ADR Online? an Analysis of Multiplayer Video Games and ADR Processes Charles Malette Michigan State University College of Law
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Theescapist 055.Pdf
in line and everything will be just fine. two articles I fired up Noctis to see the Which, frankly, is about how many of us insanity for myself. That is the loneliest think to this day. With the exception of a game I’ve ever played. For those of you who fell asleep during very brave few. the classical mythology portion of your In response to “Development in a - Danjo Olivaw higher education, the stories all go like In this issue of The Escapist, we take a Vacuum” from The Escapist Forum: this: Some guy decides he no longer look at the stories of a few, brave souls As for the fact that thier isolation has In response to “Footprints in needs the gods, sets off to prove as in the game industry who, for better or been a benefit to them rather than a Moondust” from The Escapist Forum: much and promptly gets smacked down. worse, decided that they, too, were hindrance, that’s what I discussed with I’d just like to say this was a fantastic destined to make their dreams a reality. Oveur (Nathan Richardsson) while in article. I think I’ll have to read Olaf Prometheus, Sisyphus, Icarus, Odysseus, Some actually succeeded, while others Vegas earlier this year at the EVE the stories are full of men who, for crashed and burned. We in the game Gathering. The fact that Iceland is such whatever reason, believed that they industry may not have jealous, angry small country, with a very unique culture were not bound by the normal gods against which to struggle, but and the fact that most of the early CCP constraints of mortality. -
February/March 1995
February/march 1995 GAME DEVELOPER MAGAZINE GAME PLAN GGAMEAEM The No Editor Larry O’Brien [email protected] Go Logo Senior Editor Nicole Freeman [email protected] Production Editors Barbara Hanscome [email protected] here may never be a game with a over your home’s Ethernet backbone (that Nicole Claro “Windows ’95 Compatible” logo, is, is it mail-enabled)? Second, can you [email protected] not even from Microsoft. embed an Excel spreadsheet of your Editorial Assistant Diane Anderson Microsoft, by arrogant fiat, has inventory in the middle of your character [email protected] decided that the seemingly literal sheet (that is, does it support OLE 2.0)? Contributing Editors Alex Dunne phrase, with it’s seemingly Do you have a tabbed dialog that walks [email protected] straightforward purpose, should you through the game (that is, do you Chris Hecker [email protected] be held hostage to the whims of have Wizards)? Finally, does it work on a David Sieks Tsome Redmondian marketing genius. different operating system, with a different [email protected] Windows ’95, the new operating system base architecture including a different Wayne Sikes from Microsoft, will roll out later this year tasking model (that is, Windows NT)? [email protected] and, largely due to the bundling agree- In other words, to be “compatible” Editor-at-Large Alexander Antoniades ments Microsoft has with clone makers, with Windows ’95, your game has to be a [email protected] will quickly gain its greatest marketshare mail-enabled, en-Wizarded OLE Server Cover Photography Charles Ingram Photography in the home computer market. -
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined. -
The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
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. -
Antique Slot Machines: a Good Bet Among Collectors by Doug Graves Spring-Wound Timing Mechanism and Spun the Wheel
$1.50 AntiqueWeek T HE W EEKLY A N T IQUE A UC T ION & C OLLEC T ING N E W SP A PER VOL. 54 ISSUE NO. 2698 www.antiqueweek.com JUNE 22, 2021 Antique slot machines: A good bet among collectors By Doug Graves spring-wound timing mechanism and spun the wheel. As the timing mecha- nism unwound, it tripped a stopping If you’ve ever been to a casino and mechanism and pay sensing device. If played a slot machine you know the the wheel stopped on a winning symbol, adrenaline rush you get with the pros- the machine automatically paid coins, pects of hitting a jackpot. Of course, you trade checks or tokens. These first slot generally don’t win nearly as much as machines finally evolved into what are you lose. However, you can be a winner now called single