Digital Game Studies
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Historical Game of Majapahit Kingdom Based on Tactical Role-Playing Game
Historical Game of Majapahit Kingdom based on Tactical Role-playing Game Mohammad Fadly Syahputra, Muhammad Kurniawan Widhianto and Romi Fadillah Rahmat Department Information Technology, Faculty of Computer Science and Information Technology, University of Sumatera Utara, Medan, Indonesia Keywords: Cut-out Animation, History, Majapahit, Role-playing Game, Tactical Role-playing Game, Turn based Strategy, Video Game. Abstract: Majapahit was a kingdom centered in East Java, which once stood around year 1293 to 1500 C. Majapahit kingdom was the last Hindu-Buddhist kingdom that controlled Nusantara and is regarded as one of the greatest kingdom in Indonesia. The lack of modern entertainment content about the history of Majapahit kingdom made historical subject become less attractive. Therefore, we need a modern entertainment as one option to learn about the fascinating history of the kingdom of Majapahit. In this study the authors designed a video game about history of Majapahit kingdom with the genre of tactical role-playing game. Tactical role-playing game is a sub genre of role playing game by using system of turn-based strategy in every battle. In tactical role-playing game, players will take turns with the opponent and can only take action in their turn and each character will have an attribute and level as in role-playing game video game. This study used the A* algorithm to determine the movement direction of the unit and cut-out techniques in the making of animation. This study demonstrated that video games can be used as a media to learn about history. 1 INTRODUCTION only used as an entertainment, but also can be used as a story telling, and sometimes game also can be mixed Majapahit was a kingdom centered in East Java, with educational elements to train someone. -
Serious Games Advergaming, Edugaming, Training and More
Serious games Advergaming, edugaming, training and more Project manager Laurent Michaud [email protected] M83708 – June 2008 Author Julian Alvarez, PhD Science of Communication and Information Contributor Laurent Michaud, Head of the digital leisure division Copyright IDATE 2008, BP 4167, 34092 Montpellier Cedex 5, France Tous droits réservés – Toute reproduction, stockage All rights reserved. None of the contents of this ou diffusion, même partiel et par tous moyens, y publication may be reproduced, stored in a retrieval compris électroniques, ne peut être effectué sans system or transmitted in any form, including accord écrit préalable de l'IDATE. electronically, without the prior written permission of IDATE. ISBN 978-2-84822-169-4 Executive Summary Serious Games Advergaming, edugaming, training and more This study outlines the characteristics, uses and different genres of serious game. It examines the challenges involved in the design, development and distribution of various types of titles, while analysing the outlook for the industry and its growth drivers. 600 million to one billion potential Defining serious gaming Areas addressed users worldwide. There is a huge variety of ways to classify Today, serious games are employed in a At the end of 2007, the global video serious gaming. However, accepting the wide variety of sectors. game industry was worth 30 billion ambiguities and possible challenges in- Defence: one of the most important USD. At the same time, the serious herent in this, this study defines serious areas in terms of client investment and gaming market was estimated to be gaming as follows: orders. Serious games are also used by worth between 1.5 and 10+ billion The purpose of a serious game is to armies in Europe, though less widely than USD. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Identifying Players and Predicting Actions from RTS Game Replays
Identifying Players and Predicting Actions from RTS Game Replays Christopher Ballinger, Siming Liu and Sushil J. Louis Abstract— This paper investigates the problem of identifying StarCraft II, seen in Figure 1, is one of the most popular a Real-Time Strategy game player and predicting what a player multi-player RTS games with professional player leagues and will do next based on previous actions in the game. Being able world wide tournaments [2]. In South Korea, there are thirty to recognize a player’s playing style and their strategies helps us learn the strengths and weaknesses of a specific player, devise two professional StarCraft II teams with top players making counter-strategies that beat the player, and eventually helps us six-figure salaries and the average professional gamer making to build better game AI. We use machine learning algorithms more than the average Korean [3]. StarCraft II’s popularity in the WEKA toolkit to learn how to identify a StarCraft II makes obtaining larges amounts of different combat scenarios player and predict the next move of the player from features for our research easier, as the players themselves create large extracted from game replays. However, StarCraft II does not have an interface that lets us get all game state information like databases of professional and amateur replays and make the BWAPI provides for StarCraft: Broodwar, so the features them freely available on the Internet [4]. However, unlike we can use are limited. Our results reveal that using a J48 StarCraft: Broodwar, which has the StarCraft: Brood War decision tree correctly identifies a specific player out of forty- API (BWAPI) to provide detailed game state information one players 75% of the time. -
