The Report by the Written by Amanda Wong Funded by the July 4, 2017
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Why John Madden Football Has Been Such a Success
Why John Madden Football Has Been Such A Success Kevin Dious STS 145: The History of Computer Game Design: Technology, Culture, Business Professor: Henry Lowood March 18, 2002 Kevin Dious STS 145: The History of Computer Game Design: Technology, Culture, Business Professor: Henry Lowood March 18, 2002 Why John Madden Football Has Been Such A Success Case History Athletic competition has been a part of the human culture since its inception. One of the most popular and successful sports of today’s culture is American football. This sport has grown into a worldwide phenomenon, and like the video game industry, has become a multi-billion entity. It was only a matter of time until game developers teamed up with the National Football League (NFL) to bring magnificent sport to video game players across the globe. There are few, if any, game genres that are as popular as sports games. With the ever-increasing popularity of the NFL, it was inevitable that football games would become one of the most lucrative of the sports game genre. With all of the companies making football games for consoles and PCs during the late 1980s and 1990s, there is one particular company that clearly stood and remains above the rest, Electronic Arts. EA Sports, the sports division of Electronic Arts, revolutionized not only the football sports games but also the entire sports game genre itself. Before Electronic Arts entered the sports realm, league licenses, celebrity endorsements, and re-release of games were all unheard of. EA was one of the first companies to release the same game annually, creating several series of games that are thriving even today. -
Internet Camera the D-Link SECURICAM Network DCS-2100 Internet Automatically Add It to the Network
Remote Audio & Video Surveillance for Home/Office View Full Motion Video of Your Home or Office over the Internet 4x Digital Zoom1 Magnifies Image for Enhanced Viewing Captures Video in Minimal DCS-2100 Lighting2 – Ideal for use at Night Remotely Take Snapshots and Save to a Hard Drive via Web Browser Starts Recording and Sends E-mail Alerts When Motion is Detected 10/100 Fast Ethernet Internet Camera The D-Link SECURICAM Network DCS-2100 Internet automatically add it to the network. The DCS-2100 can Camera is designed for office and home users who want be accessed and viewed from “My Network Places” as a a full-featured surveillance system that provides remote, device on the network. high quality video and audio monitoring over the Internet. By signing up with one of the many free Dynamic DNS The DCS-2100 connects directly to an Ethernet broadband services available on the web, you can create a personal network to enable remote viewing and management of web address (e.g., www.mycamera.myddns.com) the camera from anywhere in the world using Internet for your camera. This allows you to remotely access Explorer version 6. With its own IP address and built-in your camera and monitor your site without having to web server, you can place the DCS-2100 anywhere on remember the IP address, even if it has been changed the network without requiring a direct connection to a PC. by your Internet Service Provider. As you watch and listen remotely to video and sound Full-featured software is included to enhance the obtained by the DCS-2100, you can instantly take monitoring and management of the DCS-2100. -
Video-Based Interactive Storytelling
4 Video-Based Interactive Storytelling This thesis proposes a new approach to video-based interactive narratives that uses real-time video compositing techniques to dynamically create video sequences representing the story events generated by planning algorithms. The proposed approach consists of filming the actors representing the characters of the story in front of a green screen, which allows the system to remove the green background using the chroma key matting technique and dynamically compose the scenes of the narrative without being restricted by static video sequences. In addition, both actors and locations are filmed from different angles in order to provide the system with the freedom to dramatize scenes applying the basic cinematography concepts during the dramatization of the narrative. A total of 8 angles of the actors performing their actions are shot using a single or multiple cameras in front of a green screen with intervals of 45 degrees (forming a circle around the subject). Similarly, each location of the narrative is also shot from 8 angles with intervals of 45 degrees (forming a circle around the stage). In this way, the system can compose scenes from different angles, simulate camera movements and create more dynamic video sequences that cover all the important aspects of the cinematography theory. The proposed video-based interactive storytelling model combines robust story generation algorithms, flexible multi-user interaction interfaces and cinematic story dramatizations using videos. It is based on the logical framework for story generation of the Logtell system, with the addition of new multi-user interaction techniques and algorithms for video-based story dramatization using cinematography principles. -
