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In the Digital Games Medium
Georgia State University ScholarWorks @ Georgia State University Communication Theses Department of Communication 7-15-2009 L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium Steven Andrew Boyer Follow this and additional works at: https://scholarworks.gsu.edu/communication_theses Recommended Citation Boyer, Steven Andrew, "L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium." Thesis, Georgia State University, 2009. https://scholarworks.gsu.edu/communication_theses/53 This Thesis is brought to you for free and open access by the Department of Communication at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Communication Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. L337 SOCCER MOMS CONCEPTIONS OF “HARDCORE” AND “CASUAL” IN THE DIGITAL GAMES MEDIUM by STEVEN BOYER Under the Direction of Ted Friedman ABSTRACT As digital games have become increasingly significant in the entertainment media landscape, the terms “casual” and “hardcore” have become the primary ways to describe gaming audiences, genres, and gameplay. However, these terms are saturated with outdated stereotypes involving gender, age, and class. Focusing on industrial discourse, this thesis examines this dichotomy, emphasizing areas of discontinuity and overlap to question why these terms have become so ubiquitous in gaming discourse and what functions they fulfill for a variety of groups including the industry, advertisers, and audience members. Ultimately, I suggest that these terms need to be replaced in order to move beyond restrictive stereotypes, proposing a new framework for digital games that takes into consideration user motivation, personal investment, and historical specificity. -
Remote Play - Wikipedia Case 1:19-Cv-07529-DLC Document 28-4 Filed 10/14/19 Page 2 of 9
Case 1:19-cv-07529-DLC Document 28-4 Filed 10/14/19 Page 1 of 9 EXHIBIT D Remote Play - Wikipedia Case 1:19-cv-07529-DLC Document 28-4 Filed 10/14/19 Page 2 of 9 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Remote Play From Wikipedia, the free encyclopedia Main page Remote Play is a feature of Sony video game Contents Remote Play Featured content consoles that allows the PlayStation 3 and Current events PlayStation 4 to transmit its video and audio Random article output to another device; previously this could Donate to Wikipedia only be a PlayStation Portable or PlayStation Vita. Wikipedia store In 2014, it was expanded to include the use of Interaction PlayStation TV, Xperia smartphones and tablets Help (Z2 and later), and PlayStation Now. In 2016, it About Wikipedia was expanded to Microsoft Windows PCs and Community portal macOS. Finally, iOS and Android are supported. Recent changes Similar functionality is provided on Nintendo's Wii Contact page U console, using the Off-TV Play function. This Developer(s) Sony Interactive Tools feature essentially allows compatible home Entertainment What links here console games to be played on the handheld. Initial release 2006; 13 years ago Related changes While seldom implemented on PS3, Remote Play Stable release(s) [±] Upload file is a mandatory feature on all PS4 games, except Special pages Windows 2.5 / October 2, 2017; 2 years [1] Permanent link for games that utilize peripherals such as PC ago Page information PlayStation Move. Android 2.5.0 -
Gaikai - Wikipedia Case 3:19-Cv-07027-WHA Document 28-2 Filed 10/14/19 Page 2 of 8 Not Logged in Talk Contributions Create Account Log In
Case 3:19-cv-07027-WHA Document 28-2 Filed 10/14/19 Page 1 of 8 EXHIBIT B Gaikai - Wikipedia Case 3:19-cv-07027-WHA Document 28-2 Filed 10/14/19 Page 2 of 8 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Gaikai From Wikipedia, the free encyclopedia Main page Gaikai (外海, lit. "open sea", i.e. an expansive outdoor space) is an American company which provides technology for the streaming of high- Contents Gaikai Featured content end video games.[1] Founded in 2008, it was acquired by Sony Interactive Entertainment in 2012. Its technology has multiple applications, Current events including in-home streaming over a local wired or wireless network (as in Remote Play between the PlayStation 4 and PlayStation Vita), as Random article well as cloud-based gaming where video games are rendered on remote servers and delivered to end users via internet streaming (such as Donate to Wikipedia the PlayStation Now game streaming service.