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The Videogame Style Guide and Reference Manual
The International Game Journalists Association and Games Press Present THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL DAVID THOMAS KYLE ORLAND SCOTT STEINBERG EDITED BY SCOTT JONES AND SHANA HERTZ THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL All Rights Reserved © 2007 by Power Play Publishing—ISBN 978-1-4303-1305-2 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. Disclaimer The authors of this book have made every reasonable effort to ensure the accuracy and completeness of the information contained in the guide. Due to the nature of this work, editorial decisions about proper usage may not reflect specific business or legal uses. Neither the authors nor the publisher shall be liable or responsible to any person or entity with respects to any loss or damages arising from use of this manuscript. FOR WORK-RELATED DISCUSSION, OR TO CONTRIBUTE TO FUTURE STYLE GUIDE UPDATES: WWW.IGJA.ORG TO INSTANTLY REACH 22,000+ GAME JOURNALISTS, OR CUSTOM ONLINE PRESSROOMS: WWW.GAMESPRESS.COM TO ORDER ADDITIONAL COPIES OF THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL PLEASE VISIT: WWW.GAMESTYLEGUIDE.COM ACKNOWLEDGEMENTS Our thanks go out to the following people, without whom this book would not be possible: Matteo Bittanti, Brian Crecente, Mia Consalvo, John Davison, Libe Goad, Marc Saltzman, and Dean Takahashi for editorial review and input. Dan Hsu for the foreword. James Brightman for his support. Meghan Gallery for the front cover design. -
A Systematic Review on the Effectiveness of Gamification Features in Exergames
Proceedings of the 50th Hawaii International Conference on System Sciences | 2017 How Effective Is “Exergamification”? A Systematic Review on the Effectiveness of Gamification Features in Exergames Amir Matallaoui Jonna Koivisto Juho Hamari Ruediger Zarnekow Technical University of School of Information School of Information Technical University of Berlin Sciences, Sciences, Berlin amirqphj@ University of Tampere University of Tampere ruediger.zarnekow@ mailbox.tu-berlin.de [email protected] [email protected] ikm.tu-berlin.de One of the most prominent fields where Abstract gamification and other gameful approaches have been Physical activity is very important to public health implemented is the health and exercise field [7], [3]. and exergames represent one potential way to enact it. Digital games and gameful systems for exercise, The promotion of physical activity through commonly shortened as exergames, have been gamification and enhanced anticipated affect also developed extensively during the past few decades [8]. holds promise to aid in exercise adherence beyond However, due to the technological advancements more traditional educational and social cognitive allowing for more widespread and affordable use of approaches. This paper reviews empirical studies on various sensor technologies, the exergaming field has gamified systems and serious games for exercising. In been proliferating in recent years. As the ultimate goal order to gain a better understanding of these systems, of implementing the game elements to any non- this review examines the types and aims (e.g. entertainment context is most often to induce controlling body weight, enjoying indoor jogging…) of motivation towards the given behavior, similarly the the corresponding studies as well as their goal of the exergaming approaches is supporting the psychological and physical outcomes. -
Historical Wargames
Historical Wargames The usual way of teaching history, giving long reading assignments and hoping students will somehow gain understanding does not work well for many people. As Professor James Lacey, states, a lot of the background information is missing, so when students study a certain conflict they struggle to place the information in the right context.1 He goes on to describe how he designed his courses at the Marine Corps War College to ensure his students really understand what happened and the factors that influenced important historical decisions. There are a few wargames that lend themselves especially well to understanding history from the point of view of the people in power: Polis: Fight for the Hegemony Polis is more of a classic board game and not so much a wargame. It is the game that James Lacey chose at the Marine Corps War College to teach the history of the Peloponnesian War. Polis lends itself very well to historical study because it has a heavy diplomatic and economic component. The Peloponnesian War was a struggle for power, and economic means were a strong component of that struggle. In this way, players and students of history can understand the context in which decisions were made instead of merely reading about what happened. More Polis info: https://boardgamegeek.com/boardgame/69779/polis-fight-hegemony Secret Hitler Secret Hitler is a card driven game in which players learn how a small, well-organized group of extremists can take power and change a country’s trjectory. The players are randomly divided into liberals and fascists, with liberals always having a majority. -