wheel floor or counter by collecting vintage slot machines. model machines. The major manufactur- According to David L. Saul, author of ers of these machines were Mills, Caille, “Slot Machine Buyer’s Handbook: A Con- Paupa, Hochriem, Schaal, Berger, Wat- sumer’s Guide to Slot Machines,” there ling, Jennings, White and the Automatic are an estimated 20,000 collectors of slot Machine Company. machines. Many states have recognized But give credit where credit is due. In Above: Even odd for its time was this the historical significance of antique slot 1895, Charles Fey invented his Liberty Caille Bros. Triple Centaur Jackpot and gambling machines and have passed Bell, the backbone for today’s three-reel musical upright slot machine. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
Videojuegos, Cultura Y Sociedad
PRESURA VIDEOJUEGOS, CULTURA Y SOCIEDAD NÚMERO XVII MÚSICA Y VIDEOJUEGOS El número XVII, XVII estilo y dirigida a un ni- números de Presura en cho, no aspira a ser un un año. Un número que éxito de masas, pero que no es redondo pero que cada vez seamos más y para mi significa muchí- más es algo a lo que no simo, hemos alcanzado estamos acostumbrados la mayoría de edad. El y nos encanta. Como proyecto no para de cre- sabéis no conseguimos PRESURA cer, estas semanas he- ningún beneficio econó- VIDEOJUEGOS, CULTURA Y SOCIEDAD mos retomado, con éxito, mico con Presura, voso- la actividad en la web. tros, como decía La Cabra Nuestras redes sociales Mecánica, sois nuestra siguen creciendo y todo única riqueza. Sin más, esto es gracias a voso- disfrutad de nuestra ma- tros. Una revista como yoría de edad. Bienveni- Presura, tan ceñida a un dos de nuevo a Presura. ALBERTO VENEGAS RAMOS. Profesor de Histo- al Shams o Témpora Ma- ria en la educación se- gazine y estudiante del cundaria, estudiante de máster Estudios Árabes Antropología Social e e Islámicos Contempo- PRESENTACIÓN investigador en temas ráneos de la Universidad relacionados con la iden- Autónoma de Madrid. tidad en el mundo islá- Colabor de medios como mico además de redactor FS Gamer, CTXT, eldiaro. MÚSICA Y VIDEOJUEGOS. en páginas como Baab es o Akihabara Blues. [email protected] NÚMERO XVII. @albertoxvenegas ATRAVESANDO LA BRECHA VIRTUAL: MÚSICA, VIDEOJUEGOS Y REALIDAD AUMENTADA DE ROBERTO CARLOS FERNÁNDEZ CONTENIDOS: SÁNCHEZ. PÁGINA 16 TRIBUNA - PÁGINA 10 LA MÚSICA Y EL VIDEOJUEGO ABSOLUTO, DE ÍKER GARCÍA ROSO. -
In the Archives Here As .PDF File
Biting the Hand 6/12/01 Jessica M. Mulligan Page 1 Biting the Hand: A Compilation of the Columns to Date Copyright 1999 by Jessica M. Mulligan Table of Contents 1 YEAR 1999 COLUMNS ...................................................................................................2 1.1 WELCOME TO MY WORLD; NOW BITE ME....................................................................2 1.2 NASTY, INCONVENIENT QUESTIONS, PART DEUX...........................................................5 1.3 PRESSING THE FLESH II: THE INTERACTIVE SEQUEL.......................................................8 1.4 MORE BUGS: A CASUALTY OF THE XMAS RUSH?.........................................................10 1.5 IN THE BIZ..................................................................................................................13 1.6 JACK AND THE BEANCOUNTER....................................................................................15 1.7 COLOR ME BONEHEADED ............................................................................................19 1.8 AH, SWEET MYSTERY OF LIFE ................................................................................22 1.9 THE CONFERENCE FORMERLY KNOWN AS THE COMPUTER GAME DEVELOPER’S CONFERENCE .........................................................................................................................24 1.10 THIS FRAGGED CORPSE BROUGHT TO YOU BY ...........................................................27 1.11 OH, NO! I FORGOT TO HAVE CHILDREN!....................................................................29 -
20년 간의 변천사: Scott Miller와 3D Realms (20 Years of Evolution