[2]) As a startup, before its acquisition by Sony, the company announced many partners using Wikipedia store [3] the technology from 2010 through 2012 including game publishers, web portals, retailers and consumer electronics manufacturers. On July Founded November 2008 Interaction 2, 2012, Sony announced that a formal agreement had been reached to acquire the company for $380 million USD with plans of establishing Headquarters Aliso Viejo, California, U.S. [4] Help their own new cloud-based gaming service, as well as integrating streaming technology built by Gaikai into PlayStation products, resulting Owner Sony [5] [6] About Wikipedia in PlayStation Now and Remote Play. -
Creating a Virtual Training Environment for Traffic Accident
Creating a Virtual Training Environment for Traffic Accident Investigation for the Dubai Police Force Ahmed BinSubaih Doctor of Philosophy Department of Computer Science University of Sheffield October 2007 Abstract This research investigates the use of gaming technology (especially game engines) in developing virtual training environments, and comprises of two main parts. The first part of the thesis investigates the creation of an architecture that allows a virtual training environment (i.e. a 'game') to be portable between different game engines. The second part of the thesis examines the learning effectiveness of a virtual training environment developed for traffic accident investigators in the Dubai police force. The second part also serves to evaluate the scalability of the architecture created in the first part of the thesis. Current game development addresses different aspects of portability, such as porting assets and using middleware for physics. However, the game itself is not so easily portable. The first part of this thesis addresses this by making the three elements that represent the game's brain portable. These are the game logic, the object model, and the game state, which are collectively referred to in this thesis as the game factor, or G-factor. This separation is achieved by using an architecture called game space architecture (GSA), which combines a variant of the model-view-controller (MVC) pattern to separate the G-factor (the model) from the game engine (the view) with on-the-fly scripting to enable communication through an adapter (the controller). This enables multiple views (i.e. game engines) to exist for the same model (i.e. -
Games and Innovation Research Seminar 2011 Working Papers
SCHOOL OF INFORMATION SCIENCES UNIVERSITY OF TAMPERE Games and Innovation Research Seminar 2011 Working Papers Annakaisa Kultima & Mirva Peltoniemi (Eds.) 2012 Research Reports 7 ISSN 1799-2141 http://www.trim.fi ISBN 978-951-44-8705-7 Contents Introduction by Annakaisa Kultima & Mirva Peltoniemi ............................................................................... i The Context 1. The Concept of Game Innovation: The History of Winners by Kati Alha....................................................................................................................1 2. An Evolutionary Approach to Games Industry by Juho Karvinen..............................................................................................................6 3. Updating Business Models: Innovation through Online Games by Giuditta De Prato & Jean Paul Simon ................................................................................ 10 4. Fewer and Bigger: The Rise of the Über-blockbuster Video Game by David B. Nieborg......................................................................................................... 19 5. The Game Of Being Social: a Case Study of Social Media Games in Shanghai, China by Larissa Hjorth & Michael Arnold ...................................................................................... 27 The Process 6. The Four Different Innovation Philosophies Guiding the Game Development Processes. An Experimental Study on Finnish Game Professionals Development Processes by Annakaisa Kultima, Juha Köönikkä & Juho Karvinen -
Remote Play - Wikipedia Case 3:19-Cv-07027-WHA Document 28-4 Filed 10/14/19 Page 2 of 9