The Relationship Between Advergame and Brand Loyalty
International Journal of Economics, Commerce and Management United Kingdom Vol. VI, Issue 11, November 2018 http://ijecm.co.uk/ ISSN 2348 0386 THE RELATIONSHIP BETWEEN ADVERGAME AND BRAND LOYALTY Servet Gura PhD. Student, Department of Marketing & Tourism, Faculty of Economy, University of Tirana, Albania [email protected] Vjollca Hysi Panajoti Prof. Dr., Head of Department of Marketing & Tourism, Faculty of Economy, University of Tirana, Albania Kriselda Sulçaj Gura PhD. Student and Research Assistant, Department of Economics, Faculty of Economics and Administrative Sciences, Epoka University, Albania Abstract The purpose of this study is to investigate the effect of advergame on increasing brand loyalty. It aims to achieve concrete results by comparing the level of brand loyalty among two groups of Vodafone brand customers: those who have been part of the "Vodafone City" advergame and those who have not played it. The method chosen in this paper is the Quantitative Method. Study Approach is Deductive Approach. The research material used in this paper is collected through the Survey. The sample of this study consists of 600 people, clients of "Vodafone Albania" Sh.A. The main findings of the study are: (1) Advergame has a positive impact on brand loyalty, (2) Loyalty to advergame is closely related to brand loyalty. This study is the first of its kind in Albania. To date, there is no study which investigates advergame practice as a brand communication tool. Presenting concrete results, the current study can contribute to the existing literature and be an impetus for further studies in this regard. Keywords: Advergame, Brand Loyalty, Vodafone City Advergame, Vodafone Brand Licensed under Creative Common Page 183 © Gura, Panajoti & Gura INTRODUCTION Nowadays the main focus is not “to produce” but to be successful in transferring it from producer to consumer. -
A Proof-Of-Concept Study with Sid Meier's Civilization
Review of Managerial Science https://doi.org/10.1007/s11846-020-00378-0 ORIGINAL PAPER Good gamers, good managers? A proof‑of‑concept study with Sid Meier’s Civilization Alexander Simons1 · Isabell Wohlgenannt1 · Markus Weinmann2 · Stefan Fleischer3 Received: 14 August 2018 / Accepted: 9 January 2020 © The Author(s) 2020 Abstract Human resource professionals increasingly enhance their assessment tools with game elements—a process typically referred to as “gamifcation”—to make them more interesting and engaging for candidates, and they design and use “serious games” that can support skill assessment and development. However, commercial, of-the-shelf video games are not or are only rarely used to screen or test candi- dates, even though there is increasing evidence that they are indicative of various skills that are professionally valuable. Using the strategy game Civilization, this proof-of-concept study explores if strategy video games are indicative of managerial skills and, if so, of what managerial skills. Under controlled laboratory conditions, we asked forty business students to play the Civilization game and to participate in a series of assessment exercises. We fnd that students who had high scores in the game had better skills related to problem-solving and organizing and planning than the students who had low scores. In addition, a preliminary analysis of in-game data, including players’ interactions and chat messages, suggests that strategy games such as Civilization may be used for more precise and holistic “stealth assessments,” including personality assessments. Keywords Assessment · Gamifcation · Recruitment · Human resources · Serious games · Video games JEL Classifcation J24 · M51 * Alexander Simons [email protected] Extended author information available on the last page of the article Vol.:(0123456789)1 3 A. -
Exploring How Players Create Emergent