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. -
Theescapist 071.Pdf
2 a : writing designed for publication in a covered, viewpoint covered, or details So, where does that leave me and my newspaper or magazine b : writing covered, a form of interpretation? research on journalism? Well, I have characterized by a direct presentation of discovered that journalism is a nebulous, facts or description of events without an Designing writing to appeal to taste nuanced beast which cannot be defined Before starting this letter, I sat down to attempt at interpretation c : writing aside, don’t all newspapers and without exceptions, contradictions and find the actual definition of “journalism.” designed to appeal to current popular magazines have some manner of much argument. But, in some attempt to We all have a hand-wavey idea of what it taste or public interest editorial injection of interpretation by discuss journalism further, as it pertains means – likely very close to at least one placement of articles on the cover or on to our beloved Game Industry, we of the definitions listed in any reference The first set smacks of Circular a certain page within, by allocating word present this week’s issue of The Escapist, tool. I looked in many different sources, Definitions. I may have just made up counts per story, etc.? Try as we may to The Rest of the Story. Enjoy! you know, to try to get some sort of this term, but what I mean is a definition report just the facts, we interpret of a consensus. in which the definition leads to another necessity, as there’s limited room for Cheers, word, whose definition leads right back input, both in publications and in our I will give only one set of definitions to the first word. -
Cyber Wargaming: Finding, Designing, and Playing Wargames for Cyber Security Education
Cyber Wargaming: Finding, Designing, and Playing Wargames for Cyber Security Education Andreas Haggman Submitted to Royal Holloway, University of London for the award of Doctor of Philosophy in Information Security Supervised by Professor Keith Martin Professor Klaus Dodds February 2019 1 Declaration of authorship I, Andreas Haggman, hereby declare that this thesis and the work presented in it is entirely my own. Where I have consulted the work of others, this is always clearly stated. Signed: Date: 2 Abstract This thesis investigates, and contributes to, the use of wargaming in cyber security education. Wargaming has a rich history of pedagogic use, but little work exists that addresses the critically important subject of cyber security. Cyber security is a global problem that frequently makes news headlines, yet the field is dogged with a reputation as a domain only for technologists, when in fact cyber security requires a whole gamut of approaches to be properly understood. The thesis is broadly divided into three parts. The first part is a comprehensive literature review of wargaming scholarship, analysing the benefits and drawbacks of wargaming, and some of the justifications for why a tabletop boardgame may be more effective than a game enhanced by technology. Following on from this, the thesis provides an outline of current work in cyber wargaming by analysing existing games, evaluating their contributions as educational tools, and identifying successful game mechanics and components. The second part of the thesis outlines the design process of an original wargame created for cyber security education and awareness training. The analysis outlines what the game design intends to achieve in terms of pedagogical outcomes and how the design evolved through the development process. -
An Introduction to Videogame Genre Theory. Understanding Videogame Genre Framework
