Modul Mengatasi Kecanduan Permainan Daring Elektronik (Pde Disorder)
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
A Research on Civil Engineering Students' Past Video Game Playing
Journal of Engineering Research and Applied Science Available at www.journaleras.com Volume 4 (2), December 2015, pp 296-302 ISSN 2147-3471 © 2015 A research on civil engineering students’ past video game playing experiences S.A.Yildizel1, G.Kaplan2, E.Dogan1, Y.Arslan3,a, A.U.Ozturk1 1Celal Bayar University, Civil Engineering, Manisa, Turkey. 2Kastamonu University, Duzce Vocational Schools, Kastamonu, Turkey. 3Duzce University, Duzce Vocational Schools, Duzce, Turkey. Accepted 05 September 2015 Abstract Within the scope of this paper, past video game playing experiences of civil engineering students is investigated in order to identify the most preferred video game classifications that were played as an engineer candidate and its contribution to their education. A questionnaire practice is chosen and questions are randomly distributed to the civil engineering students. This technique is applied to 200 civil engineer candidates to figure out their past video game preferences before becoming a member of civil engineering department. The analysis of the questionnaire results indicates that the top three game classes in the interest of civil engineering students are: Strategy, Sports and Simulation. On the other hand, it is also observed that the less played genres are: Art Games, Action – Adventure and music games. Furthermore, results of the analysis are compared with the students weighted points. Outcomes are striking that there is a stable correlation between the students playing strategy games and their success points. Keywords: Video games, video game genres, students, civil engineering students, past video experiences. 1. Introduction Video Games (Vg) have progressively been preferred background, a randomly distributed questionnaire as indispensable and stable part of human life in method is applied to 200 civil engineering students. -
Music Video Games in Live Performance
Music Video Games in Live Performance: Catachresis or an emergent approach? Francisco Bernardo Research Centre for Science and Technology of the Arts (C.I.T.A.R.) Catholic University of Portugal, R. Diogo Botelho, 1327, 4169-005 Porto, Portugal [email protected] ABSTRACT broadly accessible. And games have been embraced by a This paper argues that music video games, given the public that has otherwise been unimpressed by much of characteristics of the genre, may constitute an alternative what passes for digital art’ [7]. and viable approach to music and audiovisual performance. In ‘Digital Art’, Christiane Paul provides a survey of digital Building on a music performance in 2013, in which the art from its inception in the 1980s until the present. author participated and used a video game as a musical According to the author, digital art is a genre that instrument, we analyze some of the aspects that have encompasses artistic works and practices that use digital emerged and support our argument. We contextualize video technology as part of the creative process, and/or as the games within new media art and provide a brief analysis of presentation medium, being “placed under the larger the music video game genre. We also identify some of the umbrella term ‘new media art’” [13]. New media art is in latest research efforts concerning conceptual and technical turn a general term that refers to artwork forms like film, approaches, design features and frameworks that may assist video, sound art and their hybrids, and that differentiates the analysis and development of music video games from cultural objects deriving from the traditional visual suitable for performance. -
Video Game Trader Magazine & Price Guide
Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates! -
HANDBOOK Access to the Handbook
HANDBOOK Access to the Handbook The Handbook is available on the CITROËN website, in the "MyCitroën" section or at the following address: http://service.citroen.com/ddb/ From the appropriate Store, download the Scan Select: MyCitroën application for smartphone. - the language, - the vehicle, its body style, - the print edition of your handbook appropriate for the date of 1st registration of your vehicle. Then select: - the vehicle, - the print edition appropriate for the date of 1st registration of your vehicle. Access to the Handbook. Download the content of the vehicle's Handbook. This symbol indicates the latest information available. In this document, you will find all of the Welcome instructions and recommendations on use Key Thank you for choosing a Citroën that will allow you to enjoy your vehicle to This key will enable you to identify the special C4 