Game Developer Index 2012 Swedish Games Industry’S Reports 2013 Table of Contents
GAME DEVELOPER INDEX 2012 SWEDISH GAMES INDUSTRY’S REPORTS 2013 TABLE OF CONTENTS EXECUTIVE SUMMARY 2 WORDLIST 3 PREFACE 4 TURNOVER AND PROFIT 5 NUMBER OF COMPANIES 7 NUMBER OF EMPLOYEES 7 GENDER DISTRIBUTION 7 TURNOVER PER COMPANY 7 EMPLOYEES PER COMPANY 8 BIGGEST PLAYERS 8 DISTRIBUTION PLATFORMS 8 OUTSOURCING/CONSULTING 9 SPECIALISED SUBCONTRACTORS 9 DLC 10 GAME DEVELOPER MAP 11 LOCATION OF COMPANIES 12 YEAR OF REGISTRY 12 GAME SALES 13 AVERAGE REVIEW SCORES 14 REVENUES OF FREE-TO-PLAY 15 EXAMPLE 15 CPM 16 eCPM 16 NEW SERVICES, NEW PIRACY TARGETS 16 VALUE CHAIN 17 DIGITAL MIDDLEMEN 18 OUTLOOK 18 SWEDISH AAA IN TOP SHAPE 19 CONSOLES 20 PUBISHERS 20 GLOBAL 20 CONCLUSION 22 METHODOLOGY 22 Cover: Mad Max (in development), Avalanche Studios 1 | Game Developer Index 2012 EXECUTIVE SUMMARY The Game Developer Index maps, reports and analyzes the Swedish game devel- opers’ annual operations and international trends by consolidating their respective annual company accounts. Swedish game development is an export industry and operates in a highly globalized market. In just a few decades the Swedish gaming industry has grown from a hobby for enthusiasts into a global industry with cultural and economic importance. The Game Developer Index 2012 compiles Swedish company accounts for the most recently reported fiscal year. The report highlights: • Swedish game developers’ turnover grew by 60 percent to 414 million euro in 2012. A 215% increase from 2010 to 2012. • Most game developer companies (~60 percent) are profitable and the industry reported a combined profit for the fourth consecutive year. • Job creation and employment is up by 30 percent. -
Defendant Apple Inc.'S Proposed Findings of Fact and Conclusions Of
Case 4:20-cv-05640-YGR Document 410 Filed 04/08/21 Page 1 of 325 1 THEODORE J. BOUTROUS JR., SBN 132099 MARK A. PERRY, SBN 212532 [email protected] [email protected] 2 RICHARD J. DOREN, SBN 124666 CYNTHIA E. RICHMAN (D.C. Bar No. [email protected] 492089; pro hac vice) 3 DANIEL G. SWANSON, SBN 116556 [email protected] [email protected] GIBSON, DUNN & CRUTCHER LLP 4 JAY P. SRINIVASAN, SBN 181471 1050 Connecticut Avenue, N.W. [email protected] Washington, DC 20036 5 GIBSON, DUNN & CRUTCHER LLP Telephone: 202.955.8500 333 South Grand Avenue Facsimile: 202.467.0539 6 Los Angeles, CA 90071 Telephone: 213.229.7000 ETHAN DETTMER, SBN 196046 7 Facsimile: 213.229.7520 [email protected] ELI M. LAZARUS, SBN 284082 8 VERONICA S. MOYÉ (Texas Bar No. [email protected] 24000092; pro hac vice) GIBSON, DUNN & CRUTCHER LLP 9 [email protected] 555 Mission Street GIBSON, DUNN & CRUTCHER LLP San Francisco, CA 94105 10 2100 McKinney Avenue, Suite 1100 Telephone: 415.393.8200 Dallas, TX 75201 Facsimile: 415.393.8306 11 Telephone: 214.698.3100 Facsimile: 214.571.2900 Attorneys for Defendant APPLE INC. 12 13 14 15 UNITED STATES DISTRICT COURT 16 FOR THE NORTHERN DISTRICT OF CALIFORNIA 17 OAKLAND DIVISION 18 19 EPIC GAMES, INC., Case No. 4:20-cv-05640-YGR 20 Plaintiff, Counter- DEFENDANT APPLE INC.’S PROPOSED defendant FINDINGS OF FACT AND CONCLUSIONS 21 OF LAW v. 22 APPLE INC., The Honorable Yvonne Gonzalez Rogers 23 Defendant, 24 Counterclaimant. Trial: May 3, 2021 25 26 27 28 Gibson, Dunn & Crutcher LLP DEFENDANT APPLE INC.’S PROPOSED FINDINGS OF FACT AND CONCLUSIONS OF LAW, 4:20-cv-05640- YGR Case 4:20-cv-05640-YGR Document 410 Filed 04/08/21 Page 2 of 325 1 Apple Inc. -
Game Developer Index 2010 Foreword
SWEDISH GAME INDUSTRY’S REPORTS 2011 Game Developer Index 2010 Foreword It’s hard to imagine an industry where change is so rapid as in the games industry. Just a few years ago massive online games like World of Warcraft dominated, then came the breakthrough for party games like Singstar and Guitar Hero. Three years ago, Nintendo turned the gaming world upside-down with the Wii and motion controls, and shortly thereafter came the Facebook games and Farmville which garnered over 100 million users. Today, apps for both the iPhone and Android dominate the evolution. Technology, business models, game design and marketing changing almost every year, and above all the public seem to quickly embrace and follow all these trends. Where will tomorrow’s earnings come from? How can one make even better games for the new platforms? How will the relationship between creator and audience change? These and many other issues are discussed intensively at conferences, forums and in specialist press. Swedish success isn’t lacking in the new channels, with Minecraft’s unprecedented success or Battlefield Heroes to name two examples. Independent Games Festival in San Francisco has had Swedish winners for four consecutive years and most recently we won eight out of 22 prizes. It has been touted for two decades that digital distribution would outsell traditional box sales and it looks like that shift is finally happening. Although approximately 85% of sales still goes through physical channels, there is now a decline for the first time since one began tracking data. The transformation of games as a product to games as a service seems to be here. -
