Niantic Teams with AT&T and Simon to Bring the Magic of Harry Potter
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Pokemon Go – Fact Sheet
GCSE Media Studies – Set Product Fact Sheet Pokémon Go GCSE Media Studies – Set Product Fact Sheet Pokémon Go Component 1: Exploring Media and convergence: Industries and Audiences • For an industry to survive over forty years, it has to constantly evolve and serve the needs Focus Areas: of its audiences. The video games industry Media Industries has done just that. By 2010, virtual reality and Audiences augmented reality were emerging as major Media Contexts drivers for game hardware and gameplay development. There was also a huge rise in PRODUCT CONTEXT casual gaming through mobile devices. • Produced by Niantic and in collaboration with • In 2016, the mobile gaming market was Nintendo, Pokémon Go is an augmented reality estimated to have taken $38 billion in revenue. video game for iOS and Android devices. This is where Pokémon Go stepped in. • Using the same technology as Google Maps, Pokémon Go relies on players’ GPS to allow Consider the Pokémon franchise: them to locate, capture, battle and train virtual • Pokémon is a media franchise that started in creatures called Pokémon in the real world. 1995 and the trademark is owned by Nintendo. • Pokémon Go had an extended launch, • The franchise began as a pair of video games being released in Australia, New Zealand for the Gameboy yet now spans video games, and the United States first on July 6th trading card games, animated TV shows 2016, and then in other countries (e.g. and movies, comics, books and toys. South Korea in January 2017). • It is the second best-selling video game • The game is free to download and play but franchise behind Mario and is one of the there is the possibility to spend real money highest grossing media franchises of all time. -
A Player Engagement Model for an Augmented Reality Game: a Case of Pokémon Go
A player engagement model for an augmented reality game: a case of Pokémon Go Author Pyae, Aung, Potter, Leigh Ellen Published 2016 Conference Title PROCEEDINGS OF THE 28TH AUSTRALIAN COMPUTER-HUMAN INTERACTION CONFERENCE (OZCHI 2016) Version Accepted Manuscript (AM) DOI https://doi.org/10.1145/3010915.3010960 Copyright Statement © ACM, 2016. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the 28th Australian Conference on Computer-Human Interaction, ISBN: 978-1-4503-4618-4, DOI: 10.1145/3010915.3010960. Downloaded from http://hdl.handle.net/10072/124170 Griffith Research Online https://research-repository.griffith.edu.au © ACM, 2016. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the 28th Australian Conference on Computer- Human Interaction, ISBN: 978-1-4503-4618-4, DOI: 10.1145/3010915.3010960. A Player Engagement Model for an Augmented Reality Game: A Case of Pokémon Go Aung Pyae Leigh Ellen Potter Griffith University Griffith University 170 Kessels Rd, Nathan, QLD, Australia 170 Kessels Rd, Nathan, QLD, Australia [email protected] [email protected] ABSTRACT game industry (Molla and Lepetit, 2010). There are a In this paper, we discuss players’ engagement in playing number of well-received commercial AR games such as Augmented Reality (AR) games. We present four Niantic’s Ingress, Zombies, Run!, Microsoft HoloLens concepts in playing AR games including: ‘Player’, ‘Play’, games, and Nintendo’s 3DS games. -
Player Traits and Gratifications of Casual and Hardcore Players of Pokémon GO, Harry Potter: Wizards Unite, and Ingress
Player Traits and Gratifications of Casual and Hardcore Players of Pokémon GO, Harry Potter: Wizards Unite, and Ingress JOHN DUNHAM, Niantic x RIT Geo Games and Media Research Lab, Rochester Institute of Technology, USA KONSTANTINOS PAPANGELIS, Niantic x RIT Geo Games and Media Research Lab, Rochester Institute of Technology, USA NICOLAS LALONE, University of Nebraska Omaha, USA YIHONG WANG, University of Liverpool, UK Location-based games (LBG) impose virtual spaces on top of physical locations. Studies have explored LBG from various perspectives. However, a comprehensive study of who these players are, their traits, their gratifications, and the links between them is conspicuously absent from the literature. In this paper, weaim to address this lacuna through a series of surveys with 2390 active LBG players utilizing Tondello’s Player Traits Model and Scale of Game playing Preferences, and Hamari’s scale of LBG gratifications. Our