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Cultural Imaginations of Piracy in Video Games
FORUM FOR INTER-AMERICAN RESEARCH (FIAR) VOL. 11.2 (SEP. 2018) 30-43 ISSN: 1867-1519 © forum for inter-american research “In a world without gold, we might have been heroes!” Cultural Imaginations of Piracy in Video Games EUGEN PFISTER (HOCHSCHULE DER KÜNSTE BERN) Abstract From its beginning, colonialism had to be legitimized in Western Europe through cultural and political narratives and imagery, for example in early modern travel reports and engravings. Images and tales of the exotic Caribbean, of beautiful but dangerous „natives“, of unbelievable fortunes and adventures inspired numerous generations of young men to leave for the „new worlds“ and those left behind to support the project. An interesting figure in this set of imaginations in North- Western Europe was the “pirate”: poems, plays, novels and illustrations of dashing young rogues, helping their nation to claim their rightful share of the „Seven Seas“ achieved major successes in France, Britain the Netherlands and beyond. These images – regardless of how far they might have been from their historical inspiration – were immensely successful and are still an integral and popular part of our narrative repertoire: from novels to movies to video games. It is important to note that the “story” was – from the 18th century onwards –almost always the same: a young (often aristocratic) man, unfairly convicted for a crime he didn’t commit became an hors-la-loi against his will but still adhered to his own strict code of conduct and honour. By rescuing a city/ colony/princess he redeemed himself and could be reintegrated into society. Here lies the morale of the story: these imaginations functioned also as acts of political communication, teaching “social discipline”. -
Pegi Annual Report
PEGI ANNUAL REPORT ANNUAL REPORT INTRODUCTION 2 CHAPTER 1 The PEGI system and how it functions 4 AGE CATEGORIES 5 CONTENT DESCRIPTORS 6 THE PEGI OK LABEL 7 PARENTAL CONTROL SYSTEMS IN GAMING CONSOLES 7 STEPS OF THE RATING PROCESS 9 ARCHIVE LIBRARY 9 CHAPTER 2 The PEGI Organisation 12 THE PEGI STRUCTURE 12 PEGI S.A. 12 BOARDS AND COMMITTEES 12 THE PEGI CONGRESS 12 PEGI MANAGEMENT BOARD 12 PEGI COUNCIL 12 PEGI EXPERTS GROUP 13 COMPLAINTS BOARD 13 COMPLAINTS PROCEDURE 14 THE FOUNDER: ISFE 17 THE PEGI ADMINISTRATOR: NICAM 18 THE PEGI ADMINISTRATOR: VSC 20 PEGI IN THE UK - A CASE STUDY? 21 PEGI CODERS 22 CHAPTER 3 The PEGI Online system 24 CHAPTER 4 PEGI Communication tools and activities 28 Introduction 28 Website 28 Promotional materials 29 Activities per country 29 ANNEX 1 PEGI Code of Conduct 34 ANNEX 2 PEGI Online Safety Code (POSC) 38 ANNEX 3 The PEGI Signatories 44 ANNEX 4 PEGI Assessment Form 50 ANNEX 5 PEGI Complaints 58 1 INTRODUCTION Dear reader, We all know how quickly technology moves on. Yesterday’s marvel is tomorrow’s museum piece. The same applies to games, although it is not just the core game technology that continues to develop at breakneck speed. The human machine interfaces we use to interact with games are becoming more sophisticated and at the same time, easier to use. The Wii Balance Board™ and the MotionPlus™, Microsoft’s Project Natal and Sony’s PlayStation® Eye are all reinventing how we interact with games, and in turn this is playing part in a greater shift. -
Tropico4 Manual.Pdf
Contents Important Health Warning About Playing Video Games Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain Installation & Activation ...................................................................................... 2 visual images, including flashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed Getting Started ....................................................................................................... 3 condition that can cause these “photosensitive epileptic seizures” while watching video games. Tropico 4: Gold Edition ......................................................................................... 4 These seizures may have a variety of symptoms, including lightheadedness, altered Game Modes ............................................................................................................ 5 vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of Starting a Mission .................................................................................................. 7 consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Interface .................................................................................................................. 11 Immediately stop playing and consult a doctor if you experience any of -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes. -
