Keogh, Brendan. "Between Aliens, Hackers and Birds: Non-Casual Mobile Games and Casual Game Design." Social, Casual and Mobile Games: the Changing Gaming Landscape
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Casual Resistance: a Longitudinal Case Study of Video Gaming's Gendered
Running Head: CASUAL RESISTANCE Casual resistance: A longitudinal case study of video gaming’s gendered construction and related audience perceptions Amanda C. Cote This is an Accepted Manuscript of an article published by Oxford Academic in Journal of Communication on August 4, 2020, available online: https://doi.org/10.1093/joc/jqaa028 . Abstract: Many media are associated with masculinity or femininity and male or female audiences, which links them to broader power structures around gender. Media scholars thus must understand how gendered constructions develop and change, and what they mean for audiences. This article addresses these questions through longitudinal, in-depth interviews with female video gamers (2012-2018), conducted as the rise of casual video games potentially started redefining gaming’s historical masculinization. Analysis shows that participants have negotiated relationships with casualness. While many celebrate casual games’ potential for welcoming new audiences, others resist casual’s influence to safeguard their self-identification as gamers. These results highlight how a medium’s gendered construction may not be salient to consumers, who carefully navigate divides between their own and industrially-designed identities, but can simultaneously reaffirm existing power structures. Further, how participants’ views change over time emphasizes communication’s ongoing need for longitudinal audience studies that address questions of media, identity, and inclusion. Keywords: Video games, gender, game studies, feminist media studies, hegemony, casual games, in-depth interviews, longitudinal audience studies CASUAL RESISTANCE 2 Casual resistance: A longitudinal case study of video gaming’s gendered construction and related audience perceptions From comic books to soap operas, many media are gendered, associated with masculinity or femininity and with male or female audiences. -
A Casual Game Benjamin Peake Worcester Polytechnic Institute
Worcester Polytechnic Institute Digital WPI Major Qualifying Projects (All Years) Major Qualifying Projects April 2016 Storybook - A Casual Game Benjamin Peake Worcester Polytechnic Institute Connor Geoffrey Porell Worcester Polytechnic Institute Nathaniel Michael Bryant Worcester Polytechnic Institute William Emory Blackstone Worcester Polytechnic Institute Follow this and additional works at: https://digitalcommons.wpi.edu/mqp-all Repository Citation Peake, B., Porell, C. G., Bryant, N. M., & Blackstone, W. E. (2016). Storybook - A Casual Game. Retrieved from https://digitalcommons.wpi.edu/mqp-all/2848 This Unrestricted is brought to you for free and open access by the Major Qualifying Projects at Digital WPI. It has been accepted for inclusion in Major Qualifying Projects (All Years) by an authorized administrator of Digital WPI. For more information, please contact [email protected]. Storybook - A Casual Game Emory Blackstone, Nathan Bryant, Benny Peake, Connor Porell April 27, 2016 A Major Qualifying Project Report: submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science by Emory Blackstone Nathan Bryant Benny Peake Connor Porell Date: April 2016 Approved: Professor David Finkel, Advisor Professor Britton Snyder, Co-Advisor This report represents the work of one or more WPI undergraduate students. Submitted to the faculty as evidence of completion of a degree requirement. WPI routinely publishes these reports on its web site without editorial -
What Is Casual Gaming?
