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Module 2 Roleplaying Games
Module 3 Media Perspectives through Computer Games Staffan Björk Module 3 Learning Objectives ■ Describe digital and electronic games using academic game terms ■ Analyze how games are defined by technological affordances and constraints ■ Make use of and combine theoretical concepts of time, space, genre, aesthetics, fiction and gender Focuses for Module 3 ■ Computer Games ■ Affect on gameplay and experience due to the medium used to mediate the game ■ Noticeable things not focused upon ■ Boundaries of games ■ Other uses of games and gameplay ■ Experimental game genres First: schedule change ■ Lecture moved from Monday to Friday ■ Since literature is presented in it Literature ■ Arsenault, Dominic and Audrey Larochelle. From Euclidian Space to Albertian Gaze: Traditions of Visual Representation in Games Beyond the Surface. Proceedings of DiGRA 2013: DeFragging Game Studies. 2014. http://www.digra.org/digital- library/publications/from-euclidean-space-to-albertian-gaze-traditions-of-visual- representation-in-games-beyond-the-surface/ ■ Gazzard, Alison. Unlocking the Gameworld: The Rewards of Space and Time in Videogames. Game Studies, Volume 11 Issue 1 2011. http://gamestudies.org/1101/articles/gazzard_alison ■ Linderoth, J. (2012). The Effort of Being in a Fictional World: Upkeyings and Laminated Frames in MMORPGs. Symbolic Interaction, 35(4), 474-492. ■ MacCallum-Stewart, Esther. “Take That, Bitches!” Refiguring Lara Croft in Feminist Game Narratives. Game Studies, Volume 14 Issue 2 2014. http://gamestudies.org/1402/articles/maccallumstewart ■ Nitsche, M. (2008). Combining Interaction and Narrative, chapter 5 in Video Game Spaces : Image, Play, and Structure in 3D Worlds, MIT Press, 2008. ProQuest Ebook Central. https://chalmers.instructure.com/files/738674 ■ Vella, Daniel. Modelling the Semiotic Structure of Game Characters. -
Estudo De Caso Do Jogo Dota 2 Florianópoli
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Repositório Institucional da UFSC UNIVERSIDADE FEDERAL DE SANTA CATARINA TIAGO FERRARI LUNA MARKETING COLABORATIVO – ESTUDO DE CASO DO JOGO DOTA 2 FLORIANÓPOLIS, 2015 TIAGO FERRARI LUNA MARKETING COLABORATIVO – ESTUDO DE CASO DO JOGO DOTA 2 Trabalho de conclusão de curso apresentado à disciplina CAD7304 – Laboratório de Gestão: Projeto de Trabalho de Curso, do curso de Administração da Universidade Federal de Santa Catarina como requisito para obtenção do título de bacharel em Administração. Orientador: Prof. Alexandre Moraes Ramos, Dr. FLORIANÓPOLIS, 2015 Tiago Ferrari Luna MARKETING COLABORATIVO - Estudo de caso do jogo Dota 2 Este Trabalho de Conclusão de Curso foi julgado adequado e aprovado na sua forma final pela Coordenadoria de Estágios do Departamento de Ciências da Administração da Universidade Federal de Santa Catarina. Florianópolis, 15 de novembro de 2015. ________________________________ Prof.ª Evelize Welzel, Drª. Coordenadora de Estágios Professores Avaliadores: ________________________________ Prof. Alexandre Moraes Ramos, Dr. Orientador Universidade Federal de Santa Catarina ________________________________ Prof. Eduardo Lobo, Dr. Avaliador 1 Universidade Federal de Santa Catarina ________________________________ Prof. Rudimar Antunes da Rocha, Dr. Avaliador 2 Universidade Federal de Santa Catarina AGRADECIMENTOS Agradeço primeiramente a minha namorada Gabrielly, por estar ao meu lado me dando apoio e suporte durante toda a graduação. Em segundo para a minha família pelo apoio durante todo o curso. Um obrigado ao prof. Dr. Alexandre por ter me orientado neste trabalho e para minha parceira de orientador, Giovana, pelas discussões que tivemos e por um ter ajudado o outro em certos momentos. -
The Future Past: Intertextuality in Contemporary Dystopian Video Games