Manuel-Tropico-4-Fr.Pdf
A lire avant toute utilisation d’un jeu video par vous-meme ou par votre enfant I. Précautions à prendre dans tous les cas pour l’utilisation d’un jeu vidéo Evitez de jouer si vous êtes fatigué ou si vous manquez de sommeil. Assurez-vous que vous jouez dans une pièce bien éclairée en modérant la luminosité de votre écran. Lorsque vous utilisez un jeu vidéo susceptible d’être connecté à un écran, jouez à bonne distance de cet écran de télévision et aussi loin que le permet le cordon de raccordement. En cours d’utilisation, faites des pauses de dix à quinze minutes toutes les heures. II. Avertissement sur l’épilepsie Certaines personnes sont susceptible de faire des crises d’épilepsie comportant, le cas échéant, des pertes de conscience à la vue, notamment, de certains types de stimulations lumineuses fortes : succession rapide d’images ou répétition de figures géométriques simples, d’éclairs ou d’explosions. Ces personnes s’exposent à des crises lorsqu’elles jouent à certains jeux vidéo comportant de telles stimulations, alors même qu’elles n’ont pas d’antécédent médical ou n’ont jamais été sujettes elles-mêmes à des crises d’épilepsie. Si vous même ou un membre de votre famille avez présenté des symptômes liés à l’épilepsie (crise ou perte de conscience) en présence de stimulations lumineuses, consultez votre médecin avant toute utilisation. Les parents se doivent également d’être particulièrement attentifs à leurs enfants lorsqu’ils jouent avec des jeux vidéo. Si vous-même ou votre enfant présentez un des symptômes suivants : vertige, trouble de la vision, contraction des yeux ou des muscles, trouble de l’orientation, mouvement involontaire ou convulsion, perte momentanée de conscience, il faut cesser immédiatement de jouer et consulter un médecin. -
Playing with People's Lives 1 Playing with People's Lives How City-Builder Games Portray the Public and Their Role in the D
Playing With People’s Lives 1 Playing With People’s Lives How city-builder games portray the public and their role in the decision-making process Senior Honors Thesis, City & Regional Planning Presented in Partial Fulfillment of the Requirements for graduation with honors research distinction in City and Regional Planning in the Knowlton School of Architecture at the Ohio State University By William Plumley The Ohio State University May 2018 Faculty Research Mentor: Professor Tijs van Maasakkers, City and Regional Planning Playing With People’s Lives 2 Abstract – City-builder computer games are an integral part of the city planning profession. Educators structure lessons around playtime to introduce planning concepts, professionals use the games as tools of visualization and public outreach, and the software of planners and decision-makers often takes inspiration from the genre. For the public, city-builders are a source of insight into what planners do, and the digital city’s residents show players what role they play in the urban decision-making process. However, criticisms persist through decades of literature from professionals and educators alike but are rarely explored in depth. Published research also ignores the genre’s diverse offerings in favor of focusing on the bestseller of the moment. This project explores how the public is presented in city-builder games, as individuals and as groups, the role the city plays in their lives, and their ability to express their opinions and participate in the process of planning and governance. To more-broadly evaluate the genre as it exists today, two industry-leading titles receiving the greatest attention by planners, SimCity and Cities: Skylines, were matched up with two less-conventional games with their own unique takes on the genre, Tropico 5 and Urban Empire. -
Gamesretail.Biz, Your Weekly Look at the Key Analysis, News and Data Sources for the Retail Sector, Brought to You by Gamesindustry.Biz and Eurogamer.Net
Brought to you by Every week: The UK games market in less than ten minutes Issue 8: 28th July - 3rd August WELCOME ...to GamesRetail.biz, your weekly look at the key analysis, news and data sources for the retail sector, brought to you by GamesIndustry.biz and Eurogamer.net. THIS WEEK ... we look at how the top publishers have lined up against each other in terms of the traffic they've generated on Eurogamer.net - and how they've done it. Plus, we hear from Ubisoft creative director Michael de Plater, and round up all the week's sales data, need-to-know information, key online prices, jobs and release dates - plus what Eurogamer readers are most looking forward to. Top 3 Publisher Traffic in 2009 ANALYSIS: PUBLISHER SHARE IN 2009 24% A F 22% In this week's analysis we're looking