findings (1) illustrate an association between player satisfaction and social aspects of the studied games, (2) explicate how the core-loops of the studied games impact the expressed gratifications and the affine traits of players, and (3) indicate a strong distinction between hardcore and casual players based on both traits and gratifications. Overall our findings shed light into the players of LBG, their traits, and gratifications they derive fromplaying LBGs. CCS Concepts: • Human-centered computing ! Human computer interaction (HCI); Collaborative and social computing. Additional Key Words and Phrases: Location-based Games, Player Traits, Gratifications, Pokémon GO, Harry Potter: Wizards Unite, Ingress ACM Reference Format: John Dunham, Konstantinos Papangelis, Nicolas LaLone, and Yihong Wang. 2018. Player Traits and Gratifica- tions of Casual and Hardcore Players of Pokémon GO, Harry Potter: Wizards Unite, and Ingress. -
Disruptive Behaviors Within Ingress. (Under the Direction of Dr
ABSTRACT HUNZAKER, MICHELLE ASHLEY. Intent or Misinterpretation? Disruptive Behaviors within Ingress. (Under the direction of Dr. Nick Taylor). Disruptive behaviors, such as trolling, have eluded definition across multiple platforms. Adding another case study and new platform to the list of past scholar definitions, this study does not define what disruptive behavior looks like in location-based mobile games (LBMG), but looks at how a community within the LBMG, Ingress, views and manages disruptive behaviors. Through the combined use of multi-cited ethnography and connective ethnography, three themes came from 11 participant interviews (8 male and 3 female) with examples from interviews and observations of public, in-game communications panes and private community messaging channels and forums and suggestions of how to manage these behaviors are noted. Additionally, suggestions are offered about how to perform future ethnographic work within hybrid spaces such as LBMGs and augment reality games (ARG). © Copyright 2016 Michelle Ashley Hunzaker All Rights Reserved Intent or Misinterpretation? Disruptive Behaviors within Ingress by Michelle Ashley Hunzaker A thesis submitted to the Graduate Faculty of North Carolina State University in partial fulfillment of the requirements for the degree of Masters of Science Communications Raleigh, North Carolina 2016 APPROVED BY: ________________________________ ________________________________ Dr. Adriana de Souza e Silva Dr. Steve Wiley ________________________________ Dr. Nicholas Taylor BIOGRAPHY Michelle Hunzaker is a second year graduate student at North Carolina State University completing the thesis track of the Masters of Science in Communications program. She attended undergraduate at Fairleigh Dickinson University for a Bachelors of Arts in Broadcast Communications accompanied by a minor in Information Technology as well as competed as a student-athlete on the school’s NCAA Division I Bowling Team all years of attendance. -
Your Wizarding World Journey Starts Here
YOUR WIZARDING WORLD JOURNEY STARTS HERE. Step into the excitement of some of Harry Potter's greatest adventures and enter two magical lands: Hogsmeade™ in Universal's Islands of Adventure and Diagon Alley™ in Universal Studios Florida. THE WIZARDING WORLD OF HARRY POTTER™ ^ EXCLUSIVE VACATION PACKAGE BUNDLE UP $ TO per person, per night, based on a & SAVE VACATION PACKAGE $ family of four with a 5-night stay, 200 STARTING FROM 119 limited availability. when you book a 2-Night or longer • 5-Night Hotel Accommodations • Special Themed Keepsake Box§ hotel stay with 2-Park or 3-Park Tickets. • 2-Park 5-Day Park-to-Park Ticket1 • Breakfast at the Leaky Cauldron™ and Three Broomsticks™ • $75 Bundle & Save^ Discount (one per person at each location) ^Savings based on 7-night stay. Restrictions apply. • Early Park Admission2 • Shutterbutton’s™ Photography Studio Session8 Denise & Matthew Moore, Dream Vacations (228) 207-4342 | [email protected] BEFORE VISITING UNIVERSAL ORLANDO, REVIEW THE SAFETY GUIDELINES AT WWW.UNIVERSALORLANDO.COM/SAFETYINFO WIZARDING WORLD and all related trademarks, characters, names, and indicia are © & ™ Warner Bros. Entertainment Inc. Publishing Rights © JKR. (s21) All prices, package inclusions & options are subject to availability and to change without notice and additional restrictions may apply. Errors will be corrected where discovered, and Universal Orlando and Universal Parks & Resorts Vacations reserve the right to revoke any stated offer and to correct any errors, inaccuracies or omissions, whether such error is on a website or any print or other advertisement relating to these products and services. ^Bundle and Save offer discount only applies to Universal Orlando vacation packages purchased on Universal Parks & Resorts Vacations websites (UniversalOrlando.com, UniversalOrlandoVacations.com, VAXVacationAccess.com/UPRV), the Universal Orlando Guest Contact Center or through travel agencies registered to sell vacation packages with Universal Parks & Resorts Vacations. -