Appendix A. DEFINITIONS of TERMS
Appendix A. DEFINITIONS OF TERMS In this section, we provide more detailed information about each of these facets as well as indexing terms, examples of video game screenshots, and corresponding rules for applying these terms with regards to the related terms. 1.1 Artistic Style Facet The style facet provides a framework for selecting the predominant and recognizable visual appearance of a video game towards which its artistic features are intentionally directed. Style describes the overall aesthetic organization of the entities in the game, and provides a distinctive category shared by similarly designed games. Abstract The term “abstract” describes pure forms, so generally it does not go with games which have narrative contexts to accompany the gameplay (from Järvinen, 2002). This term has two child terms: fractal and text. Fractal is a form of algorithmic art created by computations calculating the movement and display of graphic objects. It tends to be symmetrical and geometric in appearance but encompasses all abstract visualizations of color and form. Psychedelic, a child term of fractal, refers to a specific abstract fractal style featuring “kaleidoscopically swirling patterns” in bright, multicolored entropic motifs, and is commonly found in rhythm games. Figure 18. Abstract: Tetris (1984) Figure 19. Fractal: Fractal: Make Blooms Not War (2011) Figure 20. Psychedelic: Dyad (2012) Text, on the other hand, refers to an abstract visual style where the artistic elements are completely conveyed through the use of text. This is more common in older video games such Legend of the Red Dragon (1989), Zork (1977) and other MUD games. Figure 21. Text: Legend of the Red Dragon (1989) Photorealism The term “photorealism” refers to “photographic likeness with reality” (p. -
Markets and Distribution Channels
SeGaBu project 1 (7) SERIOUS GAMES AND BUSINESS Markets and distribution channels Markets and distribution channels are very closely connected to the business model and monetization of the game itself. In this document business model and monetization is not dealt with. Introduction to serious games market Serious games application areas are many. In the book Serious Games - Foundations, Concept and Practice the following application areas were presented (Dörner, Dörner, Göbel, Effelsberg . & Wiemeyer, 2016, p. 320) Defence & Civil Forces Culture & Management & Tourism Business Pervasive Games Training Prevention & Rehabilitation Education Health Social Awareness Fig. 1. Serious games application areas Serious games for training and simulation Training and simulation games may represent the biggest and economically most relevant application area for serious games. The examples for this group are military training and simulation, civil relief organizations (police forces), training environments for service staff in various service sectors (bus/car drivers, pilots/flight attendants, etc.). The games can be either in-house training or public game markets. (Dörner et al., 2016, 321.) Digital educational games Edugames aim to teach users information in an enjoyable way (Alvarez, 2008, 19). Digital educational games are quite close to serious games for training and simulation. The main difference is the target user groups of children, students, trainees, families and elderly players. Many educational games exist, which can be used either at school or as supplementary learning material. Some digital educational games originate from research projects. (Dörner et al., 2016, 322.) SeGaBu project 2 (7) SERIOUS GAMES AND BUSINESS Health games The third big application field of serious games represents games for health, covering prevention, rehabilitation, physical exercises, dance or nutrition aiming to support health in general and to enforce a behavior change towards better, more active and heathier lifestyle. -
Justin Hwang STS145 March 18, 2002
Justin Hwang STS145 March 18, 2002 Maximum Convergence “The technological line between video games and action movies has become so tenuous that even the nimble Lara Croft may have a hard time detecting it” – so reads a recent USA Today article (“Games, Movies Share”). Indeed, given the latest flurry of new action motion pictures based on computer and video games, it would appear as though we are headed for an ultimate convergence between the two media into a cataclysmic Big Bang giving birth to a new interactive medium. Coming from the other direction, as computer technology and graphics advance at an astonishingly rapid pace, we see computer and video games borrowing more from movies, incorporating such elements as flashy cinematography and wild camera angles, while game designers supplement atmosphere with original soundtracks and stronger narrative plots that bring more to games than just mindlessly blasting the opposition into a digital oblivion. Max Payne, designed by Remedy Entertainment, is one such game featuring all of the above elements and appearing at the forefront of this seemingly unavoidable collision. Serving as a springboard for the future of entertainment media, Max Payne might appear to symbolize the upcoming conglomeration of two massive multi-billion dollar industries, signifying a revolution in the entertainment industry, as well as new radical changes in how society interacts with its cultural media. The consequences of such a revolution are staggering. However, we are not heading toward an age where there will be no distinction between video games and movies, but rather, both media will continue to thrive together, existing in a symbiotic relationship where both forms ultimately remain unique and distinct yet intertwined and interdependent upon each other. -