Athens Journal of Mass Media and Communications- Volume 2, Issue 1 – Pages 57-68 An Introduction to Videogame Genre Theory. Understanding Videogame Genre Framework By Tulia-Maria Cășvean Paraphrasing Eco, the "playing contract" should allow players to instantly recognize a genre. Videogames use resources from the fertile field of popular culture, exploiting models, pre-worked materials, well-known heroes, stereotypes, and myths. Since genres have multiple meanings, functions, production models and audience expectations that evolve through time, it is important to understand if a videogame genre framework exists or if there are just labels or marketing tools used by the game producers. Finding out if there is a blueprint for videogame genres requires the understanding of specific elements and their arrangement. Being aware that it is not possible to present an exhaustive genre categorization but only a general structure of the videogame genres, this paper uses the genres’ framework identified by Aaretsh, Smedstad and Sunnanå (2003) and integrates interviews with professionals. It also reviews the general and the specific genre literature and analyses the role and the characteristics of several elements that articulate the videogame genres. Keywords: genre theory, genres, popular culture, videogame Introduction Videogames are now available in a variety of forms, being connected to TV game consoles, to desktop applications, website games portals or to specific servers on the Internet. They can be played on consoles, handhelds, tablets or mobile phones, either by a single player, or with a few partners (multiplayer) or at a large scale with many other players online (MMORPG- Massively Multiplayer Online Role Play Games). -
The Military Entertainment Complex
1 THEATERS OF WAR: THE MILITARY-ENTERTAINMENT COMPLEX Tim Lenoir and Henry Lowood Stanford University War games are simulations combining game, experiment and performance. The U.S. Department of Defense (DoD) has been the primary proponent of war game design since the 1950s. Yet, commercial game designers produced many of the ideas shaping the design of military simulations, both before and after the advent of computer-based games. By the 1980s, the seeds of a deeper collaboration among military, commercial designers, the entertainment industry, and academic researchers in the development of high-end computer simulations for military training had been planted. They built “distributed interactive simulations” (DIS) such as SIMNET that created virtual theaters of war by linking participants interacting with distributed software or hardware simulators in real time. The simulators themselves presented synthetic environments—virtual worlds—by utilizing advances in computer graphics and virtual reality research. With the rapid development of DIS technology during the 1990s, content and compelling story development became increasingly important. The necessity of realistic scenarios and backstory in military simulations led designers to build databases of historical, geographic and physical data, reconsider the role of synthetic agents in their simulations and consult with game design and entertainment talents for the latest word on narrative and performance. Even when this has not been the intention of their designers and sponsors, military simulations have been deeply embedded in commercial forms of entertainment, for example, by providing content and technology deployed in computer and video games. Building on a brief overview of the history of war games, we will sketch the history of military simulations leading to SIMNET in the late 1980s and projects building on this work through the mid-1990s. -
The Official Strategy Guide Bill Kunkel
Descent: The Official Strategy Guide, 1995, 283 pages, Bill Kunkel, 0761500413, 9780761500414, Prima Pub., 1995 DOWNLOAD http://bit.ly/1RoeVP1 http://www.powells.com/s?kw=Descent%3A+The+Official+Strategy+Guide This game offers horror and flight simulation with full-view in your flight vehicle, in order to zip in and out of mine shafts chasing the enemy. This guide is a necessity for the player because it's very easy to get lost in the tunnels and consists of 30 levels. DOWNLOAD http://wp.me/2Jf7y http://bit.ly/1urVIjw PlayStation Game Secrets Prima's Unauthorized Strategy Guide, Steve Faragher, Neil Worley, Dean Evans, Jun 1, 1999, Games, 144 pages. Covers 30 Games! A Bug's Life Bomberman World Brigandine Bust A Groove Destrega Colony Wars: Vengeance Cool Boarders 3 Crash Bandicoot: WARPED Duke Nukem: Time to Kill. Critical Depth The Official Strategy Guide, Anthony James, 1997, Games, 71 pages. Critical Depth is an undersea PlayStation adventure brimming with atmosphere and suspense and a fast-paced maelstrom of high-action combat set in eerie underwater 3D. Tomb Raider Game Secrets, Nick Roberts, 1996, Games, 107 pages. It's not easy unraveling the riddles of the ancients! You must travel through treacherous terrain, fathom impenetrable puzzles, and battle packs of wolves and other enemies. Dinotopia The Official Strategy Guide, John Waters, 1996, Games, 115 pages. Explore, uncover and learn about the island of Dinotopia--an island where man and dinosaur live together in a cooperative environment. As the user masters the 10 worlds, they. WWF: Warzone, Issue 64 Warzone, Bill Kunkel, Betty A. -
