögen, eine wesentliche Besonderheit haftet fast allen diesen Spielen an: Die vom Spieler zu investierende Zeit ist um ein Vielfaches höher als bei anderen Genres der Computer- und Videospiele-Branche. Einerseits von den Entwicklern sogar so gewollt, um eine langfristige Kundenbindung zu erreichen, andererseits auch ein Hemmnis für viele Menschen mit geringerem Zeitbudget, vor allem für potentielle Gelegenheitsspieler. In dieser Arbeit wird ein kurzer Überblick über die aktuelle Situation am Computer- und Videospiele-Markt sowie über die geschichtliche Entwicklung von MMORPGs gegeben. -
Shorter Version
Why peoPlE play MmorPgs Indiana University 11 th April 2007 Prof. Richard A. Bartle University of esSex introduction • This talk concerns massively multiplayer online role-playing games – Mmorpgs to the players • Or mmogs, mmos, pws, muds, mugs, mu*s, … – Virtual worlds to academics • Or synthetic worlds, virtual environments, … • My aim here is to explain Why people play them – Because, hey, then we get better ones! • Get comfy, it’s a long journey… 1 What are vws? • Virtual worlds are places • being places, they have a number of place- like features – You can visit them – Other people can also visit them – At the same time • They are, however, not real • This seems like a major disadvantage – How do you visit somewhere that isn’t real? Answer: • You use an avatar – Or, more technically speaking, a character 2 About avatars • Far from its being a disadvantage , people often like using an avatar Furthermore… • Some people prefer it to reality 3 Leisure time • People play these for several hours a day – Day after day • Month after month – Year after year… • I have players for my own game that are still there after 19 years • Surveys have consistently shown that The average time a player spends in a virtual world is around 20 hours a wEek – They often invest a lot of time in it oFfline , too • Why do they do this? World of warcraft • world of warcraft , blizzard, 2004: 4 everquest • Everquest , sony online entertainment, 1999 connection • Everquest ruled until Wow came along – 480,000 subscriptions at its peak • Wow is modeLled on EQ – -
GAME DEVELOPER TOP 50 the Best Ideas Evolve
THE LEADING GAME INDUSTRY MAGAZINE VOL18 NO10 NOVEMBER 2011 INSIDE: THE GAME DEVELOPER TOP 50 The best ideas evolve. Great ideas don’t just happen. They evolve. Your own development teams think and work fast. Don’t miss a breakthrough. Version everything with Perforce. Software and firmware. Digital assets and games. Websites and documents. More than 5,000 organizations and 350,000 users trust Perforce SCM to version work enterprise-wide. Try it now. Download the free 2-user, non-expiring Perforce Server from perforce.com Or request an evaluation license for any number of users. Perforce Video Game Game Developer page ad.indd 1 06/07/2011 19:14 DEPARTMENTS CONTENTS.1111 VOLUME 18 NUMBER 10 2 GAME PLAN By Brandon Sheffield [EDITORIAL] Journalistic Rage 4 HEADS UP DISPLAY [NEWS] Indiecade illustrated, GDC Online Award winners, and new Atari 2600 game found. 26 TOOL BOX By Jeremy Putnam [REVIEW] Autodesk Maya 2012 POSTMORTEM 29 THE BUSINESS By Dave Voyles [BUSINESS] Promoting Indies 20 CRIMSON ALLIANCE 35 PIXEL PUSHER By Steve Theodore [ART] CRIMSON ALLIANCE is one of the first games on XBLA to use Gamma Drive Me Crazy! microtransactions. It also went for a different angle on the action RPG, by emphasizing action much more than role playing or stats 38 THE INNER PRODUCT By Andy Firth [PROGRAMMING] building. It turned out that one of the most important variables to Lighter Than Air fans enjoying both of these was the messaging—which developer 40 DESIGN OF THE TIMES By Damion Schubert [DESIGN] Certain Affinity feels could have been gone much better. -
Game Developer
T H E L E A D I N G G A M E I N D U S T R Y MAGAZINE vo L 1 8 N o 8 se p tem b er 2 0 1 1 I N S I D E : intelligent c ameras S w o rd & S w o R c ery p o STM o RTEM The best ideas evolve. Great ideas don’t just happen. They evolve. Your own development teams think and work fast. Don’t miss a breakthrough. Version everything with Perforce. Software and firmware. Digital assets and games. Websites and documents. More than 5,000 organizations and 350,000 users trust Perforce SCM to version work enterprise-wide. Try it now. Download the free 2-user, non-expiring Perforce Server from perforce.com Or request an evaluation license for any number of users. Perforce Video Game Game Developer page ad.indd 1 06/07/2011 19:14 THE LEADING GAME INDUSTRY MAGAZINE VOL18 NO5 CONTENTS.0911 VOLUME 18 NUMBER 08 MAYM A Y 20112 0 1 1 INSIDE: BROWSER TECH MEGA-ROUNDUP DEPARTMENTS 2 GAME PLAN By Brandon Sheffield [EDITORIAL] The Portable Future 4 HEADS UP DISPLAY [NEWS] The Difference Initiative, HALO 2600 Source Code Released, and Flashback, Recipes, and Zombies POSTMORTEM 31 TOOL BOX By Bradley Meyer [REVIEW] Soundminer HD 14 SECTION 8: PREJUDICE With SECTION 8: PREJUDICE, TimeGate took what was planned as a 35 THE INNER PRODUCT By Nick Darnell [PROGRAMMING] console game and presented it as a $15 downloadable title. Not only Automated Occluders for GPU Culling did the team have to change its way of thinking about pricing and presentation, it also had to work out how to shrink assets and scale 42 THE BUSINESS By David Edery [BUSINESS] the design appropriately to fit within the download limit.