Wizarding Hierarchy
English University of Iceland School of Humanities English Wizarding Hierarchy A Portrayal of Discrimination and Prejudice in J.K. Rowling’s Harry Potter novels B.A. Thesis Sigríður Eva Þorsteinsdóttir Kt.: 020696-3549 Supervisor: Valgerður Guðrún Bjarkadóttir May 2018 Abstract This paper explores how the Harry Potter novels by J.K. Rowling touches on the subject of discrimination and general prejudice against minority groups throughout the history of mankind. Though there are many minority groups in the novels, only a few will be discussed. Each of them will be compared to minority groups that faces prejudice in the real world. The paper further examines the effect discrimination has on the wizarding world and the struggle that wizards have to face to break from old habits, such as the enslavement of house-elves and their ongoing quarrels with goblins and other non-human creatures. The history of these feuds will be discussed as well as possible ways of mending the relationship between wizards and the minority groups. Oppression and abuse towards these minority groups are parts of the daily life of wizards and has been for centuries. Likewise, there will a focus on the prejudice werewolves face and how they mirror HIV infected people. In order to compare werewolves and people with HIV, a series of articles and studies on attitude towards diseases such as HIV/AIDS will be analyzed. The paper will also include a discussion about a few characters from the series that in some way are connected to minority groups: Hermione Granger, Harry Potter, Ron Weasley, Dolores Umbridge, Lord Voldemort, Dobby the house- elf, and lastly the werewolf Remus Lupin. -
Steve Peters Resume
STEVE PETERS Immersive Experience Designer | Creative Director | Consultant # (818) 422-4898 _ [email protected] > stevepeters.org + Culver City, CA SUMMARY LIFE PHILOSOPHY Emmy-winning Immersive Experience Designer, Creative "If you're really smart, you'll hide a Director, Audio Producer/Director, Storyteller and Game/Puzzle puzzle in your resume!" Designer, with extensive experience in leading creative teams, Alan Turing game design, AR/VR, location-based games, theme park installations, escape rooms, podcast production, Alternate RECENT CLIENTS Reality Games, buzz and viral marketing techniques, production, and physical installations/events. Amazon Studios With a phenomenology-based, user-first philosophy in creative Walt Disney Imagineering R&D direction and experience design, my goal is for the user experience to transcend all aspects of a project’s design and Paramount Pictures execution. Because if it's not fun, then what's the point? Niantic JOB HISTORY Google Co-Founder/Chief Creative Ocer Legendary Entertainment No Mimes Media ~ 2009 - Present + Los Angeles, CA Bank of America/Merrill Lynch Asia Immersive Media Company - Creatively oversee and design all of the immersive experiences for No The GO Game Mimes Media clients. Lone Shark Games Lead Experience Designer Niantic Labs at Google ~ 2015 - 2015 + Venice, CA LANGUAGES The Makers of Pokemon Go, Niantic leads the industry in location-based gaming. - Led a team of immersive and game designers in creating content, video, English Native mobile app integration, narrative design elements, puzzles and live player events for the ARG Endgame: Ancient Truth. Japanese Intermediate - Worked alongside the Ingress team, helping to develop content and live- event gameplay. IN MY WHEELHOUSE VP of Experience Design Fourth Wall Studios ~ 2011 - 2014 + Culver City, CA TV Theme Songs Interactive Video platform and content production - Taking a short leave from No Mimes Media, was Executive in charge of Fourth Wall Studios’ Experience Design team. -
An Exploration of JK Rowling's Social and Political Agenda in the Harry