Exploring how players create emergent narrative and character in strategy games Dr Jacqueline Burgess University of the Sunshine Coast Locked Bag 4, MAROOCHYDORE DC QLD 4558, AUSTRALIA +61 7 5459 4849 [email protected] Professor Christian Jones University of the Sunshine Coast Engage Research Lab Locked Bag 4, MAROOCHYDORE DC QLD 4558, AUSTRALIA +61 7 5459 4849 [email protected] Keywords Emergent narrative, strategy games, qualitative research INTRODUCTION Emergent narratives are created by players through their gameplay (Moser and Fang 2015). Research into emergent narratives has focused on simulation games, such as The Sims (Maxis 2000-2019) (Murray 2006; Perlin 2006), while other game genres with the capacity for players to create emergent narratives, such as strategy games, have remained underexplored. Strategy video games typically use few narrative elements (characterisation, cut-scenes, and linear plots) when compared to other video game genres such as action-adventure (King and Krzywinska 2002). Instead, the gameplay focuses on players selecting a faction, raising armies to conquer neighbouring factions, or engaging in diplomacy with them, and administrating cities (Ghitta & Andrikopoulos 2009). However, there is evidence that players still find narrative resources through this gameplay. Friedman’s (1999) analysis of the strategy game, Civilisation II (MicroProse 1996), found that players exploration of the geography within the game and the changes they made to it provided them with a story. Furthermore, players of developer Paradox’s ‘grand strategy games’ (Paradox Development Studio 2000-2019) are known to create ‘After-Action Reports’ (AARs), in which players using screenshots and text create long and detailed accounts of their gameplay that are more like stories, rather than factual reports (Mukherjee 2016; Poole 2018). -
Psychological Bulletin Video Game Training Does Not Enhance Cognitive Ability: a Comprehensive Meta-Analytic Investigation Giovanni Sala, K
Psychological Bulletin Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation Giovanni Sala, K. Semir Tatlidil, and Fernand Gobet Online First Publication, December 14, 2017. http://dx.doi.org/10.1037/bul0000139 CITATION Sala, G., Tatlidil, K. S., & Gobet, F. (2017, December 14). Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation. Psychological Bulletin. Advance online publication. http://dx.doi.org/10.1037/bul0000139 Psychological Bulletin © 2017 American Psychological Association 2017, Vol. 0, No. 999, 000 0033-2909/17/$12.00 http://dx.doi.org/10.1037/bul0000139 Video Game Training Does Not Enhance Cognitive Ability: A Comprehensive Meta-Analytic Investigation Giovanni Sala, K. Semir Tatlidil, and Fernand Gobet University of Liverpool As a result of considerable potential scientific and societal implications, the possibility of enhancing cognitive ability by training has been one of the most influential topics of cognitive psychology in the last two decades. However, substantial research into the psychology of expertise and a recent series of meta-analytic reviews have suggested that various types of cognitive training (e.g., working memory training) benefit performance only in the trained tasks. The lack of skill generalization from one domain to different ones—that is, far transfer—has been documented in various fields of research such as working memory training, music, brain training, and chess. Video game training is another activity that has been claimed by many researchers to foster a broad range of cognitive abilities such as visual processing, attention, spatial ability, and cognitive control. We tested these claims with three random- effects meta-analytic models. -
Theescapist 086.Pdf
This week, Mur Lafferty returns to That explains the fast moving forward It’s a greedy game company’s smart discuss the rising number of game and cutting off anything left behind move to allow autonomy for the design degree programs with various tactic (“we don’t need anything that developers, since that will produce best We hear from a lot of people on a weekly industry insiders. Newcomer Blake doesn’t make us money”), as well as the games which will establish a base for basis wishing to write for the magazine. Schreurs shares the trials of an indie clinging to the Genesis system (“it made success (and thus - money) in the long Some just like the magazine’s style and game designer trying to get noticed by a us more money than any other attempt, run (think franchises), it’s too bad they want to be involved. Sometimes, they’ve publisher. Sara Grimes explores a so we must try and milk it for all it’s didn’t think of others - customers and 3d already looked at our editorial calendar potential outcome of child-focused worth”) and expensive(-ity of) add-ons. party developers - more. and have an issue in particular for which advergaming: datamining. Erin Hoffman they’d like to write. And some come jumps in to give the history and explain - shadowbird forward with fully fleshed out pitches or the importance of those in the bright T- articles, great ideas, but not at all shirts at GDC, the Conference In response to “Uwe Boll and the related to our calendar. -
A Browser-Based Advergame As Communication Catalyst: Types of Communication in Video Games