※ 본 아티클은 CMP MEDIA LLC와의 라이선스 계약에 의해 국문으로 제공됩 니다 20년 간의 변천사: Scott Miller와 3D Realms (20 Years Of Evolution Scott Miller And 3D) Benj Edwards 2009. 8. 21 http://www.gamasutra.com/view/feature/4169/kill_polygon_kill_violence_.php Scott Miller 는 PC 게임 업계의 역사에서 당대에 제대로 평가 받지 못한 인물이다. 그의 소프트웨어 출판에 대한 혁신적인 아이디어로 인해 셰어웨어 PC 게임 비즈니스가 장래성 없는 일에서 높은 수익을 올릴 수 있는 사업을 급격히 전환되었다. 이러한 와중에 그의 회사는 해당 분야에서 다양한 개혁을 추진했다. Scott Miller 는 아직까지 PC 게임의 선조 중의 하나로 거론되고 있지는 않으나 일반 대중들 사이에서는 가장 인기 있는 인물로 자리매김하고 있다. 1980 년 초반 새로운 부류의 게임 제작자가 등장했다. 그들은 제품을 셰어웨어로 무료로 유통시키며 전체 게임의 복사를 허용하고 그 대신 플레이 한 게임이 마음에 드는 경우 비용을 지불하도록 했다. 유감스럽게도, 이러한 용기 있는 제작자를 위하여 게임료를 지불하는 사람은 거의 없었다. Miller 는 이 시스템의 주요 결함을 발견했고 그의 셰어웨어 회사명에 따라 이름을 붙인 "Apogee Model"을 만들었다(게임을 다양한 부분으로 나눔). Apogee 는 각 게임의 첫 번째 에피소드를 무료 데모버전으로 배포하였으며, 게임이 마음에 드는 경우 회사에서 추가적으로 에피소드를 구입할 수 있도록 했다. 이 모델은 상당히 성공적인 것으로 입증되었고 Epic MegaGames(현재 Epic Games로 개칭)와 같은 유통업체는 이 모델을 자체 비즈니스에 적용하기 시작했다(자세한 내용은 Epic 설립자인 Tim Sweeney와의 초기 인터뷰에 나와 있음). 밀러는 인터넷이 주류를 이루기 전 디지털 유통 방식을 활용하여 성공적으로 게임을 배포하게 되었다. 일단 Miller 가 게임을 배포하면 Apogee 타이틀은 열광적인 팬이나 다름 없는 플레이어들의 성원에 힘입어 CompuServe 등의 온라인 서비스와 BBS 를 통해 바이러스처럼 급속히 퍼져 나갔다. 현재의 웹 중심 세계에서는 이러한 상황이 별로 대단해 보이지는 않겠지만 그 당시로서는 상당히 혁신적인 것이었다. -
MA Thesis NMDC
Shared Play with the Push of a Button: a Mixed-Method Analysis of Sony PlayStation 4’s Share-Platform Rens Lohmann Master Thesis Utrecht University Tutor: Dr. Ann-Sophie Lehmann Second Assessor: Dr. René Glas Submission date: September 22, 2014 [email protected] Keywords Video games, spectatorship, streaming, social, sharing, shared play, platform studies MA New Media & Digital Culture © 2014 Rens Lohmann. Personal and educational classroom use of this thesis is allowed, commercial use requires specific permission from the author. “It’s dangerous to go alone! Take this.” (The Legend of Zelda, 1986) ABSTRACT With the incorporation of the Share-button and its underlying platform on the PlayStation 4, Sony has decided to bring social connectivity and the sharing of gameplay to the masses. Video game play streaming and sharing have their roots in early user-generated content, performing, and spectating practices. Examples from the nineties are machinima, speedrunning, and online multiplayer gaming in that period. Users with a high level of technical proficiency created content that was creative, subversive, and initiated new forms of interactions between players and spectators. The creation of user-generated content came under stricter corporate control when it was integrated as a part of well-designed and well- marketed video game platforms. While the construction of this material became more accessible to general players, creativity and subversiveness became more limited. Sony PlayStation 4’s Share-button can be seen as a culmination of this development. As a form of controlled participation, the button and its proprietary platform facilitate remarkably quick production of this content with a limited toolset of creative possibilities. -
Esports): El Espectáculo De Las Competiciones De Videojuegos
UNIVERSIDAD COMPLUTENSE DE MADRID FACULTAD DE CIENCIAS DE LA INFORMACIÓN TESIS DOCTORAL Los deportes electrónicos (esports): el espectáculo de las competiciones de videojuegos MEMORIA PARA OPTAR AL GRADO DE DOCTOR PRESENTADA POR Marcos Antón Roncero Director Francisco García García . Madrid Ed. electrónica 2019 © Marcos Antón Roncero, 2018 FACULTAD DE CIENCIAS DE LA INFORMACIÓN DEPARTAMENTO DE TEORÍAS Y ANÁLISIS DE LA COMUNICACIÓN DOCTORADO EN COMUNICACIÓN AUDIOVISUAL, PUBLICIDAD Y RELACIONES PÚBLICAS LOS DEPORTES ELECTRÓNICOS (ESPORTS) El espectáculo en las competiciones de videojuegos TESIS DOCTORAL PRESENTADA POR: D. Marcos Antón Roncero DIRECTOR: D. Francisco García García MADRID, 2018 Todas las imágenes y textos con copyright referenciados en el presente trabajo han sido utilizados bajo el derecho de cita, regulado en el artículo 32 del Texto refundido que recoge la Ley de la Propiedad Intelectual (TRLPI) según se recoge en el Decreto Legislativo 1/1996, de 12 de abril. AGRADECIMIENTOS Estamos demasiado acostumbrados a leer agradecimientos, incluso a escribirlos, pero pocas veces se agradece de palabra y de corazón, mirando a los ojos. Que esta página sea una mirada a los ojos para quienes aparecen en ella, pues muchos están lejos y a otros no les agradezco lo suficiente su paciencia, experiencia y visión del mundo, cualidades que me han hecho crecer y madurar para convertirme en quien soy ahora y llevarme a realizar el trabajo que aquí se presenta. Gracias a mis padres por darme los medios y la voluntad para seguir un camino que ellos no tuvieron la opción de elegir. De ellos son todos los logros conseguidos (con y sin títulos de por medio).