at B G 20% publisher share of traffic to Eurogamer.net and 18% identifying the key drivers. In the first graph is 16% D a comparison over time of the top 3 performers 14% - EA, Activision Blizzard and Capcom. C 12% Point A reflects Capcom's highest traffic 10% E percentage of 2009 to date with a retrospective 8% on the Street Fighter franchise and the review of Percentage of Total Hits on Eurogamer.net 6% Street Fighter IV. Both articles combined in the 4% middle of February, which goes to show the 2% impact a release outside of the normal busy 0% periods can have on generating buzz. Point B Jul Feb Mar Apr May Jun Jan '09 is the Resident Evil IV review, underlining that Capcom Activision Electronic Arts idea further, while Point C demonstrates the interest around Flock! Publisher Share of Eurogamer.net traffic in 2009 12% Points D and E in early May refer to a retrospective on EA's Black and a review of 11% Activision's X-Men Origins: Wolverine 10% respectively, while Point F combines a number 9% of high-ranking articles for EA, including a 8% retrospective on Burnout Paradise and a news 7% story in which Criterion claims that nobody 6% has yet "maxed out" the next-gen consoles. -
2019 Essential Facts About the Computer and Video Game Industry
2019 ESSENTIAL FACTS About the Computer and Video Game Industry Foreword Table of Contents 2018 was a record-breaking year for our industry, with total video game sales exceeding $43.4 billion. Over 164 million adults in the United States play video games, and three-quarters of all Americans have at least one gamer in their Foreword 3 household. It’s now more important than ever to understand who America’s video At-A-Glance 5 game players really are and what’s driving them. Average Gamer 6 That’s why I’m thrilled to share the 2019 Essential Facts About the Computer and Video Game Industry. For the first time, we at the Entertainment Software Social & Lifestyle 9 Association have taken a comprehensive look at the individual Americans who enjoy video games and their lifestyles in order to better understand their profiles Parents of Gamers 10 and interests. Households with Children 13 The resulting data speaks for itself. Video game players represent a diverse cross- Who Plays 15 section of the American population spanning every age, gender, and ethnicity. They live healthy lives, are civically engaged, and are socially active. More than Purchasing 20 three-quarters report that video games provide them with mental stimulation (79%) as well as relaxation and stress relief (78%). The role of video games in the ESA Partners 22 American family is also changing: nearly three-quarters (74%) of parents believe video games can be educational for their children, and more than half (57%) enjoy ESA Members 23 playing games with their child at least weekly. -
Ancient Greece and Rome in Videogames: Representation, Player Processes, and Transmedial Connections
Ancient Greece and Rome in Videogames: Representation, Player Processes, and Transmedial Connections Thesis submitted in accordance with the requirements of the University of Liverpool for the degree of Doctor of Philosophy By Ross Clare September 2018 Abstract Videogames are a hugely popular entertainment medium that plays host to hundreds of different ancient world representations. They provide very distinctive versions of recreated historical and mythological spaces, places, and peoples. The processes that go into their development, and the interactive procedures that accompany these games, must therefore be equally unique. This provides an impetus to both study the new ways in which ancient worlds are being reconfigured for gameplayers who actively work upon and alter them, and to revisit our conception of popular antiquity, a continuum within popular culture wherein ancient worlds are repeatedly received and changed in a variety of media contexts. This project begins by locating antiquity within a transmedial framework, permitting us to witness the free movement of representational strategies, themes, subtexts and ideas across media and into ancient world videogames. An original approach to the gameplay process, informed by cognitive and memory theory, characterises interaction with virtual antiquity as a procedure in which the receiver draws on preconceived notions and ideas of the ancient past to facilitate play. This notion of “ancient gameplay” as a reception process fed by general knowledges, previous pop-cultural engagements, and dim resonances of antiquity garnered from broad, informal past encounters allows for a wide, all-encompassing study of “ancient games”, the variety of sources they (and the player) draw upon, and the many experiences these games offer. -