SpaceTourer. the fullest. It is strongly recommended that features of your vehicle: you familiarise yourself with it as well as the This document presents the information and C4 SpaceTourer Maintenance and Warranty Guide which will recommendations required for you to be able to provide you with information about warranties, explore your vehicle in complete safety. servicing and roadside assistance associated Grand C4 SpaceTourer Your vehicle will be fitted with only some of with your vehicle. the equipment described in this document, depending on its trim level, version and the Grand C4 SpaceTourer Key specification for the country in which it was 5-seat sold. Safety warning The descriptions and illustrations are given as Additional information Grand C4 SpaceTourer indications only. 7-seat Automobiles CITROËN reserves the right to Contributes to the protection of the modify the technical specifications, equipment environment and accessories without having to update this Left-hand drive vehicle edition of the guide. -
Master Thesis Project Artificial Intelligence Adaptation in Video
Master Thesis Project Artificial Intelligence Adaptation in Video Games Author: Anastasiia Zhadan Supervisor: Aris Alissandrakis Examiner: Welf Löwe Reader: Narges Khakpour Semester: VT 2018 Course Code: 4DV50E Subject: Computer Science Abstract One of the most important features of a (computer) game that makes it mem- orable is an ability to bring a sense of engagement. This can be achieved in numerous ways, but the most major part is a challenge, often provided by in-game enemies and their ability to adapt towards the human player. How- ever, adaptability is not very common in games. Throughout this thesis work, aspects of the game control systems that can be improved in order to be adapt- able were studied. Based on the results gained from the study of the literature related to artificial intelligence in games, a classification of games was de- veloped for grouping the games by the complexity of the control systems and their ability to adapt different aspects of enemies behavior including individual and group behavior. It appeared that only 33% of the games can not be con- sidered adaptable. This classification was then used to analyze the popularity of games regarding their challenge complexity. Analysis revealed that simple, familiar behavior is more welcomed by players. However, highly adaptable games have got competitively high scores and excellent reviews from game critics and reviewers, proving that adaptability in games deserves further re- search. Keywords: artificial intelligence in games, adaptability in games, non-player character adaptation, challenge Preface Computer games have become an interest for me not so long ago, but since then they have turned almost into a true passion. -
Human-Level AI's Killer Application: Interactive Computer Games
AI Magazine Volume 22 Number 2 (2001) (© AAAI) Articles Human-Level AI’s Killer Application Interactive Computer Games John E. Laird and Michael van Lent I Although one of the fundamental goals of AI is to communication with natural language, com- understand and develop intelligent systems that monsense reasoning, creativity, and learning. have all the capabilities of humans, there is little If this is our dream, why isn’t any progress active research directly pursuing this goal. We pro- being made? Ironically, one of the major rea- pose that AI for interactive computer games is an sons that almost nobody (see Brooks et al. emerging application area in which this goal of [2000] for one high-profile exception) is work- human-level AI can successfully be pursued. Inter- active computer games have increasingly complex ing on this grand goal of AI is that current and realistic worlds and increasingly complex and applications of AI do not need full-blown intelligent computer-controlled characters. In this human-level AI. For almost all applications, article, we further motivate our proposal of using the generality and adaptability of human interactive computer games for AI research, review thought is not needed—specialized, although previous research on AI and games, and present more rigid and fragile, solutions are cheaper the different game genres and the roles that and easier to develop. Unfortunately, it is human-level AI could play within these genres. We unclear whether the approaches that have then describe the research issues and AI techniques been developed to solve specific problems are that are relevant to each of these roles. -
Computer Entertainer / Video Game Update