Turbografx-16 Games
Open Archaeology 2019; 5: 350–364 Original Study John Aycock*, Andrew Reinhard, Carl Therrien A Tale of Two CDs: Archaeological Analysis of Full-Motion Video Formats in Two PC Engine/ TurboGrafx-16 Games https://doi.org/10.1515/opar-2019-0022 Received March 18, 2019; accepted July 16, 2019 Abstract: As an example of how the archaeology of modern/contemporary media can be conducted, we examine the technology behind artifacts with cultural relevance in modern society: video games. In particular, we look at two game artifacts from the PC Engine/TurboGrafx-16, a game console produced from 1987–1994. A 1× CD-ROM drive could be added on to the console, with a corresponding increase in the amount of data a game could access, and some games took advantage of this capability to include full-motion video (FMV). This digital excavation report details the FMV formats of two such games along with the methodology used to reverse engineer the formats and verify the correctness of the analysis. Keywords: video games, CD-ROM, digital media, full-motion video, reverse engineering 1 Introduction Domestic video game entertainment in the 1980s developed into two distinct digital enclaves. Console gaming was seen as a novel and cheap way to bring the arcade into anyone’s living room, while personal computers were typically less competent to translate the frenetic action of popular arcade titles. Part of the attraction exerted by the more expensive personal computers came from the versatility and affordability of the preferred storage medium (magnetic cassette tapes or diskettes, versus the expensive ROM chips used for consoles). -
A History of Linux Gaming
FEATURE A HISTORY OF LINUX GAMING A HISTORY OF LINUX GAMING Liam Dawe peeks into the belly of an unstoppable beast. n the first ever issue of Linux Voice we briefly developer possible, to having major publishers on touched down on the colourful history of Linux board. Let that just sink in for a moment, as two years Igaming. Now we’re here again to give you a better ago we didn’t have anything looking as bright as it is picture of how we went from being an operating now. That’s an insanely short amount of time for such system that was mostly ignored by every major a big turnaround. The dark ages We start our look in the early 90s, before most popular Linux distro even existed. ack in the 90s, people would most likely laugh at you for telling them Byou used Linux on the desktop. It was around this time that Id Software was creating the game Doom, which actually helped push Windows as a gaming platform. Ironically it was Id that threw us our first bone. A man named Dave Taylor ported Doom to Linux the year after the original release, and he only did it because he loved Linux. In the README.Linux file Dave gave his reasons for the port: “I did this ‘cause Linux gives me a woody. It doesn’t generate revenue. Please don’t call or write us with bug reports. They cost us money, and I get sorta ragged on for wasting One of the first big name games to ever grace our platform, Doom has left quite a legacy. -
BIONITE: ORIGINS GAME MANUAL Revision 12 - Updated 1/28/16
BIONITE: ORIGINS GAME MANUAL Revision 12 - Updated 1/28/16 BIONITE GAME MANUAL Revision 12 - Copywrite 2015, Platoon Studios page 1 INSTALLING THE GAME Get the game from Steam. Download and install the BIONITE3C.EXE file on your hard drive. When running the game for the first time, view then accept the EULA. Select the default folder or a location to install the software. If you have any problems installing or running the game, please contact John at: [email protected]. HOW TO REPORT A BUG If you think that you have encountered a bug and you wish to report it to the dev team, please post it on our Steam Discussion page. If you encounter any problems installing the game or it will not load on your PC or laptop, please contact the lead developer at John at: [email protected]. Please leave a detailed description of the problem you are having with the game, your O/S, and PC/laptop specs. We will attempt to resolve your problem immediately, however please give us 24 hours to research the problem and get back to you. Do not forget to leave your email address that we can contact you with a solution. INFORMATION AND UPDATES We publish current information about new development and game updates on our website at: WWW.BIONTIEGAME.COM. Please visit our website or our Facebook page to stay updated. GAME RECCOMENDATIONS While the game is on Steam Early Access, we are encouraging people to post suggestions and recommendations on our Steam Page under Discussion. If you have a suggestion to make the game better, easier to play, or just want to give us your opinion about the game, please make a post on our Steam Discussion Page.