The Future Past: Intertextuality in Contemporary Dystopian Video Games By Matthew Warren CUNY Baccalaureate for Unique and Interdisciplinary Studies Submitted to: Timothy Portlock, Advisor Hunter College Lee Quinby, Director Macaulay Honors College Thesis Colloquium 9 May 2012 Contents I. Introduction: Designing Digital Spaces II. Theoretical Framework a. Intertextuality in the visual design of video games and other media b. Examining the established visual iconography of dystopian setting II. Textual Evidence a. Retrofuturism and the Decay of Civilization in Bioshock and Fallout b. Innocence, Iteration, and Nostalgia in Team Fortress and Limbo III. Conclusion 2 “Games help those in a polarized world take a position and play out the consequences.” The Twelve Propositions from a Critical Play Perspective Mary Flanagan, 2009 3 Designing Digital Spaces In everyday life, physical space serves a primary role in orientation — it is a “container or framework where things exist” (Mark 1991) and as a concept, it can be viewed through the lense of a multitude of disciplines that often overlap, including physics, architecture, geography, and theatre. We see the function of space in visual media — in film, where the concept of physical setting can be highly choreographed and largely an unchanging variable that comprises a final static shot, and in video games, where space can be implemented in a far more complex, less linear manner that underlines participation and system-level response. The artistry behind the fields of production design and visual design, in film and in video games respectively, are exemplified in works that engage the viewer or player in a profound or novel manner. -
Encoding the Symptom Or the Cause? Values in the Design of Computer Games That Represent School Mass-Shootings
The Philosophy of Computer Games Conference, Copenhagen, 2018 Encoding the Symptom or the Cause? Values in the Design of Computer Games that Represent School Mass-Shootings Peter Nelson Introduction In this paper, I examine how two first-person shooter (FPS) computer games set in North American high schools communicate different values in relation to the same violent phenomenon. While both commit the same transgression by making a game based on school mass-shootings, the socio-cultural, institutional and material context of their designers in relation to the violent phenomenon results in two very different readings, and very different ways to understand violence in computer games. In this paper, I locate the representational affordances of the FPS genre according to Rune Klevjer’s 2006 paper ‘The Way of the Gun’, Alexander Galloway’s research on FPS subjectivity (2006), Paul Virilio’s (1989) theory of military optics and John Bale’s (2003) research into the transgressive appropriation of non-game environments in various sporting traditions. Building on the paradigm of values as expressed through both game design and the social context of play found in procedural rhetorics (Bogost 2006) and simulation theory (Frasca 2001), I examine how the context of my designers relative to their games expresses particular values about the sociological factors surrounding school mass-shootings. By revealing the different values within these games, I seek to offer an important way to differentiate between different forms of violent representation in computer games. The case studies for this paper are a student-made modification (mod) of the first-person shooter (FPS) game Counter-Strike (CS) and a training simulation produced using the Unreal Engine for the US Department of Defense and repurposed by the US Department of Homeland Security. -
Owned Products: 111
Owned Products: 111 Price / Review Name Price Time Hour s Team Fortress ClassicAppID: 20, Game 4.99 $4.99 39m 82% Half-Life: Opposing ForceAppID: 50, Game - $4.99 - 94% Half-LifeAppID: 70, Game 1.53 $9.99 6.5h 96% Half-Life: Blue ShiftAppID: 130, Game - $4.99 - 89% Free or Team Fortress 2AppID: 440, Game - 359.8h 94% No Price Free or Dota 2AppID: 570, Game - 512.7h 89% No Price 1,680.2 Counter-Strike: Global OffensiveAppID: 0.01 $14.99 91% 730, Game h Garry's ModAppID: 4000, Game 0.13 $9.99 74.0h 95% Just Cause 2AppID: 8190, Game 0.46 $14.99 32.5h 92% RACE 07: Andy Priaulx Crowne Plaza Free or - - 44% RacewayAppID: 8650, Game No Price Call of Duty: Modern Warfare 2AppID: 0.99 $19.99 20.2h 90% 10180, Game Call of Duty: Modern Warfare 2 - Free or - 32.1h - MultiplayerAppID: 10190, Game No Price Free or TrackMania Nations ForeverAppID: 11020, - - 89% Game No Price Gumboy TournamentAppID: 11230, Game 2.99 $2.99 5m 67% ChainsAppID: 11360, Game - $4.99 - 71% Crash Time IIAppID: 11390, Game 4.76 $9.99 2.1h 49% Grand Theft Auto IVAppID: 12210, Game - $19.99 - 64% Grand Theft Auto: Episodes from Liberty 0.40 $19.99 50.3h 73% CityAppID: 12220, Game Free or America's Army 3AppID: 13140, Game - 1m 63% No Price Fallout: New VegasAppID: 22380, Game 2.42 $9.99 4.1h 95% Booster TrooperAppID: 27920, Game - $4.99 - 41% CasterAppID: 29800, Game - $1.99 - 78% $1.49 SEGA Mega Drive & Genesis Classics - (Not in - - AppID: 34270, Game Store) Free or Moonbase AlphaAppID: 39000, Game - 36m 89% No Price Nail'dAppID: 40380, Game 0.49 $1.24 2.5h 79% Super Meat BoyAppID: -