CHAPTER ONE What Is Casual Gaming? Over the past several years, the term “ casual game ” has been bandied about quite a bit. It gets used to describe so many different types of games that the definition has become rather blurred. But if we look at all of the ways that “ casual ” gets used, we can begin to tease out common elements that inform the design of these games: ● Rules and goals must be clear. ● Players need to be able to quickly reach proficiency. ● Casual game play adapts to a player’s life and schedule. ● Game concepts borrow familiar content and themes from life. While all game design should take these issues into account, these elements are of particular importance if you want to reach a broad audience beyond traditional gamers. This book will look at elements that a wide array of casual games share and draw out common lessons for approaching game design. Hopefully it will be of use not just to casual game designers, but to all game designers and even general experience designers as well. Everywhere you look these days, you see impact of casual games. More than 200 million people play casual games on the Internet, according to the Casual Games Association. This audience generated revenues in excess of $2.25 billion in 2007. 1 This may seem meager compared to the $41 billion posted by the entire game indus- try worldwide,2 but casual games currently rank as one of the fastest growing sec- tors of the game industry. As growth in the rest of the industry stagnated, the casual downloadable market barreled ahead. -
Fighting Games, Performativity, and Social Game Play a Dissertation
The Art of War: Fighting Games, Performativity, and Social Game Play A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Todd L. Harper November 2010 © 2010 Todd L. Harper. All Rights Reserved. This dissertation titled The Art of War: Fighting Games, Performativity, and Social Game Play by TODD L. HARPER has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Mia L. Consalvo Associate Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT HARPER, TODD L., Ph.D., November 2010, Mass Communications The Art of War: Fighting Games, Performativity, and Social Game Play (244 pp.) Director of Dissertation: Mia L. Consalvo This dissertation draws on feminist theory – specifically, performance and performativity – to explore how digital game players construct the game experience and social play. Scholarship in game studies has established the formal aspects of a game as being a combination of its rules and the fiction or narrative that contextualizes those rules. The question remains, how do the ways people play games influence what makes up a game, and how those players understand themselves as players and as social actors through the gaming experience? Taking a qualitative approach, this study explored players of fighting games: competitive games of one-on-one combat. Specifically, it combined observations at the Evolution fighting game tournament in July, 2009 and in-depth interviews with fighting game enthusiasts. In addition, three groups of college students with varying histories and experiences with games were observed playing both competitive and cooperative games together. -
Vietnam's Hit Game Developer Pulls Plug on Flappy Bird (Update) 10 February 2014, by Cat Barton
Vietnam's hit game developer pulls plug on Flappy Bird (Update) 10 February 2014, by Cat Barton "It is not anything related to legal issues. I just cannot keep it anymore," Dong tweeted from his @dongatory handle—which has seen its follower count grow by tens of thousands in the last few days. Flappy Bird features 2D retro-style graphics. The aim of the game is to direct a flying bird between oncoming sets of pipes without touching them. Dong has said in interviews that his brainchild was pulling in as much as $50,000 per day in revenue from online advertising banners. Nguyen Ha Dong, creator of the game Flappy Bird, is pictured in Hanoi on February 5, 2014 The Vietnamese developer behind the smash-hit free game Flappy Bird has pulled his creation from online stores after announcing that its runaway success had ruined his "simple life". Technology experts say the addictive and notoriously difficult game rose from obscurity at its release last May to become one of the most downloaded free mobile games on Apple's App Store and Google's Play store. Online commentators have speculated that Nguyen Ha Dong took down Flappy Bird after being pressured by "'Flappy Bird' is a success of mine. But it also ruins Japan's Nintendo my simple life. So now I hate it," the game's creator Nguyen Ha Dong tweeted. "I am sorry 'Flappy Bird' users, 22 hours from now, The free game has been the number one app in I will take 'Flappy Bird' down. I cannot take this Apple's iOS App Store in more than 100 countries, anymore," he wrote Saturday in a message that according to An Minh Do, editor at the Tech in Asia had been retweeted nearly 140,000 times by online media company. -
Data-Dating-Galeriecharlot-F6kb87.Pdf