Text-Searchable
THE Bl-WEEKLY ELECTRONIC GAMES VOLUME ONE, NUMBER TWENTY-TWO JUNE 5, 1983 SINGLE ISSUE PRICE $1.50 VIDEOGAME SALES Lower across-the-board hardware and software prices announced by most SET TO SOAR manufacturers during first-half 1983 is causing most industry observers to sharply increase their sales predictions for the year. The feeling is that as electronic gaming becomes a less expensive hobby, it will become easier for blue collar families to get in on the home arcade action. It now appears that Americans will buy at least 12 million programmable videogame systems and 85 million cartridges during 1983. There are currently approximately 14 million homes in this country equipped with a videogame machine. The EIA (Electronic Industries Assoc.) estimated 1982 cartridge sales at 65 million units. COLECO INVADES Not content to offer a computer module that allows for the expansion of COMPUTER FIELD the ColecoVision unit, Coleco has decided to market a complete computer system. The Connecticut company is playing its corporate cards mighty close to the vest, but those lucky enough to get an advance peek report that the Coleco Computer is likely to shake up the already chaotic computer field. "It's going to impact the computer market just as much as the ColecoVision did the videogame market," boasts a Coleco executive who declined to be quoted for attribution. IMAGIC SHUFFLES Imagic, which logged videogame cartridge sales of $75 million in SOFTWARE PRIORITIES its most recent fiscal year, is about to redefine its image, accord- ing to William F.X. Grubb, president of the Los Gatos, Ca., firm. -
In-Stride Adjudication
Working Group Connections US Wargaming Conference 2018 National Defense University Washington DC In-Stride Adjudication Working Group Chairs Merle Robinson Stephen Downes-Martin Working Group Gordon Bliss, Rex Brynen, Deon Canyon, Stephen Downes-Martin, Arius Kaufmann, William Lademan, Jason Li, Ed McGrady, Robert Mosher, Peter Pellegrino, Peter Perla, Merle Robinson, Chris Weuve The content of this document represents the opinion solely of the contributors and does not represent the policy of any organization. Working Group members maintain full and exclusive intellectual property rights over their contributions. Any errors, misrepresentation or misinterpretation in this document are the sole responsibility of Stephen Downes-Martin. Contents 1 Executive Summary ............................................................................................................. 1 1.1 Mission .......................................................................................................................... 1 1.2 Process .......................................................................................................................... 1 1.3 Emergent Perspectives ................................................................................................. 2 2 Working Group Papers ........................................................................................................ 3 2.1 Introduction to Working Group Papers ....................................................................... 3 2.2 Review of Working Group Papers -
Digital Press Issue
DIGITAL PRESS THE Bio-degradable Source for Videogamers $ 2 . 0 0 I s s u e 4499 nneutered.eutered. Neutered. Editor’s BLURB by Joe Santulli DIGITAL So here we are, sittin’ pretty just one issue away from a real milestone. 50 issues! But here’s a bit of trivia for you. THIS is really the 50th issue. That’s right, if you’ve been here since the early 90’s you may remember the “Write Digital Press” issue where we asked our readers to submit their own columns and reviews and the rest of us lazy asses just sat back and took a break. Ahh, I need to re-institute that idea again, though as you can see from the frequency of these issues, I pretty much “take a break” 10 months out of the year. About that... I realize that DP has become much less than a bi-monthly ‘zine over the past 2-3 PRESS years and I fi nally know why that is. It was about that time when the DP website started getting popular, the forums started getting busy, and there were more opportunities to reach a wide audience with our “expertise”. So I’ve been hammering away at that, and if you haven’t seen it recently it’s really quite DIGITAL PRESS # 49 lovely, lively, and BIG... at least with regard to content. So here’s what I’ve done SEPT/ OCT 2002 to make BOTH the paper issues and website work at full capacity. I promoted Founders Joe Santulli one of our staff.