Case 3:19-cv-07027-WHA Document 28-4 Filed 10/14/19 Page 1 of 9 EXHIBIT D Remote Play - Wikipedia Case 3:19-cv-07027-WHA Document 28-4 Filed 10/14/19 Page 2 of 9 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Remote Play From Wikipedia, the free encyclopedia Main page Remote Play is a feature of Sony video game Contents Remote Play Featured content consoles that allows the PlayStation 3 and Current events PlayStation 4 to transmit its video and audio Random article output to another device; previously this could Donate to Wikipedia only be a PlayStation Portable or PlayStation Vita. Wikipedia store In 2014, it was expanded to include the use of Interaction PlayStation TV, Xperia smartphones and tablets Help (Z2 and later), and PlayStation Now. In 2016, it About Wikipedia was expanded to Microsoft Windows PCs and Community portal macOS. Finally, iOS and Android are supported. Recent changes Similar functionality is provided on Nintendo's Wii Contact page U console, using the Off-TV Play function. This Developer(s) Sony Interactive Tools feature essentially allows compatible home Entertainment What links here console games to be played on the handheld. Initial release 2006; 13 years ago Related changes While seldom implemented on PS3, Remote Play Stable release(s) [±] Upload file is a mandatory feature on all PS4 games, except Special pages Windows 2.5 / October 2, 2017; 2 years [1] Permanent link for games that utilize peripherals such as PC ago Page information PlayStation Move. Android 2.5.0 -
O Futuro Dos Jogos Distribuídos: Vantagens Técnicas E Design Centrado No Utilizador the Future of Distributed Gaming: Technical Advantages and User-Centred Design M
Videojogos 2009 ISSN: XXXX-XXXX O Futuro dos Jogos Distribuídos: Vantagens Técnicas e Design Centrado no Utilizador The Future of Distributed Gaming: Technical Advantages and User-Centred Design M. Martins1, L. Silva2, F. Milagaia3, H. H. Nap4, B. J. Gajadhar5, W. Oosting6, A. Jurgelionis7, F. Bellotti8, A. De Gloria9, R. Carmichael10, J. Freeman11, H. David12 1,2,3PT Inovação, Aveiro, Portugal; 4,5,6Eindhoven University of Technology, the Netherlands; 7,8,9University of Genoa, Italy; 10,11Goldsmiths, University of London, UK; 12Exent Technologies Ltd., Tel Aviv, Israel {1mmartins, 2LuisMiguel-H-Silva, 3fernando-j-milagaia}@ptinovacao.pt; {4H.H.Nap, 5B.J.Gajadhar, 6W.Oosting}@tue.nl; {7jurge, 8franz, 9adg}@elios.unige.it {10pss01rc, 11pss01jf}@gold.ac.uk; [email protected] 1Maria Martins (BSc), 2Luís Silva (MBm) & 3Fernando Milagaia (MSc) work at PT Inovação. Their research interests include: Applied Research, Knowledge Dissemination, Video Streaming, Interactive TV, Advanced communications services for People with Special Needs, Health Care Services, Telemedicine and eLearning. 4Henk Herman Nap (PhD), 5Brian Gajadhar (PhD student) & 6Willem Oosting (PhD student) work at the Game Experience Lab of Eindhoven University of Technology. Their research interests include: Gerontechnology, HTI, Psychonomics, Social & Environmental psychology, and Usability Engineering. 7Audrius Jurgelionis (PhD student), 8Francesco Bellotti (assistant professor) & 9Alessandro De Gloria (full professor) work at the University of Genoa. Their research interests include: HCI, Pervasive Computing System design & testing, AI, Virtual Reality, Computer Graphics, and Embedded Systems. 10Richard Carmichael (PhD) and 11Jonathan Freeman (PhD) work at Goldsmiths, University of London. Richard's research interests include persuasive technology/apps, serious games and player experience. Jonathan is Managing Director of i2 media research limited. -
BORN DIGITAL / GROWN DIGITAL: Assessing the Future Competitiveness of the EU Video Games Software Industry
BORN DIGITAL / GROWN DIGITAL: ASSESSING THE FUTURE COMPETITIVENESS OF THE EU VIDEO GAMES SOFTWARE INDUSTRY G. De Prato, C. Feijóo, D. Nepelski, M. Bogdanowicz, J.P. Simon EUR 24555 EN - 2010 The mission of the JRC-IPTS is to provide customer-driven support to the EU policy- making process by developing science-based responses to policy challenges that have both a socio-economic as well as a scientific/technological dimension. European Commission Joint Research Centre Institute for Prospective Technological Studies Contact information Address: Edificio Expo. c/ Inca Garcilaso, 3. E-41092 Seville (Spain) E-mail: [email protected] Tel.: +34 954488318 Fax: +34 954488300 http://ipts.jrc.ec.europa.eu http://www.jrc.ec.europa.eu Legal Notice Neither the European Commission