Curator Valentina Peri Data Dating 18.05 - 25.07.2018 Galerie Charlot 47, rue Charlot 75003 Paris, France Curator Valentina Peri Production Valérie Hasson-Benillouche Galerie Charlot - Paris/Tel Aviv galeriecharlot.com Graphic design Valentina Peri Rayane Ferrahi Editor Galerie Charlot Editions Data Dating What does it mean to love in the Internet age? How are digital interfaces reshaping our personal relationships? What do new technologies imply for the future of the romantic sphere? How do screens affect our sexual intimacy? Are the new means of connection shifting the old paradigms of adult life? The advent of the Internet and smartphones has brought about a split in the romantic lives of millions of people, who now inhabit both the real world and their very own “phone world”. In terms of romance and sexual intimacy these phenomena have generated new complexities that we are still trying to figure out. By bringing together the work of several international artists, the exhibition Data Dating attempts to explore new directions in modern romance: new forms of intimate communication, the process of commodification of love through online dating services and hookup applications, unprecedented meeting and mating behaviors, the renegotiation of sexual identities, and changing erotic mores and taboos. Over the past century, the history of dating practices has shown that the acquisition of new freedoms is often accompanied by suspicions and stereotypes: what appears disturbing to one generation often ends up being acceptable for the next. From the early computers algorithms of the 1960s, to the video cameras of the 1970s, the bulletin board systems of the 1980s, the Internet of the 1990s, and the smartphones of the last decade, every new format of electronically mediated matching has faced a stigma of some kind. -
“Hardcore” Video Game Culture Joseph A
Proceedings of the New York State Communication Association Volume 2013 Proceedings of the 71st New York State Article 7 Communication Association 2014 The aH rdcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture Joseph A. Loporcaro St. John Fisher College, [email protected] Christopher R. Ortega [email protected] Michael J. Egnoto [email protected] Follow this and additional works at: http://docs.rwu.edu/nyscaproceedings Part of the Mass Communication Commons Recommended Citation Loporcaro, Joseph A.; Ortega, Christopher R.; and Egnoto, Michael J. (2014) "The aH rdcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture," Proceedings of the New York State Communication Association: Vol. 2013, Article 7. Available at: http://docs.rwu.edu/nyscaproceedings/vol2013/iss2013/7 This Conference Paper is brought to you for free and open access by the Journals at DOCS@RWU. It has been accepted for inclusion in Proceedings of the New York State Communication Association by an authorized administrator of DOCS@RWU. For more information, please contact [email protected]. Loporcaro et al.: The Hardcore Scorecard The Hardcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture Joseph A. Loporcaro, Christopher R. Ortega, Michael J. Egnoto St. John Fisher College __________________________________________________________________ The goal of the current study is to further conceptualize and define the term “hardcore” as it relates to video game culture. Past research indicates that members of cultural subdivisions favor their own group versus others due to perceived commonalities (Durkheim, 1915; Tajfel, 1970). In gaming culture, the subdivisions of “hardcore” and “casual” games/gamers have become especially salient in recent years. -
Full Game Development
CREATIVE AGENCY PRESENTATION FULL GAME DEVELOPMENT June 2021 CREATIVE AGENCY PRESENTATION PROUD TO WORK WITH STRICTLY CONFIDENTIAL CREATIVE AGENCY PRESENTATION EXTENSIVE IP EXPERIENCE We carefully study the IP's history and lore and follow every small detail to avoid costly mistakes. We create new content in precisely defined limitations and work closely with IP holders for timely approvals. STRICTLY CONFIDENTIAL CREATIVE AGENCY PRESENTATION TECHNOLOGY FOCUS EXPERTISE Our experience with Unity along with certification from Playstation to Xbox, Nintendo and Apple Arcade allow us to provide powerful solutions for our customers. Focus: Mobile & cross-platform development / C# Platforms: Mobile / Switch / Cloud CREATIVE AGENCY PRESENTATION CREATIVE APPROACH CORNERSTONES Game Design Expertise Align creative vision with your business goals with thought-through game design, game economy design, and level design for optimal pacing and enjoyment. And we have experts in all three areas. GAME IDEA & UNIQUE MECHANICS SEARCHING Producer's Vision During the vision formation & pre-production phase we test We strive to deliver an exceptional gaming experience: our game’s market fit to avoid mistakes during development, producer keeps a hand on pulse to see that the game’s get a full grasp on the scope of the project, foresee the catchy, or funny, or scary just as you wanted it, and works super fast. complications and liabilities of the game. Art Direction How to stand out on the market, or how to make all the details look consistent? How colors influence the mood of a player? You guessed it: our art director will be responsible that your game not only looks good, but feels right. -