T4moderntimes Manual-EN.Pdf
Important Health Warning About Playing Video Games Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain visual images, including fl ashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games. These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms— children and teenagers are more likely than adults to experience these seizures. The risk of photosensitive epileptic seizures may be reduced by taking the following precautions: Sit farther from the screen; use a smaller screen; play in a well-lit room; and do not play when you are drowsy or fatigued. If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing. ESRB Game Ratings The Entertainment Software Rating Board (ESRB) ratings are designed to provide consumers, especially parents, with concise, impartial guidance about the age- appropriateness and content of computer and video games. This information can help consumers make informed purchase decisions about which games they deem suitable for their children and families. -
Gamescom 2018 Spiele-Liste
Welches Spiel ist in welcher Halle? Gamescom 2018 • Köln Präsentiert von 21.Präsentiert bis von25. August Halle 8 www.gameswirtschaft.de /gameswirtschaft Spiel Aussteller Halle Spiel Aussteller Halle 4Sight Travian Games 7 My Hero One´s Justice Bandai Namco Entertainment 6 Ace Combat 7: Skies Unknown Bandai Namco Entertainment 6 Naruto to Buruto: Shinobi Striker Bandai Namco Entertainment 6 Aces of the Luftwaffe Squadron HandyGames / Indie Arena Booth 10.1 One Piece World Seeker Bandai Namco Entertainment 6 Anno 1800 Ubisoft 6 On the Road Aerosoft 10.1 Arena of Valor (eSport) ESL 9 Ori and the Will of the Wisps Microsoft 8 Assassin´s Creed Odyssey Ubisoft 6 Overwatch Blizzard Entertainment 7 Arizona Sunshine (VR) Alternate 5.1 Pathfinder: Kingmaker Deep Silver & Friends 9 Battlefield 5 Electronic Arts 6 Persona 3: Dancing in Moonlight SEGA / Deep Silver & Friends 9 Biotmutant THQ Nordic 8 Persona 5: Dancing in Starlight SEGA / Deep Silver & Friends 9 Blood & Truth (PSVR) Sony Interactive 7 PlayerUnknown´s Battlegrounds Microsoft 8 Call of Duty: Black Ops 4 Activision Blizzard 7 ESL 9 Can´t Drive This Pixel Maniacs / Indie Arena Booth 10.2 OMEN by HP 8 Counter-Strike: Global Offensive (eSport) ESL 9 Polizeihubschrauber Simulator Aerosoft 10.1 Crackdown 3 Microsoft 8 Pro Evolution Soccer 2019 Konami 8 Crowfall Travian Games 7 Rage 2 Bethesda 8 Dakar 18 Deep Silver & Friends 9 Rainbow Six Season 3 (Operation Grim Sky) Ubisoft 6 Darksiders 3 THQ Nordic 8 Resident Evil 2 (Capcom) Microsoft 8 Dark Souls 3 Remastered (Switch) Nintendo 9 Ride -
The Forum for Inter-American Research Was Established by the American
The forum for inter-american research was established by the American Studies Section of the English Department at Bielefeld University in order to foster, promote and publicize current topics in the studies of the Americas. fiar is the official journal of the International Association of Inter-American Studies (IAS) Executive Director: Wilfried Raussert Editors: Yolanda Campos Stephen Joyce Luisa Raquel Lagos Ellermeier Marius Littschwager Mahshid Mayar Paula Prescod Wilfried Raussert Brian Rozema Editorial Board: Prof. Mita Banerjee, Mainz University, Germany Prof. William Boelhower, Louisiana State University, USA Prof. Nuala Finnegan, University College Cork, Ireland Prof. Emerita Lise Gauvin, Université de Montréal, Canada Prof. Maryemma Graham, University of Kansas, USA Dr. Jean-Louis Joachim, Université des Antilles, Martinique Prof. Djelal Kadir, Penn State University, USA Dr. Luz Angelica Kirschner, South Dakota State University Prof. John Ochoa, Pennsylvania State University, USA Prof. John Carlos Rowe, University of Southern California, USA Prof. David Ryan, University College Cork, Ireland Prof. Sebastian Thies, University of Tübingen, Germany Dr. Cécile Vigouroux, Simon Fraser University, Canada Design: Alina Muñoz Contact: [email protected] [49] 521-106-3641 www.interamerica.de (European Standard Time) Postfach 100131 D-33501 Bielefeld Germany The association seeks to promote the interdisciplinary study of the Americas, focusing in particular on inter-connections between North, Central, and South American culture, literatu- re, media, language, history, society, politics, and economics. www.interamericanstudies.net ____________________________________________________________________________ www.interamerica.de The forum for inter-american research ISSN: 1867-1519 Vol. 11 No. 2 (Sep. 2018): Encounters in the ‘Game-Over Era’: The Americas in/and Video Games Table of Contents A game (simulation) is a game (interactive technology) is a game (lifestyle) is a game (live archive): An Introduction .