When a Console Game Becomes CSCL: Play, Participatory Learning and 8-Bit Home Computing in India
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Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
Strategy Games Big Huge Games • Bruce C
04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together. -
The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
Console Games in the Age of Convergence
Console Games in the Age of Convergence Mark Finn Swinburne University of Technology John Street, Melbourne, Victoria, 3122 Australia +61 3 9214 5254 mfi [email protected] Abstract In this paper, I discuss the development of the games console as a converged form, focusing on the industrial and technical dimensions of convergence. Starting with the decline of hybrid devices like the Commodore 64, the paper traces the way in which notions of convergence and divergence have infl uenced the console gaming market. Special attention is given to the convergence strategies employed by key players such as Sega, Nintendo, Sony and Microsoft, and the success or failure of these strategies is evaluated. Keywords Convergence, Games histories, Nintendo, Sega, Sony, Microsoft INTRODUCTION Although largely ignored by the academic community for most of their existence, recent years have seen video games attain at least some degree of legitimacy as an object of scholarly inquiry. Much of this work has focused on what could be called the textual dimension of the game form, with works such as Finn [17], Ryan [42], and Juul [23] investigating aspects such as narrative and character construction in game texts. Another large body of work focuses on the cultural dimension of games, with issues such as gender representation and the always-controversial theme of violence being of central importance here. Examples of this approach include Jenkins [22], Cassell and Jenkins [10] and Schleiner [43]. 45 Proceedings of Computer Games and Digital Cultures Conference, ed. Frans Mäyrä. Tampere: Tampere University Press, 2002. Copyright: authors and Tampere University Press. Little attention, however, has been given to the industrial dimension of the games phenomenon. -
Not of Woman Born: Monstrous Interfaces and Monstrosity in Video Games
NOT OF WOMAN BORN: MONSTROUS INTERFACES AND MONSTROSITY IN VIDEO GAMES By LAURIE N. TAYLOR A DISSERTATION PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY UNIVERSITY OF FLORIDA 2006 Copyright 2006 by Laurie N. Taylor To Pete. ACKNOWLEDGMENTS I have many people to thank for this dissertation: my friends, family, and teachers. I would also like to thank the University of Florida for encouraging the study of popular media, with a high level of critical theory and competence. This dissertation also would not have been possible without the diligent help and guidance from my committee members, Donald Ault and Jane Douglas, as well as numerous other faculty members and graduate students both at the University of Florida and at other institutions. Thanks go to friends and loved ones (and cats): Colin, Jeremiah, Nix, Galahad, and Mila. And, thanks go always to Pete, for helping with research, discussion, giving me love and support, and for being wonderful. iv TABLE OF CONTENTS Page ACKNOWLEDGMENTS ..............................................................................................iv ABSTRACT.................................................................................................................viii CHAPTER 1 INTRODUCTION....................................................................................................1 Introduction..............................................................................................................1 -
Video Games As Free Speech
The University of Maine DigitalCommons@UMaine Honors College 5-2014 Video Games as Free Speech Benjamin Cirrinone University of Maine - Main Follow this and additional works at: https://digitalcommons.library.umaine.edu/honors Part of the Political Theory Commons Recommended Citation Cirrinone, Benjamin, "Video Games as Free Speech" (2014). Honors College. 162. https://digitalcommons.library.umaine.edu/honors/162 This Honors Thesis is brought to you for free and open access by DigitalCommons@UMaine. It has been accepted for inclusion in Honors College by an authorized administrator of DigitalCommons@UMaine. For more information, please contact [email protected]. VIDEO GAMES AS FREE SPEECH by Benjamin S. Cirrinone A Thesis Submitted in Partial Fulfillment of the Requirements for a Degree with Honors (Political Science) The Honors College University of Maine May 2014 Advisory Committee: James E.Gallagher, Associate Professor of Sociology Emeritus & Honors Faculty Mark D. Brewer, Associate Professor of Political Science Richard J. Powell, Associate Professor, Department of Political Science/Leadership Studies Sol Goldman, Adjunct Assistant Professor of Political Science Mark Haggerty, Rezendes Professor for Civic Engagement, Honors College Copyright © 2014 Benjamin Cirrinone All rights reserved. This work shall not be reproduced in any form, except for the inclusion of brief quotations in review, without permission in written form from the author. Abstract The prevalence of video game violence remains a concern for members of the mass media as well as political actors, especially in light of recent shootings. However, many individuals who criticize the industry for influencing real-world violence have not played games extensively nor are they aware of the gaming community as a whole. -