Comunicação e Sociedade, vol. 27, 2015, pp. 75 – 94 doi: http://dx.doi.org/10.17231/comsoc.27(2015).2090 A browser-based advergame as communication catalyst: types of communication in video games Heinrich Söbke & Thomas Bröker Abstract Video games are a comprehensive, interactive media. Online games foster communica- tion and extend the range of communication types considerably. We examine prevailing types of communication in video games using the browser-based advergame Fliplife. This game pro- vides all a clear, delimited structure, an unpretentious user interface and the characteristics of a multiplayer online game. Thus Fliplife is an excellent frame to demonstrate the wide range of communication initiated in a video game. Among contained types of communication are verbal and non-verbal communications using graphics and actions/non-actions. Found communica- tion typically serves controlling and coordination of the game play, however private discussions and social banter exist also besides demonstration of player status and community identifica- tion. In our work we draw on the basic definition of communication as conveying information from a sender to a recipient. We categorize the found types of communication according to an abstract model of communication derived from common definitions. The compiled enumeration of communication elements and possible manifestations represents a draft of categorization for communication in video games in general. Although it still needs extended validation, this enumeration demonstrates that video games provide frameworks which host and initiate a wide variety of communication. As a significant difference compared to other media, video games and their notion of interactivity allow players to communicate through action and to change roles of sender and receiver. -
The Impacts of Video Games on Cognition 2015, Vol
BBSXXX10.1177/2372732215601121Policy Insights from the Behavioral and Brain SciencesGreen and Seitz 601121research-article2015 Health Policy Insights from the Behavioral and Brain Sciences The Impacts of Video Games on Cognition 2015, Vol. 2(1) 101 –110 © The Author(s) 2015 DOI: 10.1177/2372732215601121 (and How the Government Can Guide the bbs.sagepub.com Industry) C. Shawn Green1 and Aaron R. Seitz2 Abstract Video game play has become a pervasive part of American culture. The dramatic increase in the popularity of video games has resulted in significant interest in the effects that video gaming may have on the brain and behavior. The scientific research to date indicates that some, but not all, commercial video games do indeed have the potential to cause large-scale changes in a wide variety of aspects of human behavior, including the focus of this review—cognitive abilities. More recent years have seen the rise of a separate form of video games, the so-called “brain games,” or games designed with the explicit goal of enhancing cognitive abilities. Although research on such brain games is still in its infancy, and the results have definitely not been uniformly positive, there is nonetheless reason for continued optimism that custom games can be developed that make a lasting and positive impact on human cognitive skills. Here, we discuss the current state of the scientific literature surrounding video games and human cognition with an emphasis on points critically related to public policy. Keywords video games, brain games, cognitive enhancement Tweet Introduction Playing some, but not all, video games can improve percep- Over the past half century, video game play has gone from tion and cognition. -
Video Games, Cognitive Exercises, and the Enhancement of Cognitive Abilities
Available online at www.sciencedirect.com ScienceDirect Video games, cognitive exercises, and the enhancement of cognitive abilities 1,2 1,2,3 Joaquin A Anguera and Adam Gazzaley In this review we explore the emerging field of cognitive training enhancement, generalized benefits or transfer [2 ,3]), and via distinct types of interactive digital media: those designed often not even for abilities that are highly related to primarily for entertainment (‘video games’) and those created training itself (i.e., near transfer [3–6]). In this review for the purpose of cognitive enhancement (‘cognitive we differentiate between two types of interactive digital exercises’). Here we consider how specific design factors media: those designed primarily for entertainment [7 ] associated with each tool (e.g., fun, motivation, adaptive (‘video games’) and those created for the purpose of mechanics) and the study itself (e.g., participant expectancy, cognitive enhancement (‘cognitive exercises’). Exploring dose effects) can influence cognitive enhancement effects. We this dichotomy, we will consider how certain factors finally describe how the development of hybrid interventions associated with each type of intervention and correspond- that capitalize on strengths of each type of interactive digital ing study designs may influence the potential for cogni- media are anticipated to emerge as this field matures. tive enhancement and for validating it experimentally. Addresses 1 Department of Neurology, University of California, San Francisco, Video games and cognitive