Counter-Strike
Counter-Strike Ročníková práce Školní rok 2016 / 2017 Autor: Erik Hasoň, IX.A. Konzultant: Mgr. Vladěna Ševčíková Prohlášení Prohlašuji, že jsem ročníkovou práci zpracoval samostatně a použil jen prameny uvedené v seznamu literatury. Ve Sloupě 20.5.2017 Erik Hasoň Poděkování Na tomto místě bych rád poděkoval vedoucímu práce Mgr. Vladěně Ševčíkové, za ochotnou pomoc a cenné rady při vypracovávání ročníkové práci. 1 Obsah OBSAH 2 ÚVOD 3 VZNIK A HISTORIE 4 VZNIK 4 HISTORIE 4 TVŮRCI HRY 5 2.1 MINH LE 5 2.2 JESS CLIFFE 5 2.3 GABE NEWELL 5 COUNTER-STRIKE VERZE 6 3.1 VERZE 1.5;1.6 6 3.2 SOURCE 6 3.3 GLOBAL:OFFENSIVE 6 NEJLEPŠÍ TÝMY 7 4.1 TOP TÝMY ZE SVĚTA 7 4.2 TOP TÝMY Z ČR A SK 8 PROGAMING (E-SPORT) 9 NEJLEPŠÍ HRÁČI SVĚTA Chyba! Záložka není definována. TURNAJE 11 SVĚTOVÉ TURNAJE: 11 TURNAJE V ČR A SK 13 ZÁVĚR 14 RESUMÉ 14 2 Úvod Jako téma jsem si vybral online hru Counter-Strike. Tohle téma jsem si vybral, protože mě velice zaujalo a trávím u toho spoustu mého volného času. Ve hře hraje deset různých hráčů kteří jsou rozděleni na pět policistů a pět teroristů. Counter- Strike je moje oblíbená počítačová hra kterou hraji pár let. A snažím se zlepšovat každý den. 3 1. Vznik a historie 1. Vznik Hra vznikla v roce 1998 společností Valce názvem Half-Life. V té době byla největším hitem. Hra oslovila především grafikou a prostředím. Na tuto hru začalo ihned vznikat několik modifikací, které nabízeli další zpestření. -
The Discourse of Digital Dispossession
Article Games and Culture 2018, Vol. 13(7) 690-707 ª The Author(s) 2018 The Discourse of Article reuse guidelines: sagepub.com/journals-permissions DOI: 10.1177/1555412018756488 Digital Dispossession: journals.sagepub.com/home/gac Paid Modifications and Community Crisis on Steam Daniel James Joseph1 Abstract This article is a chronicle and analysis of a community crisis in digital space that took place on Valve Corporation’s digital distribution platform, Steam. When Valve and Bethesda (publisher and developer of Skyrim) decided to allow mods to be sold by mod makers themselves, there ensued a community revolt against the commodifi- cation of leisure and play. I put this crisis of play and work in dialogue with Harvey’s concept of “accumulation by dispossession,” firmly placing it within a longer history of disruptive capital accumulation strategies. I then conduct a discourse analysis of community members on reddit, as they make sense of and come to terms with this process of dispossession. Arising in the discourse was not class consciousness per se, but instead a pervasive feeling of helplessness and frustration as games, play, and leisure began to feel like work. Keywords digitallabor,play,Steam,platformstudies, digital distribution, game studies, discourse analysis 1 University of Toronto, Mississauga, Canada Corresponding Author: Daniel James Joseph, University of Toronto, 3359 Mississauga Rd., Mississauga, Canada L5L 1C6. Email: [email protected] Joseph 691 On April 23, 2015, the digital game developer and production company, Valve Corporation, announced through their digital distribution platform Steam the intro- duction of buying and selling of “mods, maps, and all kinds of items that you’ve created.” They continued, saying that “with a new, streamlined process for listing and selling your creations, the Steam Workshop now supports buying mods directly from the Workshop, to be immediately usable in game” (Valve Corporation, 2015). -
Video Games // Net.Art WEEK 13 Greg Lewis, Dehacked, 1994