Educational Games Online 2019
Educational Games Online 2019 Objective: The objective of this class is to introduce the students to all of the things that a computer can do. The programs are divided into seven categories. The students are introduced to programs in each category based on prior knowledge and interest. Not all programs may be used in a given session. The programs that the students have been exposed to are on the list that accompanies this note. Links are provided where possible and are subject to change. If a given link does not work, try a Google search using the program’s name. I have also include some web sites that offer good learning experiences. Virtual Reality Platinum Arts Sandbox: This program allows students to create a virtual world and walk around inside of it. Cost: $0.00 Free Download http://www.sandboxgamemaker.com/ Gryphon Bricks is a virtual construction toy for the entire family. The Lego-style building set gives you the power to create anything from your own space station to a futuristic concept car. Gryphon Bricks stimulates the imagination and offers two different interfaces: one to suit the little ones and one for grown-ups. The children's version features easy-to-click buttons and cool sounds associated with the various functions; the "big kids'" version offers similar features but includes more sophisticated functions, such as multiple view options and the ability to print blueprints of real-world models. This software is out of date but was owned by the school back in the 90’s. Lego Digital Designer Build your world with many virtual Lego bricks. -
State of the Art of Stem Technologies with Applications in the Clasroom
systematic approach for implementation of STEAM education in schools STATE OF THE ART OF STEM TECHNOLOGIES WITH APPLICATIONS IN THE CLASROOM Authors: Belén López, Rafael Marín, Laura Rubio, David Segarra (FCRi) with the kind assistance of Martí Badal 1 Contents INTRODUCTION .................................................................................................................................................... 3 CONSOLIDATED TECHNOLOGIES ............................................................................................................4 PROGRAMMING ................................................................................................................................................... 4 ROBOTICS ............................................................................................................................................................. 7 VIRTUAL AND REMOTE LABS ........................................................................................................................... 1 EDUCATIONAL VIDEO GAMES ......................................................................................................................... 5 LOW-COST EXPERIMENTATION ...................................................................................................................... 8 EMERGING TECHNOLOGIES ....................................................................................................................10 3D PRINTING ...................................................................................................................................................... -
VIDEO GAME SUBCULTURES Playing at the Periphery of Mainstream Culture Edited by Marco Benoît Carbone & Paolo Ruffino
ISSN 2280-7705 www.gamejournal.it Published by LUDICA Issue 03, 2014 – volume 1: JOURNAL (PEER-REVIEWED) VIDEO GAME SUBCULTURES Playing at the periphery of mainstream culture Edited by Marco Benoît Carbone & Paolo Ruffino GAME JOURNAL – Peer Reviewed Section Issue 03 – 2014 GAME Journal A PROJECT BY SUPERVISING EDITORS Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Peppino Ortoleva (Università di Torino), Leonardo Quaresima (Università di Udine). EDITORS WITH THE PATRONAGE OF Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Indiana University), Adam Gallimore (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), Dipartimento di Storia, Beni Culturali e Territorio Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano), Marco Teti (Università di Ferrara). PARTNERS ADVISORY BOARD Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Bologna), Enrico Menduni (Università di -
Influencing Behavior Unobtrusively in Virtual Gaming Environments
