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Analyzing Stealth Games with Distractions
Proceedings, The Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-16) Analyzing Stealth Games with Distractions Alexander Borodovski and Clark Verbrugge School of Computer Science McGill University Montreal,´ Quebec,´ Canada [email protected], [email protected] Abstract and when and where the guard was at that point. This re- duces the combinatorial explosion in state space to a man- The ability to distract opponents is a key mechanic in many ageable branching of game states, even if the branch points stealth games. Existing search-based approaches to stealth must still be detected dynamically. To make search in this analysis, however, focus entirely on solving the non-detection space efficient we then extend the main Rapidly Exploring problem, for which they rely on static, ahead-of-time models of guard movements that do not depend on player interaction. Random Tree (RRT) search algorithm, applying multiple op- In this work we extend and optimize an approach based on timizations that improve performance without overly stress- heuristic search of stealth games to model variation in guard ing the resource requirements beyond that of a basic non- paths as dynamically triggered by player actions. Our design detection search. Implementation of this design in Unity3D is expressive, accommodating different distraction designs, shows feasibility, and we demonstrate that we can solve including remote activation and time delays. Using a Unity3D both relatively simple distraction puzzles typical of modern implementation, we show our enhanced search can solve dis- games, and much more complex designs involving compo- traction puzzles found in real games, as well as more com- sition of multiple distractions. -
Why Video Game Genres Fail: a Classificatory Analysis
Syracuse University SURFACE TheSchool oflnformationStudies: Faculty School of InformationStudies (iSchool) Scholarship 2015 Why Video Game Genres Fail: A Classificatory Analysis Rachel I. Clarke Syracuse University, [email protected] Jin Ha Lee University of Washington Neils Clark Follow this and additional works at: http://surface.syr.edu/istpub & Part of the Game Design Commons, and the Library and InformationScience Commons Recommended Citation Clarke, Rachel I.; Lee,Jin Ha; and Clark, Neils, "Why Video Game Genres Fail: A ClassificatoryAnalysis" (2015). TheSchool of Information Studies: Faculty Scholarship. Paper 167. http://surface.syr.edu/istpub/167 ThisArticle is brought to you forfree and open access by the School of Information Studies (iSchool) at SURFACE. It has been accepted forinclusion in TheSchool of InformationStudies: Faculty Scholarship by an authorized adminjstrator of SURFACE. For more information, please contact [email protected]. Running head: WHY VIDEO GAME GENRES FAIL 1 Why Video Game Genres Fail: A ClassificatoryAnalysis Rachel Ivy Clarkee1 University of Washington Information School Jin Ha Lee University of Washington Information School Neils Clark Independent Scholar 1 Corresponding author: Rachel Ivy Clarke, University of Washington Information School, Box 352840, Seattle, Washington 98195-2840, [email protected] Running head: WHY VIDEO GAME GENRES FAIL 2 Abstract This paper explores the current affordances and limitations of video game genre froma library and information science perspective with an emphasis on classificationtheory. We identify and discuss various purposes of genre relating to video games, including identity, collocation and retrieval, commercial marketing, and educational instruction. Through the use of examples, we discuss the ways in which these purposes are supported by genre classificationand conceptualization, and the implications forvideo games. -
Migracijske Teme 4/1988
Migracijske teme 15 (1999), 1-2: 63-153 UDK: 809.45-0 Izvorni znanstveni rad Primljeno: 17. 11. 1998. Paolo Agostini University of Padova [email protected] LANGUAGE RECONSTRUCTION – APPLIED TO THE URALIC LANGUAGES* SUMMARY After pointing out the shortcomings and methodological weakness of the general theory of linguistic reconstruction, the author disputes the alleged antiquity of Uralic. Proto-Uralic as recon- structed by the scholars seems to be the sum of a set of features belonging to several distinct language families. The paper examines a number of lexical concordances with historically attested languages and comes to the conclusion that the Proto-Uralic word-stock is the result of a sum of borrowings that took place from the most disparate languages: Balto-Slavic, Old Swedish, several Turkic dialects, Mongolic, Tunguz, Aramaic, Hebrew, Arabic, late Middle Persian dialects, Byzantine Greek and Latin. Yet, other languages may also come into account: Chinese, Caucasian languages as well as lan- guages unknown in present day are possible candidates. A large number of bases of the Uralic word- stock can be easily identified by following a few phonological constraints. The linguistic features of the Uralic daughter-languages seem to show that they originated from a pidgin language spoken along the merchant routes that connected the Silk Road to North- and East-European trade. It is a well-known phenomenon that sometimes, when groups of people speaking different languages come into contact for the first time, a new restricted language system (lingua franca or pidgin) comes into being in order to cater to essential common needs. -