// Video Games // Net.Art WEEK 13 Greg Lewis, DeHackEd, 1994. DOS-based editor for doom.exe Justin Fischer, AlienTC, 1994. Modification of Doom (idSoftware, 1993). The “Half-Life Mod Expo”, Thursday, 29th July, 1999. Hosted by Clubi cyber café, San Francisco. Photo: Rublin Starset, Flickr. Team Fortress 2 at the ’99 Half-Life Mod Expo, Thursday, 29th July 1999. Photo: Rublin Starset, Flickr. Minh Le and Jess Cliffe, Counterstrike 1.6, 1999. Dave Johnston, de_dust, 1999. Modification of Valve Software, Half-Life, 1998. Map for Counterstricke 1.6 beta, 1999. H3LLR@Z3R, “Counter-Strike: 1.6 : Mouse Acceleration and Settings”, June 5th, 2006. (https://web.archive.org/web/20080311002 303/http://h3llrz3r.wordpress.com/2006/06/ 03/counter-strike-16-mouse-acceleration- and-settings/) empezar, “Beginner / pro config setups in nQuake”, QuakeWorld forum post, 2012. (https://web.archive.org/web/20121022155129/http://www.quakeworld.nu/forum/topic/5633/beginner -pro-config-setups-in) Ben Morris, Worldcraft level editor for Quake 2, 1996. Bought by Valve and released with Half-Life, 1998. Later renamed the Hammer editor. (https://web.archive.org/web/19970617154501/http://www.planetquake.com/worldcraft/tutorial/index.shtm) von Bluthund, “r_speeds und ihre Optimierung”, 2005-2016. (https://web.archive.org/web/20050222031551/http://thewall.de/content/half-life:tutorials:r_speeds) “While the countercinema described by Wollen existed largely outside Hollywood’s commercial machine, game mods are actually promoted by the commercial sector. This is what Brody Condon calls ‘industry-sanctioned hacking’.” (2006, p. 111) “[Anne-Marrie Schleiner]: In 1994 ID software released the source code for Doom… players of Doom got their hands on this source code and created editors for making custom Doom levels or what were called ‘wads’ [becasue they are made of .wad files: standing for “Where’s All The Data” because the The “Half-Life Mod Expo”, Thursday, 29th July, 1999. -
Professional Counter-Strike: an Analysis of Media Objects, Esports Culture, and Gamer Representation
The University of Southern Mississippi The Aquila Digital Community Dissertations Spring 2021 Professional Counter-Strike: An Analysis of Media Objects, Esports Culture, and Gamer Representation Steven Young Follow this and additional works at: https://aquila.usm.edu/dissertations Part of the Other Film and Media Studies Commons Recommended Citation Young, Steven, "Professional Counter-Strike: An Analysis of Media Objects, Esports Culture, and Gamer Representation" (2021). Dissertations. 1886. https://aquila.usm.edu/dissertations/1886 This Dissertation is brought to you for free and open access by The Aquila Digital Community. It has been accepted for inclusion in Dissertations by an authorized administrator of The Aquila Digital Community. For more information, please contact [email protected]. PROFESSIONAL COUNTER-STRIKE: AN ANALYSIS OF MEDIA OBJECTS, ESPORTS CULTURE, AND GAMER REPRESENTATION by Steven Maxwell Young A Dissertation Submitted to the Graduate School, the College of Arts and Sciences and the School of Communication at The University of Southern Mississippi in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Approved by: Dr. John Meyer, Committee Chair Dr. Christopher Campbell Dr. Eura Jung Dr. Paul Strait Dr. Steven Venette May 2021 COPYRIGHT BY Steven Maxwell Young 2021 Published by the Graduate School ABSTRACT Esports are growing in popularity at a rapid pace worldwide. In contemporary society, individuals watch esports broadcasts as part of their normal media consuming practices. This dissertation focuses on Counter-Strike: Global Offensive (CS:GO), which is currently the most recognized first-person shooter esport worldwide and the third most popular game across all esports genres (Irwin & Naweed, 2020). -
Half Life 2 Cheats Ps3 No Clip
Half life 2 cheats ps3 no clip Cheats noclip, Ability to walk through walls (Server Side Only). sv_cheats 1 skill #, change skill level (# = 1, 2, or 3). The best place to get cheats, codes, cheat codes, walkthrough, guide, FAQ, unlockables, trophies, and secrets for The Orange Box for PlayStation 3 (PS3). Strategy Guide/Walkthrough/FAQ - Half-Life 2: Episode One No clipping mode. PS3 Cheats - Half-Life 2: Orange Box: This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for The Orange Box for. Half-Life 2 Cheats. Articles · Guides These are found in the first Half Life and they used to recharge your suit (this one doesn't!) noclip No clipping mode. Sub for more Cheat Code video's etc. Feel free to mention a broken Cheat Stalk me on r. Half LIfe 2(Orange Box) No clip God Mode and all weapons Hacks dont think there is any in game cheats. Get the latest cheats, codes, unlockables, hints, Easter eggs, glitches, tips, tricks, hacks, downloads, Half-Life 2: The Orange Box cheats & more for PlayStation 3 (PS3) We have no guides or FAQs for Half-Life 2: The Orange Box yet. Get all the inside info, cheats, hacks, codes, walkthroughs for The Orange Box on GameSpot. Videos · Cheats & Guides · Forum. PC; X; PS3 For Half-Life 2, Episode One and Episode Two . noclip, fly. God, God mode. Half-Life 2 Codes: While playing enter one of the following codes. Code Effect Up Up Down Down Left Right Left Right O Button X Button. -
Nicolas Cevallos Michael Minh Le Your Bruin Guide to All Pre-Med 1 AAP Review Session Photo
1st Edition/Rev. 09/2019 Your Bruin Guide To All Pre-Med Nicolas Cevallos Michael Minh Le Your Bruin Guide To All Pre-Med 1 AAP Review Session Photo Contents Introduction ............................................................... ii About the Authors .......................................................... iii Year 01 Theme: Healthy Foundations & Academics . 1 Year 02 Theme: Exploration & Refined Academics . 4 Year 03 Theme: Development & Elevation . 5 Year 04 Theme: Roller Coaster Year . 6 Which Major Should I Pick? (Nick) . 9 Pre-med extracurricular/research checklist . 14 Building Your Extracurricular Profile . 17 How to join a lab/get involved in research? . 19 Letters of Recommendation (LOR) . 23 Personal Statement . 26 Conclusion: Nick’s Thoughts on Handling the Stresses of College . 28 Nick and Michael Closing Remarks . 32 Your Bruin Guide To All Pre-Med i Introduction If you are reading this you have made the decision or are considering treading the road of becoming a physician . I am going to be 100% honest throughout this manual and here’s the first we all need some golden nugget . It’s no joke that this road is not easy; it’s one that comes with a lot of sacrifice but in those sacrifices, you’ll med requirements, sample degree plans, timelines and other reap a wide range of information meant to help you on your path . Please note, this is rewarding benefits . More our introductory flagship manual and it will be iterated upon in so, the journey is far from the coming years . As such, we need your contributions; please impossible, but please shoot your questions via email and make your questions/concerns always remember that it heard through our in-person workshops . -
Counter Strike UBT Summer School
UBT Summer School Counter Strike 25. Juli 2012 Prof. Dr. Jochen Koubek | Universität Bayreuth | Digitale Medien | [email protected] Scouting Game Geländespiel Das Geländespiel bezeichnet eine Kategorie von Spielen, die überwiegend außerhalb von Gebäuden stattfinden und bewusst die natürlichen und baulichen Gegebenheiten in das Spiel mit einbeziehen. Vorbilder des Geländespiels sind Handlungsabläufe bei der Jagd sowie militärische und polizeiliche Manöver. Zu beachten sind bei dieser Spielekategorie die Gewaltfreiheit und rechtliche Vorschriften für spezielle Gelände wie Wald und Gewässer und beim Umgang mit Waffen. Wikipedia Cops and Robbers Räuber und Gendarm Paintball since 1981 Killergames Films Das Millionenspiel (1970) The Last of Sheila (1973) The 10th Victim (1975) Midnight Madness (1980) Running Man (1985) Steve Jackson: Killer Since 1982 Cruel 2 B Kind http://www.cruelgame.com/ http://www.shootmeifyoucan.net/ Humans vs. Zombies http://humansvszombies.org First-Person-Shooter http://www.youtube.com/watch?v=t6JQJLNYEs0 S. Colley: Maze War id: Hovertank 3D, 1991 http://www.youtube.com/watch?v=ZouboBEULS8 LA: The Eidolon, 1985 HybridArts: MIDI Maze, 1987 id: Catacomb 3D, 1991 First-Person-Shooter id: Wolfenstein 3D, 1992 id: Doom, 1993 Bungie: Marathon 1994 Quake id: Quake, 1996 id: Quake II, 1997 id: Quake III Arena, 1999 Quake simply re-invented the idea of a Id Software's Quake brought true three Wolfenstein may have started the FPS FPS, with it's online deathmatch, the dimensional polygons into the genre but Quake defined it and made it "big-bang" of FPS modification development realm and explored the the intense perspective driven community, and also starting the online play space above and beyond any experience that it is today.