ABSTRACT DOMÍNGUEZ, IGNACIO XAVIER. Influencing Behavior Unobtrusively in Virtual Gaming Environments. (Under the direction of David L. Roberts). Virtual gaming environments mediate interaction between players within a game and/or be- tween a player and the game itself to make gameplay more enjoyable. Although game designers strive to achieve a delicate balance between content and interaction that promotes player enjoy- ment, sometimes players want to take actions that would result in this balance being broken. Many games simply prevent player actions that will put the game in an undesired state at the expense of player agency. More recent approaches attempt to accommodate player actions by adapting the game, but this solution has limited applicability. In this work, we introduce an alternative way to reduce the tension between player actions and authorial constraints by unobtrusively influencing player behavior to promote player actions that align with authorial intentions. This enables players choosing author-desired actions out of their own volition, therefore preserving player agency. Subtly influencing player behavior is also useful to make games easier or harder, and we also present examples of behavior influence techniques that can be used to alter players’ performance, effectively controlling the game’s difficulty. As an extension, we can use behavior influence techniques to inspect how player behavior changes and compare it to a known baseline, allowing authors to obtain additional insight about their players, such as determining if players are actively attentive and engaged, or if players are likely to be automated agents instead of human players. We also introduce a taxonomy that partitions behavior influence on two categories. -
Educational Games & Health Sciences
University of Massachusetts Medical School eScholarship@UMMS National Network of Libraries of Medicine New National Network of Libraries of Medicine New England Region (NNLM NER) Repository England Region 2017-04-18 Educational Games & Health Sciences Allison K. Herrera University of Massachusetts Medical School Et al. Let us know how access to this document benefits ou.y Follow this and additional works at: https://escholarship.umassmed.edu/ner Part of the Library and Information Science Commons, and the Public Health Commons Repository Citation Herrera AK, Wehbe RR, Mathews FZ. (2017). Educational Games & Health Sciences. National Network of Libraries of Medicine New England Region (NNLM NER) Repository. https://doi.org/10.13028/5hgc-4k47. Retrieved from https://escholarship.umassmed.edu/ner/44 Creative Commons License This work is licensed under a Creative Commons Attribution 4.0 License. This material is brought to you by eScholarship@UMMS. It has been accepted for inclusion in National Network of Libraries of Medicine New England Region (NNLM NER) Repository by an authorized administrator of eScholarship@UMMS. For more information, please contact [email protected]. Educational Games & Health Sciences Rina R. Wehbe F. Zeb Mathews University of Waterloo & The Games Institute University of Tennessee Health Science Center Allison Herrera University of Massachusetts Medical School Outline Learning Objectives Overview & Introduction – 10 min Objectives: • Understand some of the benefits and advantages of game-based Rina Wehbe – 20 -
Social and Cultural Aspects of Game Rules in a Console Game Club Mikael Jakobsson K3, Malmö University SE-205 06 Malmö, Sweden [email protected]
Playing with the Rules: Social and Cultural Aspects of Game Rules in a Console Game Club Mikael Jakobsson K3, Malmö University SE-205 06 Malmö, Sweden [email protected] ABSTRACT different vantage points such as social, cultural or political In this study of a Swedish console game club I have looked perspectives with different but equally valid outcomes. at how the rules of the games are connected to the social and cultural aspects of the context that the games are played I will also use the concept of rules as an analytical tool to in. I have devoted special attention to the game Super make sense of my empirical material. By trying to Smash Bros. Melee and how different contexts of play have uncovering the rules of the activities I have studied, and formed around this game, for instance the emergence of a why the rule-sets are what they are, I try to understand this professional smash scene and the polarization of console particular instance of situated play, the social structure of club members into smashers and anti-smashers. My the group and its place in the wider culture of gamers that it conclusion is that the idea that rules can play a core role in belongs to. While there has been some studies of LAN defining a game without the need to take the situated parties [1, 9], I have not managed to find any previous work aspects of play into account is problematic. Rules do not on console clubs so part of the purpose of the paper is also inherently belong to the formal aspects of games.