Foundations for Music-Based Games
Die approbierte Originalversion dieser Diplom-/Masterarbeit ist an der Hauptbibliothek der Technischen Universität Wien aufgestellt (http://www.ub.tuwien.ac.at). The approved original version of this diploma or master thesis is available at the main library of the Vienna University of Technology (http://www.ub.tuwien.ac.at/englweb/). MASTERARBEIT Foundations for Music-Based Games Ausgeführt am Institut für Gestaltungs- und Wirkungsforschung der Technischen Universität Wien unter der Anleitung von Ao.Univ.Prof. Dipl.-Ing. Dr.techn. Peter Purgathofer und Univ.Ass. Dipl.-Ing. Dr.techn. Martin Pichlmair durch Marc-Oliver Marschner Arndtstrasse 60/5a, A-1120 WIEN 01.02.2008 Abstract The goal of this document is to establish a foundation for the creation of music-based computer and video games. The first part is intended to give an overview of sound in video and computer games. It starts with a summary of the history of game sound, beginning with the arguably first documented game, Tennis for Two, and leading up to current developments in the field. Next I present a short introduction to audio, including descriptions of the basic properties of sound waves, as well as of the special characteristics of digital audio. I continue with a presentation of the possibilities of storing digital audio and a summary of the methods used to play back sound with an emphasis on the recreation of realistic environments and the positioning of sound sources in three dimensional space. The chapter is concluded with an overview of possible categorizations of game audio including a method to differentiate between music-based games. -
Flapga Mario∗ Implementing a Simple Video Game on Basys 3 FPGA Board
FlaPGA Mario∗ Implementing a simple video game on Basys 3 FPGA board Liu Haohua June, 2018 Contents 1 Introduction 2 1.1 Background . .2 1.2 Drawing the blueprint . .2 1.3 System architecture . .3 2 Fundamentals 4 2.1 VGA Module . .4 2.1.1 Basys 3 VGA port specs . .4 2.1.2 VGA Timing . .4 2.2 ROMs . .6 2.2.1 Accessing the pixels . .6 2.2.2 Writing data to the board . .6 2.3 RAMs . .6 3 Graphics Engine 7 3.1 Displaying images . .7 3.2 Sprites . .7 3.3 Background Engine . .7 3.4 Object Engine . .8 3.5 Layers blending . .8 4 Audio Engine 8 4.1 Sine wave generator . .8 4.2 Music data . 10 5 Game Logic 11 5.1 Mario . 11 5.2 Pipes and coins . 11 5.2.1 Pipes and coin generation . 11 5.3 Collision detection . 12 5.4 Scrolling . 12 5.4.1 Split scrolling . 12 5.4.2 Parallax scrolling effect . 13 ∗The full code can be obtained at https://github.com/howardlau1999/flapga-mario 1 5.5 Data writing arrangement . 13 5.6 Game status . 14 6 Conclusion 14 6.1 Screenshots . 14 6.2 My feelings . 15 6.3 Possible improvements . 15 7 References 16 8 Acknowledgement 16 9 Appendix 16 9.1 Resources convertion . 16 9.1.1 Image data convertion . 16 9.1.2 Music data convertion . 16 1 Introduction 1.1 Background Early in my childhood had I the first contact with video game consoles and I have been long fascinated by the virtual world that games create. -
Intersomatic Awareness in Game Design
The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking. -
Flapping Genius! : the Ultimate Flappy Birds Trivia Challenge Pdf, Epub, Ebook
FLAPPING GENIUS! : THE ULTIMATE FLAPPY BIRDS TRIVIA CHALLENGE PDF, EPUB, EBOOK MR James Moore | 26 pages | 25 Nov 2014 | Createspace Independent Publishing Platform | 9781503332591 | English | none Flapping Genius! : The Ultimate Flappy Birds Trivia Challenge PDF Book Reasons to play this reactions-based arcade game: Nostalgic fans of 80s arcade games like Pong and Atari Breakout should appreciate the classic 80s gameplay with a fun twist for added excitement. Squareman 3. Newer Super Mario Bros. We suggest giving players lots of useful new games and lessons that you can draw from them. Higurashi no Naku Koro ni. If two player mode is activated, good teamwork is essential as you and your partner must work in tandem to defeat enemies! Click or hold down the screen to start shooting when you are an assassin and turn back when you are king. Not just in its sound but in his writing as well. Reasons to play this virtual bowling skill game: Whether you like to bowl in real life or just would like a taste of the indoor action, this cool and realistic version should whet your appetite to see some pins fall! Show off your sniping ability in this epic edition of the Sni[p]r series. Squareman 2. A steady hand, deft wrist and solid mouse control are also important for the smooth bowling action required to score strikes and spares at will. Metal Gear Solid: Peace Walker. MapleStory DS. Haunted Castle. Space Defenders. It is a scarce commodity, and requires a lot of skill to play well. Can you complete the training? Beat all the Robots and defend the earth! Nintendo 3DS Music.