nor any person acting on behalf of the Commission is responsible for the use which might be made of this publication. Europe Direct is a service to help you find answers to your questions about the European Union Freephone number (*): 00 800 6 7 8 9 10 11 (*) Certain mobile telephone operators do not allow access to 00 800 numbers or these calls may be billed. A great deal of additional information on the European Union is available on the Internet. It can be accessed through the Europa server http://europa.eu/ JRC 60711 EUR 24555 EN ISBN 978-92-79-17116-1 ISSN 1018-5593 doi:10.2791/47364 Luxembourg: Publication Office of the European Union © European Union, 2010 Reproduction is authorised provided the source is acknowledged Printed in Spain Acknowledgements This report was carried out by the Information Society Unit at the Institute for Prospective Technological Studies (JRC-IPTS). -
Communication Versus Computation: a Survey of Cloud Gaming Approaches
COMMUNICATION VERSUS COMPUTATION: A SURVEY OF CLOUD GAMING APPROACHES Robert J. Grigg René Hexel School of International Game Architecture & Design Institute for Integrated and Intelligent Systems NHTV Breda University of Applied Sciences Grith University email: [email protected] email: [email protected] KEYWORDS WHAT IS A CLOUD GAMING PLATFORM? Cloud gaming, Cloud Game Engine Architecture A typical view of a cloud gaming system (see Figure 1) is one that renders the game scene on the cloud cluster ABSTRACT and then transmits the encoded scenes to an end-user device via the internet or similar broadband connection. There still remains many challenges in creating an eec- User input is taken from the end-user device and trans- tive and ecient cloud gaming operation able to handle mitted to the cloud gaming cluster so it can update the the new release games of today. There are also many ex- game state and render the next frame (see Figure 2). isting paths to creating a cloud gaming architecture. In This architecture means that game-code is stored and this paper some of the dierent approaches, that are be- executed on the server with the benet of being able to yond that of just remote rendering, are analysed giving deliver the game in a generic fashion suitable for a wider insight into the operational approach of each technology. selection of end-user devices. Currently there is a growing number of initiatives in cloud game architectures that vary in signicant ways. Although there are many varying technologies, with a lot of promises, the ultimate goal of a cloud game engine is something unique to what has been before. -
Cloud Gaming Games As a Service
Cloud Gaming Games as a Service R´obert K´aroly Fakult¨at fur¨ Informatik Hochschule Mannheim Paul-Wittsack-Straße 10 68163 Mannheim [email protected] Zusammenfassung Games as a Service bzw. Cloud Gaming ist ein Dienst mit dem Ziel High-End Videospiele auf Low-End Ger¨aten wie Fernsehern, ¨alteren Rechner und Macs als auch mobilen Endger¨aten wie Smart Phones unter Verwendung von Cloud Computing verfugbar¨ zu machen. Die Funktionsweise wird erl¨autert und die drei bekanntesten Anbieter OnLive, GaiKai sowie OTOY vorgestellt. Ferner werden die Chancen und Risiken der neuen Technologie aus Sicht von Spielern und Entwicklern bzw. Publishern er¨ortert und ein Ausblick auf die weitere Entwicklung dieser noch sehr jungen Anwendung von Cloud Computing gewagt. W¨ahrend in anderen Industriebranchen Outsourcing\ l¨angst allgegenw¨artig ist, " blieb die IT lange Zeit davon verschont. Mit seiner serviceorientierten Ausrich- tung der Angebote ist Cloud Computing der logische n¨achste Schritt zur Indus- trialisierung der IT Landschaft. Sowohl fur¨ die Anbieter als auch fur¨ die Nutzer der Dienstleistungen bietet dieses Konzept viele Vorteile gegenuber¨ den beste- henden Strukturen. W¨ahrend sich SaaS, PaaS und IaaS zu etablieren beginnen hat eine weitere Branche die Vorzuge¨ des Cloud Computing fur¨ sich entdeckt: die Spieleindustrie. Diese hat sich das Ziel gesetzt High-End Spiele auf ¨alteren PCs, Macs und sogar mobilen Endger¨aten wie Handys unter dem Begriff Cloud " Gaming\ oder auch Games as a Service (GaaS)\ verfugbar¨ zu machen. " Die Projekte welche sich anschicken dieses Ziel zu realisieren sind bisher allenfalls im Beta-Status. Das hat leider zur Folge dass tiefere Einblicke in die Architektur verborgen bleiben.