Vollmer UW-L Journal of Undergraduate Research X (2007) Harry’s World: An Exploration of J.K. Rowling’s Social and Political Agenda in the Harry Potter Series Erin Vollmer Faculty Sponsor: Richard Gappa, Department of English ABSTRACT Over the years, the Harry Potter series by J.K. Rowling has grown in popularity, becoming one of the most read and most criticized pieces of children’s literature to date. Interestingly, the series has not only gained popularity with children, but also their adult counterparts. As a result of its adult success, Harry Potter has attracted more and more scholars to pursue serious literary analysis, most frequently exploring themes such as death and religion. However, the focus of this research is on the intertextual parallels of the numerous hierarchical structures found in the Harry Potter series, examining how these hierarchies develop the social and racial themes in the story and vice versa. A further purpose is to determine if there is a correlation between the power structures found in the series and our own, drawing on secondary criticisms and theory for support. Above all, although the series should not be reduced to “this versus that,” there is sufficient evidence to argue that a conflict of materialistic versus altruistic values is at work in the Harry Potter series. Therefore, the examination of race, hierarchy, and power assists in the recognition of the social and political systems at work in the series. Keywords: J.K. Rowling, Hierarchy, Materialism INTRODUCTION When a skinny boy with black hair, green eyes, and a telltale scar appeared on the scene in 1997, nobody could have predicted the significant impact this seemingly insignificant boy would have on the world. -
Harry Potter and the Philosopher's Stone the First in the Wonderful Best
Harry Potter and the Philosopher’s Stone The first in the wonderful best-selling series of novels by writer J.K. Rowling comes ‘Harry Potter and the Philosopher’s Stone’. The journey is just beginning for Harry Potter (Daniel Radcliffe); as an eleven year old orphan who lives in the cupboard under the stairs of his aunt’s house, Harry has not had the best of lives up until this point. He is under-appreciated and frankly unwanted. Harry’s life is about to change; soon he’ll find that his parents we’re not killed in a car crash as he thought, but that they were murdered by a horrifying dark wizard. He will soon attend a wizarding school and learn much that he never thought possible; he will learn how to fly as well as play the sport of Quidditch. Harry’s life will never be the same again! Harry Potter and the Chamber of Secrets Harry Potter is a well-known name when it comes to the world of Wizardry, and he’s got a big reputation to live up to. His reputation, as well as his magical abilities, are about to be put to the test! A mysterious visitor named Dobby the House Elf appears at Harry’s house over the summer and warns Harry not to return to Hogwarts. Knowing his life will be in danger, Harry is determined that this warning holds no merit and returns to Hogwarts, but soon finds that perhaps he shouldn’t have. “The Chamber of Secrets Has Been Opened. -
The Making of Harry Potter
WARNER BROS. STUDIO TOUR LONDON THE MAKING OF HARRY POTTER Warner Bros. Studio Tour London – The Making of Harry Potter is a unique attraction offering visitors the ultimate opportunity to journey behind the scenes of Harry Potter and experience the magic that has gone into creating the most successful film series of all time. Visitors are able to step into the original Great Hall, first built for Harry Potter and the Philosopher’s Stone, experience green screen technology and marvel at the breath taking miniature scale model of Hogwarts castle. The attraction allows visitors the chance to see first hand the sheer scale and detail of the actual sets, costumes, animatronics, special effects and props that have been used in all eight of the Harry Potter films. In addition to the Great Hall, some of the most iconic sets featured in the attraction include Dumbledore’s office, Diagon Alley, the Ministry of Magic, number four Privet Drive, Gryffindor commonoom r and the Forbidden Forest. Sarah Roots, Vice President of Warner Bros. Studio Tour London, commented: “What makes the Tour so special is that everything on show has been used in the making of the Harry Potter film series. All the sets, props and costumes are authentic and show the incredible detail and craftsmanship that goes into film production. All the films were shot at Leavesden so it’s wonderful to have given the sets a permanent home here.” FOR FURTHER INFORMATION PLEASE CONTACT THE STUDIO TOUR’S PRESS OFFICE [email protected] FOR IMAGES AND OTHER GREAT CONTENT, PLEASE SIGN UP TO OUR ASSET LIBRARY www.wbsta.com TM & © 2020 Warner Bros. -