A Research on Civil Engineering Students' Past Video Game Playing
Journal of Engineering Research and Applied Science Available at www.journaleras.com Volume 4 (2), December 2015, pp 296-302 ISSN 2147-3471 © 2015 A research on civil engineering students’ past video game playing experiences S.A.Yildizel1, G.Kaplan2, E.Dogan1, Y.Arslan3,a, A.U.Ozturk1 1Celal Bayar University, Civil Engineering, Manisa, Turkey. 2Kastamonu University, Duzce Vocational Schools, Kastamonu, Turkey. 3Duzce University, Duzce Vocational Schools, Duzce, Turkey. Accepted 05 September 2015 Abstract Within the scope of this paper, past video game playing experiences of civil engineering students is investigated in order to identify the most preferred video game classifications that were played as an engineer candidate and its contribution to their education. A questionnaire practice is chosen and questions are randomly distributed to the civil engineering students. This technique is applied to 200 civil engineer candidates to figure out their past video game preferences before becoming a member of civil engineering department. The analysis of the questionnaire results indicates that the top three game classes in the interest of civil engineering students are: Strategy, Sports and Simulation. On the other hand, it is also observed that the less played genres are: Art Games, Action – Adventure and music games. Furthermore, results of the analysis are compared with the students weighted points. Outcomes are striking that there is a stable correlation between the students playing strategy games and their success points. Keywords: Video games, video game genres, students, civil engineering students, past video experiences. 1. Introduction Video Games (Vg) have progressively been preferred background, a randomly distributed questionnaire as indispensable and stable part of human life in method is applied to 200 civil engineering students. -
CULTURAL HERITAGE in MIGRATION Published Within the Project Cultural Heritage in Migration
CULTURAL HERITAGE IN MIGRATION Published within the project Cultural Heritage in Migration. Models of Consolidation and Institutionalization of the Bulgarian Communities Abroad funded by the Bulgarian National Science Fund © Nikolai Vukov, Lina Gergova, Tanya Matanova, Yana Gergova, editors, 2017 © Institute of Ethnology and Folklore Studies with Ethnographic Museum – BAS, 2017 © Paradigma Publishing House, 2017 ISBN 978-954-326-332-5 BULGARIAN ACADEMY OF SCIENCES INSTITUTE OF ETHNOLOGY AND FOLKLORE STUDIES WITH ETHNOGRAPHIC MUSEUM CULTURAL HERITAGE IN MIGRATION Edited by Nikolai Vukov, Lina Gergova Tanya Matanova, Yana Gergova Paradigma Sofia • 2017 CONTENTS EDITORIAL............................................................................................................................9 PART I: CULTURAL HERITAGE AS A PROCESS DISPLACEMENT – REPLACEMENT. REAL AND INTERNALIZED GEOGRAPHY IN THE PSYCHOLOGY OF MIGRATION............................................21 Slobodan Dan Paich THE RUSSIAN-LIPOVANS IN ITALY: PRESERVING CULTURAL AND RELIGIOUS HERITAGE IN MIGRATION.............................................................41 Nina Vlaskina CLASS AND RELIGION IN THE SHAPING OF TRADITION AMONG THE ISTANBUL-BASED ORTHODOX BULGARIANS...............................55 Magdalena Elchinova REPRESENTATIONS OF ‘COMPATRIOTISM’. THE SLOVAK DIASPORA POLITICS AS A TOOL FOR BUILDING AND CULTIVATING DIASPORA.............72 Natália Blahová FOLKLORE AS HERITAGE: THE EXPERIENCE OF BULGARIANS IN HUNGARY.......................................................................................................................88 -
The First but Hopefully Not the Last: How the Last of Us Redefines the Survival Horror Video Game Genre
The College of Wooster Open Works Senior Independent Study Theses 2018 The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre Joseph T. Gonzales The College of Wooster, [email protected] Follow this and additional works at: https://openworks.wooster.edu/independentstudy Part of the Other Arts and Humanities Commons, and the Other Film and Media Studies Commons Recommended Citation Gonzales, Joseph T., "The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre" (2018). Senior Independent Study Theses. Paper 8219. This Senior Independent Study Thesis Exemplar is brought to you by Open Works, a service of The College of Wooster Libraries. It has been accepted for inclusion in Senior Independent Study Theses by an authorized administrator of Open Works. For more information, please contact [email protected]. © Copyright 2018 Joseph T. Gonzales THE FIRST BUT HOPEFULLY NOT THE LAST: HOW THE LAST OF US REDEFINES THE