ComputerEntertainer INCLUDES TiHii Wiidi© Cams Update > 5916 Lemona Avenue, Van Nuys, CA 91411 ©July, 1989 Volume 8, Number 4 $3.50 v ...CJE.S. News Continues! In This Issue... We Visit Accolade Epyx Goes to the Movies C.E.S. Wrap-Up Continues Stepping into the Epyx booth at CES gave sho wgoers a bit of the feeling of attending a Hollywood REVIEWS Include... movie premiere. The company showcased its lineup of new games with an entertaining video done Qix in the style of a movieland newsreel. Apropos of the newsreel presentation, Epyx showed SNOW ..../or Commodore 64 STRIKE, a flight simulation game with a theme as current as today's headlines. This action and DeathBringer strategy game for MS-DOS (MSR $44.95) and Commodore 64/128 ($34.95) puts players in the i Total Eclipse Fast Break cockpit of a fighter jet for a series of ten missions to destroy the heavily defended fields, refineries ...for Amiga and seagoing transport of South American drug lords. The missions take place over land and sea, MegaMan 2 as players must master aircraft carrier and airstrip takeoffs and landings, operate machine guns and Friday the 13th A/ heat-seeking missiles, and learn to maneuver over mountainous terrain in uncertain ...for Nintendo AT ATS Time Solders weather conditions while defending against local navy and air forces that support the drug kingpins. Alex Kidd: High-Tech World Epyx also showed underwater action that was realistic, current and believable in PROJECT ...for Sega NEPTUNE, a game that appeared to be a re-worked and refined version of the game previewed at the January CES under the title of "Undersea Commando." PROJECT NEPTUNE, which is TOP 15 COMPUTER GAMES involves 1. -
Building a Music Rhythm Video Game Information Systems and Computer
Building a music rhythm video game Ruben Rodrigues Rebelo Thesis to obtain the Master of Science Degree in Information Systems and Computer Engineering Supervisor: Prof. Rui Filipe Fernandes Prada Examination Committee Chairperson: Nuno Joao˜ Neves Mamede Supervisor: Prof. Rui Filipe Fernandes Prada Member of the Committee: Carlos Antonio´ Roque Martinho November 2016 Acknowledgments I would like to thank my supervisor, Prof. Rui Prada for the support and for making believe that my work in this thesis was not only possible, but also making me view that this work was important for myself. Also I want to thank Carla Boura Costa for helping me through this difficult stage and clarify my doubts that I was encountered this year. For the friends that I made this last year. Thank you to Miguel Faria, Tiago Santos, Nuno Xu, Bruno Henriques, Diogo Rato, Joana Condec¸o, Ana Salta, Andre´ Pires and Miguel Pires for being my friends and have the most interesting conversations (and sometimes funny too) that I haven’t heard in years. And a thank you to Vaniaˆ Mendonc¸a for reading my dissertation and suggest improvements. To my first friends that I made when I entered IST-Taguspark, thank you to Elvio´ Abreu, Fabio´ Alves and David Silva for your support. A small thank you to Prof. Lu´ısa Coheur for letting me and my origamis fill some of the space in the room of her students. A special thanks for Inesˆ Fernandes for inspire me to have the idea for the game of the thesis, and for giving special ideas that I wish to implement in a final version of the game. -
Music Games Rock: Rhythm Gaming's Greatest Hits of All Time
“Cementing gaming’s role in music’s evolution, Steinberg has done pop culture a laudable service.” – Nick Catucci, Rolling Stone RHYTHM GAMING’S GREATEST HITS OF ALL TIME By SCOTT STEINBERG Author of Get Rich Playing Games Feat. Martin Mathers and Nadia Oxford Foreword By ALEX RIGOPULOS Co-Creator, Guitar Hero and Rock Band Praise for Music Games Rock “Hits all the right notes—and some you don’t expect. A great account of the music game story so far!” – Mike Snider, Entertainment Reporter, USA Today “An exhaustive compendia. Chocked full of fascinating detail...” – Alex Pham, Technology Reporter, Los Angeles Times “It’ll make you want to celebrate by trashing a gaming unit the way Pete Townshend destroys a guitar.” –Jason Pettigrew, Editor-in-Chief, ALTERNATIVE PRESS “I’ve never seen such a well-collected reference... it serves an important role in letting readers consider all sides of the music and rhythm game debate.” –Masaya Matsuura, Creator, PaRappa the Rapper “A must read for the game-obsessed...” –Jermaine Hall, Editor-in-Chief, VIBE MUSIC GAMES ROCK RHYTHM GAMING’S GREATEST HITS OF ALL TIME SCOTT STEINBERG DEDICATION MUSIC GAMES ROCK: RHYTHM GAMING’S GREATEST HITS OF ALL TIME All Rights Reserved © 2011 by Scott Steinberg “Behind the Music: The Making of Sex ‘N Drugs ‘N Rock ‘N Roll” © 2009 Jon Hare No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher. -
The History of Video Game Music from a Production Perspective
Digital Worlds: The History of Video Game Music From a Production Perspective by Griffin Tyler A thesis submitted in partial fulfillment of the requirements for the degree, Bachelor in Arts Music The Colorado College April, 2021 Approved by ___________________________ Date __May 3, 2021_______ Prof. Ryan Banagale Approved by ___________________________ Date ___________________May 4, 2021 Prof. Iddo Aharony 1 Introduction In the modern era of technology and connectivity, one of the most interactive forms of personal entertainment is video games. While video games are arguably at the height of popularity amid the social restrictions of the current Covid-19 pandemic, this popularity did not pop up overnight. For the past four decades video games have been steadily rising in accessibility and usage, growing from a novelty arcade activity of the late 1970s and early 1980s to the globally shared entertainment experience of today. A remarkable study from 2014 by the Entertainment Software Association found that around 58% of Americans actively participate in some form of video game use, the average player is 30 years old and has been playing games for over 13 years. (Sweet, 2015) The reason for this popularity is no mystery, the gaming medium offers storytelling on an interactive level not possible in other forms of media, new friends to make with the addition of online social features, and new worlds to explore when one wishes to temporarily escape from the monotony of daily life. One important aspect of video game appeal and development is music. A good soundtrack can often be the difference between a successful game and one that falls into obscurity. -
STS145 Paper
STS145 Paper - From Populous to Dungeon Keeper A Tale of God Games Po-Wen Joseph Huang 3/15/2001 Introduction Computer game design houses can usually be categorized into two types: the ones who follow the existing ideas and the ones consistently creating games that set new benchmarks or even creating new genres along the way. The company Bullfrog belongs to the second category. In the late 1980s, Bullfrog released a game called Populous that signified the beginning of a new genre that had tremendous impact on the computer industry still in its infancy. The genre was later referred to as God games. The basic concept of God games is simple - the gamers can decide the fate of the followers by changing terrains and cast magic that may cause catastrophe. The ultimate goal is usually to make followers thrive and to defeat followers of the other gods (the competitors). Bullfrog subsequently released many God games with different variations such as Powermonger, Magic Carpet, and Dungeon Keeper. Peter Molyneux, the founder of Bullfrog, was the person responsible for the creation of Populous. He created many award winning games during his years at Bullfrog and Dungeon Keeper was his last game designed before he left Bullfrog. Dungeon Keeper was a game that challenged the traditional idea that players are heroes in games. Electronic Arts, after acquiring Bullfrog, published the game in 1997. It was a good example of God game as well as a perfect example of the conflicting goals between game designers wanting to produce a 'perfect' game and business people who need to look after their shareholders' interests. -
Yorba Times: Global Issues Noah Asher Golden Chapman University, [email protected]
Chapman University Chapman University Digital Commons Yorba-Chapman Writing Partnership Anthology of College of Educational Studies Journalistic Writing Spring 2017 Yorba Times: Global Issues Noah Asher Golden Chapman University, [email protected] Alexa Tellez Yorba Academy for the Arts Allison Carlson Chapman University Brook-lynn Payne Yorba Academy for the Arts Dayana Camarena Yorba Academy for the Arts See next page for additional authors Follow this and additional works at: http://digitalcommons.chapman.edu/yorba-chapman Recommended Citation Golden, N.A, et al. (2017). Yorba Times: Global issues. Yorba-Chapman Writing Partnership Anthology of Journalistic Writing. Retrieved from http://digitalcommons.chapman.edu/yorba-chapman/2 This Book is brought to you for free and open access by the College of Educational Studies at Chapman University Digital Commons. It has been accepted for inclusion in Yorba-Chapman Writing Partnership Anthology of Journalistic Writing by an authorized administrator of Chapman University Digital Commons. For more information, please contact [email protected]. Authors Noah Asher Golden, Alexa Tellez, Allison Carlson, Brook-lynn Payne, Dayana Camarena, Jared Segundo, Jenna Dietrich, Amanda Moore, Lara Jacobson, Makenzie Edwards, Sakina Jaffery, Andrew Guzman, Anya Vandandaigue, Charlie Grant, Sunshine Durham, Ali Shehab, Dayna Sipila, Ashley Diaz, Tara Schrock, Claudia Doucette, Florencia Park, Samantha Cortes, Elora Estes, Sandra Noria, David Alvarez, Diana Lopez, Edwin Reyes, Haeley Arcos, Madi Spiegel,