Law, Virtual Reality, and Augmented Reality
UNIVERSITY of PENNSYLVANIA LAW REVIEW Founded 1852 Formerly AMERICAN LAW REGISTER © 2018 University of Pennsylvania Law Review VOL. 166 APRIL 2018 NO. 5 ARTICLE LAW, VIRTUAL REALITY, AND AUGMENTED REALITY MARK A. LEMLEY† & EUGENE VOLOKH†† Virtual Reality (VR) and Augmented Reality (AR) are going to be big—not just for gaming but for work, for social life, and for evaluating and buying real-world products. Like many big technological advances, they will in some ways challenge legal doctrine. In this Article, we will speculate about some of these upcoming challenges, asking: † William H. Neukom Professor, Stanford Law School; partner, Durie Tangri LLP. Article © 2018 Mark A. Lemley & Eugene Volokh. †† Gary T. Schwartz Professor of Law, UCLA School of Law; academic affiliate, Mayer Brown LLP. Thanks to Sam Bray, Ryan Calo, Anupam Chander, Julie Cohen, Kristen Eichensehr, Nita Farahany, James Grimmelmann, Rose Hagan, Claire Hill, Chad Huston, Sarah Jeong, Bill McGeveran, Emily Murphy, Lisa Ouellette, Richard Re, Zahr Said, Rebecca Tushnet, Vladimir Volokh, and the participants at the UC Davis conference on Future-Proofing Law, the Stanford Law School conference on regulating disruption, the Internet Law Works in Progress Conference, and workshops at Stanford Law School, Duke Law School, the University of Minnesota Law School, and the University of Washington for comments on prior drafts; and to Tyler O’Brien and James Yoon for research assistance. (1051) 1052 University of Pennsylvania Law Review [Vol. 166: 1051 (1) How might the law treat “street crimes” in VR and AR—behavior such as disturbing the peace, indecent exposure, deliberately harmful visuals (such as strobe lighting used to provoke seizures in people with epilepsy), and “virtual groping”? Two key aspects of this, we will argue, are the Bangladesh problem (which will make criminal law very hard to practically enforce) and technologically enabled self-help (which will offer an attractive alternative protection to users, but also a further excuse for real-world police departments not to get involved). -
An Investigation of Theory of Mind and Empathy in the Harry Potter Series
University of Tennessee at Chattanooga UTC Scholar Student Research, Creative Works, and Honors Theses Publications 12-2017 Magically empathetic: an investigation of theory of mind and empathy in the Harry Potter series Lindsey M. Layman University of Tennessee at Chattanooga, [email protected] Follow this and additional works at: https://scholar.utc.edu/honors-theses Part of the Communication Commons Recommended Citation Layman, Lindsey M., "Magically empathetic: an investigation of theory of mind and empathy in the Harry Potter series" (2017). Honors Theses. This Theses is brought to you for free and open access by the Student Research, Creative Works, and Publications at UTC Scholar. It has been accepted for inclusion in Honors Theses by an authorized administrator of UTC Scholar. For more information, please contact [email protected]. Magically Empathetic: An Investigation of Empathy and Theory of Mind in the Harry Potter Series Lindsey Layman Departmental Honors Thesis The University of Tennessee at Chattanooga Communication Department Examination Date: November 22, 2016 Dr. Elizabeth Gailey Dr. Chandler Harriss Associate Professor of Communication Associate Professor of Thesis Director Communication Department Examiner Dr. Michael McCluskey Associate Professor of Communication Department Examiner 4 ABSTRACT Magically Empathetic: An Investigation of Empathy and Theory of Mind through the Character of Harry Potter By Lindsey Layman Research suggests that reading fiction can increase empathy, and a number of studies have found the Harry Potter series to promote pro-social values. One prosocial value that has not been explored directly in relation to the series, however, is empathy. Defined as “the experience of understanding another person’s condition from their perspective,” empathy is the motivation behind many prosocial behaviors and values, making it an important focus of investigation.