SURVIVAL HORROR VIDEO GAME GENRE by Joseph Gonzales An Independent Study Thesis Presented in Partial Fulfillment of the Course Requirements for Senior Independent Study: The Department of Communication March 7, 2018 Advisor: Dr. Ahmet Atay ABSTRACT For this study, I applied generic criticism, which looks at how a text subverts and adheres to patterns and formats in its respective genre, to analyze how The Last of Us redefined the survival horror video game genre through its narrative. Although some tropes are present in the game and are necessary to stay tonally consistent to the genre, I argued that much of the focus of the game is shifted from the typical situational horror of the monsters and violence to the overall narrative, effective dialogue, strategic use of cinematic elements, and character development throughout the course of the game. -
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. -
Folha De Rosto ICS.Cdr
“For when established identities become outworn or unfinished ones threaten to remain incomplete, special crises compel men to wage holy wars, by the cruellest means, against those who seem to question or threaten their unsafe ideological bases.” Erik Erikson (1956), “The Problem of Ego Identity”, p. 114 “In games it’s very difficult to portray complex human relationships. Likewise, in movies you often flit between action in various scenes. That’s very difficult to do in games, as you generally play a single character: if you switch, it breaks immersion. The fact that most games are first-person shooters today makes that clear. Stories in which the player doesn’t inhabit the main character are difficult for games to handle.” Hideo Kojima Simon Parkin (2014), “Hideo Kojima: ‘Metal Gear questions US dominance of the world”, The Guardian iii AGRADECIMENTOS Por começar quero desde já agradecer o constante e imprescindível apoio, compreensão, atenção e orientação dos Professores Jean Rabot e Clara Simães, sem os quais este trabalho não teria a fruição completa e correta. Um enorme obrigado pelos meses de trabalho, reuniões, telefonemas, emails, conversas e oportunidades. Quero agradecer o apoio de família e amigos, em especial, Tia Bela, João, Teté, Ângela, Verxka, Elma, Silvana, Noëmie, Kalashnikov, Madrinha, Gaivota, Chacal, Rita, Lina, Tri, Bia, Quelinha, Fi, TS, Cinco de Sete, Daniel, Catarina, Professor Albertino, Professora Marques e Professora Abranches, tanto pelas forças de apoio moral e psicológico, pelas recomendações e conselhos de vida, e principalmente pela amizade e memórias ao longo desta batalha. Por último, mas não menos importante, quero agradecer a incessante confiança, companhia e aceitação do bom e do mau pela minha Twin, Safira, que nunca me abandonou em todo o processo desta investigação, do meu caminho académico e da conquista da vida e sonhos. -
Page 22 Survival Horrality: Analysis of a Videogame Genre (1) Ewan
Page 22 Survival Horrality: Analysis of a Videogame Genre (1) Ewan Kirkland Introduction The title of this article is drawn from Philip Brophy’s 1983 essay which coins the neologism ‘horrality’, a merging of horror, textuality, morality and hilarity. Like Brophy’s original did of 1980s horror cinema, this article examines characteristics of survival horror videogames, seeking to illustrate the relationship between ‘new’ (media) horror and ‘old’ (media) horror. Brophy’s term structures this investigation around key issues and aspects of survival horror videogames. Horror relates to generic parallels with similarlylabelled film and literature, including gothic fiction, American horror cinema and traditional Japanese culture. Textuality examines the aesthetic qualities of survival horror, including the games’ use of narrative, their visual design and structuring of virtual spaces. Morality explores the genre’s ideological characteristics, the nature of survival horror violence, the familial politics of these texts, and their reflection on issues of institutional and bodily control. Hilarity refers to moments of humour and self reflexivity, leading to consideration of survival horror’s preoccupation with issues of vision, identification, and the nature of the videogame medium. ‘Survival horror’ as a game category is unusual for its prominence within videogame scholarship. Indicative of the amorphous nature of popular genres, Aphra Kerr notes: ‘game genres are poorly defined and evolve as new technologies and fashions emerge’;(2) an observation which applied as much to videogame academia as to the videogame industry. Within studies of the medium, various game types are commonly listed. These might include the shoot‘emup, the racing game, the platform game, the God game, the realtime strategy game, and the puzzle game,(3) the simulation, roleplaying, fighting/action, sports, traditional and ‘”edutainment”’ game,(4) or action, adventure, strategy and ‘processorientated’ games.(5) These clusters of game types tend to be broad, commonsensical, and undertheorized. -
Video Game Trader Magazine & Price Guide
Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates!