Playful Identities Playful Digital Media Technologies Increasingly Shape How People Relate to the Media World, to Other People and to Themselves

Total Page:16

File Type:pdf, Size:1020Kb

Playful Identities Playful Digital Media Technologies Increasingly Shape How People Relate to the Media World, to Other People and to Themselves Playful Identities Digital media technologies increasingly shape how people relate to the media world, to other people and to themselves. This prompts questions about matters present-day mediations of identity. This book explores the notion of play as a heuristic lens to look at changing media practices and identity construction. Playful media culture is analyzed far beyond its apparent manifestation in computer games. The central argument of the book is that play and games nowadays are not only appropriate metaphors to capture post-modern human identities, but also the very means by which P l a y f u l I d e n t i t i e s people reflexively construct their identity. The Ludification of Playful Identities presents academic research at the intersection of media jos de mul, joost raessens (eds.) raessens joost mul, de jos lange, de michiel lammes, sybille frissen, valerie theory, play and game studies, social sciences and philosophy. The book Digital Media Cultures carves out a cross-disciplinary domain that connects the most recent in- sights from play and game studies, media research, and identity studies. valerie frissen is ceo of the sidn Fund and professor of ict & Social Change at Erasmus University Rotterdam. sybille lammes is associate professor at the Centre for Inter disciplinary Methodologies at the University of Warwick. michiel de lange is a part-time lecturer New Media Studies at Utrecht University. jos de mul is full professor of Philosophy of Man and Culture at the Faculty of Philosophy of Erasmus University Rotterdam. joost raessens is full professor of Media Theory at the Faculty of Humanities of Utrecht University. “An illuminating study on the increasing complexity of ludic media and technologies of the self.” – Mathias Fuchs, professor at the Centre for Digital Cultures at Leuphana University Lüneburg “What a brilliant, refreshing, and positively playful approach to the ludic imperative. These are the smartest, most articulate, and up-to-date essays on this subject, by the very people creating this field of study.” edited by valerie frissen, – Douglas Rushkoff, author of Present Shock, Program or Be Programmed, and Playing the Future sybille lammes, michiel de lange, jos de mul, joost raessens Amsterdam AUP.nl University 9789089 646392 Press Playful Identities MediaMatters is a series published by Amsterdam University Press on cur- rent debates about media technology and practices. International scholars critically analyze and theorize the materiality and performativity, as well as spatial practices of screen media in contributions that engage with today’s (digital) media culture. For more information about the series, please visit www.aup.nl Playful Identities The Ludification of Digital Media Cultures Edited by Valerie Frissen Sybille Lammes Michiel de Lange Jos de Mul Joost Raessens Amsterdam University Press This book is published in print and online through the online OAPEN library (www.oapen.org). OAPEN (Open Access Publishing in European Networks) is a collaborative initiative to develop and implement a sustainable Open Access publication model for academic books in the Humanities and Social Sciences. The OAPEN Library aims to improve the visibility and usability of high quality academic research by aggregating peer reviewed Open Access publications from across Europe. This work is part of the Humanities research programme Transformations in Art and Culture, sponsored by the Netherlands Organisation for Scientific Research (NWO). Cover illustration: Photograph of the game I’d Hide You, Blast Theory, 2012 (courtesy of Blast Theory). Cover design: Suzan Beijer Lay-out: Crius Group, Hulshout Amsterdam University Press English-language titles are distributed in the US and Canada by the University of Chicago Press. isbn 978 90 8964 639 2 e-isbn 978 90 4852 303 0 nur 670 Creative Commons License CC BY NC (http://creativecommons.org/licenses/by-nc/3.0) All authors / Amsterdam University Press, Amsterdam, 2015 Some rights reserved. Without limiting the rights under copyright reserved above, any part of this book may be reproduced, stored in or introduced into a retrieval system, or transmitted, in any form or by any means (electronic, mechanical, photocopying, recording or otherwise). Contents 1. Homo ludens 2.0 : Play, media, and identity 9 Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul & Joost Raessens Part I Play Introduction to Part I 53 Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul & Joost Raessens 2. Playland : Technology, self, and cultural transformation 55 Kenneth J. Gergen 3. Spiritual play : Encountering the sacred in World of Warcraft 75 Stef Aupers 4. Playful computer interaction 93 Daniel Cermak-Sassenrath 5. Playful identity in game design and open-ended play 111 Menno Deen, Ben Schouten & Tilde Bekker 6. Breaking reality : Exploring pervasive cheating in Foursquare 131 René Glas 7. Playing with bits and bytes : The savage mind in the digital age 149 Valerie Frissen Part II Media Introduction to Part II 167 Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul & Joost Raessens 8. Location-based mobile games : Interfaces to urban spaces 169 Adriana de Souza e Silva & Jordan Frith 9. The playful use of mobile phones and its link to social cohesion 181 Rich Ling 10. Digital cartographies as playful practices 199 Sybille Lammes 11. Ludic identities and the magic circle 211 Gordon Calleja 12. Play (for) time 225 Patrick Crogan 13. Playful identity politics : How refugee games affect the player’s identity 245 Joost Raessens Part III Identity Introduction to Part III 263 Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul & Joost Raessens 14. Playing out identities and emotions 267 Jeroen Jansz 15. Playing with others : The identity paradoxes of the web as social network 281 Jeroen Timmermans 16. New media, play, and social identities 293 Leopoldina Fortunati 17. Playing life in the metropolis : Mobile media and identity in Jakarta 307 Michiel de Lange 18. The conflicts within the casual : The culture and identity of casual online play 321 Frans Mäyrä 19. Afterplay 337 Jos de Mul About the authors 347 Index of Names 353 Index of Subjects 359 1. Homo ludens 2.0 : Play, media, and identity Valerie Frissen, Sybille Lammes, Michiel de Lange, Jos de Mul & Joost Raessens Immense est le domaine du jeu. Émile Benveniste Foreplay A playful specter is haunting the world. Since the 1960s, when the use of the word “ludic” became popular in both Europe and the US to designate playful behavior and artifacts, playfulness has become increasingly a mainstream characteristic of modern and postmodern culture. In the first decade of the 21st century we can even speak of the global “ludification of culture” (Raes- sens 2006; 2014). Perhaps the first thing that comes to mind in this context is the immense popularity of computer games, which, as far as global sales are concerned, have already outstripped Hollywood movies. In the US, 8- to 18-year-olds play on average an hour and a half daily on consoles, computers and handheld gaming devices, including mobile phones (Rideout et al. 2010, 2-3). This is by no means only a Western phenomenon. In South Korea, for example, about two-thirds of the country’s total population frequently plays online games, turning computer gaming into one of the fastest growing industries and a key driver for the Korean economy (Jin 2012).1 Although perhaps most visible, computer game culture is only one mani- festation of the process of ludification that seems to penetrate every cultural domain (Neitzel and Nohr 2006). In our present experience economy, for example, playfulness not only characterizes leisure time (fun shopping, game shows on television, amusement parks, playful computer, Internet, and smartphone use), but also those domains that used to be serious, such as work (which should above all be fun nowadays), education (serious gaming), politics (ludic campaigning), and even warfare (computer games like war simulators and interfaces). According to Jeremy Rifkin, “play is becoming as important in the cultural economy as work was in the industrial economy” (2000, 263).2 Postmodern culture has been described as “a game without an overall aim, a play without a transcendent destination” (Minnema 1998, 21). 10 FRISSEN, LAMMES, DE LANGE, DE MUL & RAESSENS Sociologist Zygmunt Bauman maintains that human identity has even become a playful phenomenon. In ludic culture, he argues, playfulness is no longer restricted to childhood, but has become a lifelong attitude: “The mark of postmodern adulthood is the willingness to embrace the game whole-heartedly, as children do” (Bauman 1995, 99). The focus of this volume is on the complex relationship between play, media, and identity in contemporary culture. The chapters in this book investigate, from different perspectives, the role that digital information and communication technologies play in the ludification of personal and cultural identity. The focus on (new) media is not only motivated by the dominant role that digital media play in our present culture, but also by the intuition that “play is central […] to media experience” (Silverstone 1999, 63; cf. Thimm 2010). In this introductory chapter, we analyze these three interconnected phenomena that constitute the subject of this volume, offering a conceptual background that enables the reader to situate the contributions to this volume. This introductory chapter consists of three main sections, which correspond to the three parts of this volume, devoted to play, media, and identity. With regard to the dimension of play in this triad, our starting point is the theory of play developed by Johan Huizinga in his famous 1938 book Homo ludens. It is not without reason that Homo ludens is regarded as a classic in the study of play. Although published more than seventy-five years ago, Huizinga’s central claim, that culture and civilization “arises in and as play, and never leaves it” (1955, 173), still offers a fruitful framework for the study of the ludification of human identity in our contemporary media landscape, or playland as Kenneth Gergen calls it in this book.
Recommended publications
  • What Motivates the Authors of Video Game Walkthroughs and Faqs? a Study of Six Gamefaqs Contributors Michael Hughes Trinity University, [email protected]
    Trinity University Digital Commons @ Trinity Library Faculty Research Coates Library 1-1-2018 What Motivates the Authors of Video Game Walkthroughs and FAQs? A Study of Six GameFAQs Contributors Michael Hughes Trinity University, [email protected] Follow this and additional works at: https://digitalcommons.trinity.edu/lib_faculty Part of the Library and Information Science Commons Repository Citation Hughes, M.J. (2018). What motivates the authors of video game walkthroughs and FAQs? A study of six GameFAQs contributors. First Monday, 23(1), 1-13. doi: 10.5210/fm.v23i1.7925 This Article is brought to you for free and open access by the Coates Library at Digital Commons @ Trinity. It has been accepted for inclusion in Library Faculty Research by an authorized administrator of Digital Commons @ Trinity. For more information, please contact [email protected]. First Monday, Volume 23, Number 1 - 1 January 2018 Walkthroughs, also known as FAQs or strategy guides, are player-authored documents that provide step-by-step instructions on how to play and what to do in order to finish a given video game. Exegetical in their length and detail, walkthroughs require hours of exacting labor to complete. Yet authors are rarely compensated for work that markedly differs from other kinds of fan creativity. To understand their motivations, I interviewed six veteran GameFAQs authors, then inductively analyzed the transcripts. Open coding surfaced five themes attributable to each participant. Together, these themes constitute a shifting mix of motivations, including altruism, community belonging, self-expression, and recognition — primarily in the form of feedback and appreciation but also from compensation.
    [Show full text]
  • Potatoes for Example Crossword
    Potatoes For Example Crossword Select Download Format: Download Potatoes For Example Crossword pdf. Download Potatoes For Example Crossword doc. potatoes,Submitted then by the pan food fried, supply she stuffedmeant tothe the couch? heart Roundof the case dumpling something shape is when new frenchcrossword. fries, Adjective boiling or for earliersoft. Flag this this website page in.daily Russian crossword salad and as thespud. potatoes Cryptic 7 crossword was one of clue the potatoes puzzle b fromis usually the coronavirus accompanies onethe potatoes?of time, salt Thai or itscurry simply of the wrong image or belongnew potatoes. to eat potatoes Posted freelyin. Inca to goldsolve potatoes the crossword to share cluequickly not least logoswrite crossword and one? Mealclue ofat potatoesthe answer for toexample see the that balkans, are a andmain shape page! speeds Flag this cooking may be time. able Trinxat to know is thethe slotscrossword on mac solver os x, with red potatoesa baked. haveGuests been to loginreceiving or new a group york times of? First of jewish start up food the composed image belong primarily to all of Finishedhis. That solvingfile on your what are it appears very simple. there Points are on of potatoes potato and example one of crossword? large and you Few for of example the javahotpot6 crossword. andfolder seals called the a newpromising food as approach wheat as to in. improve Design your with inboxhalal meatsevery typesuch of? as Homogenicwell, yellow colourskin and and potatoes onions chickenshifted during due to the any flowers other crosswordmerely meant champ to meat. premium Trash crossword about cookies game tosolutions.
    [Show full text]
  • Studio Showcase
    Contacts: Holly Rockwood Tricia Gugler EA Corporate Communications EA Investor Relations 650-628-7323 650-628-7327 [email protected] [email protected] EA SPOTLIGHTS SLATE OF NEW TITLES AND INITIATIVES AT ANNUAL SUMMER SHOWCASE EVENT REDWOOD CITY, Calif., August 14, 2008 -- Following an award-winning presence at E3 in July, Electronic Arts Inc. (NASDAQ: ERTS) today unveiled new games that will entertain the core and reach for more, scheduled to launch this holiday and in 2009. The new games presented on stage at a press conference during EA’s annual Studio Showcase include The Godfather® II, Need for Speed™ Undercover, SCRABBLE on the iPhone™ featuring WiFi play capability, and a brand new property, Henry Hatsworth in the Puzzling Adventure. EA Partners also announced publishing agreements with two of the world’s most creative independent studios, Epic Games and Grasshopper Manufacture. “Today’s event is a key inflection point that shows the industry the breadth and depth of EA’s portfolio,” said Jeff Karp, Senior Vice President and General Manager of North American Publishing for Electronic Arts. “We continue to raise the bar with each opportunity to show new titles throughout the summer and fall line up of global industry events. It’s been exciting to see consumer and critical reaction to our expansive slate, and we look forward to receiving feedback with the debut of today’s new titles.” The new titles and relationships unveiled on stage at today’s Studio Showcase press conference include: • Need for Speed Undercover – Need for Speed Undercover takes the franchise back to its roots and re-introduces break-neck cop chases, the world’s hottest cars and spectacular highway battles.
    [Show full text]
  • Marks Published for Opposition
    MARKS PUBLISHED FOR OPPOSITION The following marks are published in compliance with section 12(a) of the Trademark Act of 1946. Applications for the registration of marks in more than one class have been filed as provided in section 30 of said act as amended by Public Law 772, 87th Congress, approved Oct. 9, 1962, 76 Stat. 769. Opposition under section 13 may be filed within thirty days of the date of this publication. See rules 2.101 to 2.105. A separate fee of two hundred dollars for opposing each mark in each class must accompany the opposition. SECTION 1.— INTERNATIONAL CLASSIFICATION The short titles associated below with the international class numbers are terms designed merely for quick identification and are not an official part of the international classification. The full names of international classes are given in section 6.1 of the trademark rules of practice. The designation ‘‘U.S. Cl.’’ appearing in this section refers to the U.S. class in effect prior to Sep. 1, 1973 rather than the international class which applies to applications filed on or after that date. For adoption of international classification see notice in the OFFICIAL GAZETTE of Jun. 26, 1973 (911 O.G. TM 210). Application in more than one class SN 75-163,780. BAUER NIKE HOCKEY INC., ST-JEROME, CLASS 28—TOYS AND SPORTING GOODS QUEBEC, CANADA, FILED 9-10-1996. FOR SPORTS ARTICLES AND REPLACEMENT PARTS THEREFOR, NAMELY, ICE SKATES, HOCKEY SKATES, ROLLER SKATES, IN-LINE ROLLER SKATES, ICE SKATE BLADES, IN-LINE SKATE CHASSIS, WHEELS, AND BRAKES; HOCKEY STICKS,
    [Show full text]
  • 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.
    [Show full text]
  • Last Line of Defence Cyber Security of Industrial Control Sys- Tems
    Last line of defence Cyber security of industrial control sys- tems M. Luchs Delft University of Technology LASTLINEOFDEFENCE CYBER SECURITY OF INDUSTRIAL CONTROL SYSTEMS by M. Luchs in partial fulfillment of the requirements for the degree of Master of Science in Offshore and Dredging Engineering at the Delft University of Technology, to be defended publicly on Wednesday October 26th, 2016 at 14:00 PM. Supervisor: dr. ir. C. Doerr Thesis committee: Prof. dr. C. van Rhee, TU Delft dr. ir. S. A. Miedema, TU Delft Ir. F.van der Heijden, Heerema Fabrication Group An electronic version of this thesis is available at http://repository.tudelft.nl/. PREFACE Before you lies the thesis "Last line of defence: Cyber security of industrial control systems". This work in- vestigates the state of cyber security within the offshore and dredging industry, the result of which has led to the proposal of a novel intrusion detection system for industrial control systems. It is written to complete the graduation requirements of the MSc program Offshore and Dredging Engineering at the Delft University of Technology. The project has been undertaken in collaboration with Heerema Fabrication Group whom where looking to increase their awareness on cyber security. Investigating the state of cyber security within the offshore and dredging industry has led to the research question, which was formulated together with my supervisor from the TU-Delft, Christian Doerr. The work has proven challenging at times, in part because the subject is fairly unexplored terrain, and also my missing of a background in cyber security and computer networks. Nonethe- less it has provided me with many avenues for growth and learning, especially since both the TU-Delft as HFG provided me the option to freely explore and thus gain insights broader then in one area of focus alone.
    [Show full text]
  • Download a PDF Version of the Official
    “To Open Minds, To Educate Intelligence, To Inform Decisions” The International Academic Forum provides new perspectives to the thought-leaders and decision-makers of today and tomorrow by offering constructive environments for dialogue and interchange at the intersections of nation, culture, and discipline. Headquartered in Nagoya, Japan, and registered as a Non-Profit Organization 一般社( 団法人) , IAFOR is an independent think tank committed to the deeper understanding of contemporary geo-political transformation, particularly in the Asia Pacific Region. INTERNATIONAL INTERCULTURAL INTERDISCIPLINARY iafor The Executive Council of the International Advisory Board Mr Mitsumasa Aoyama Professor June Henton Professor Baden Offord Director, The Yufuku Gallery, Tokyo, Japan Dean, College of Human Sciences, Auburn University, Professor of Cultural Studies and Human Rights & Co- USA Director of the Centre for Peace and Social Justice Southern Cross University, Australia Lord Charles Bruce Professor Michael Hudson Lord Lieutenant of Fife President of The Institute for the Study of Long-Term Professor Frank S. Ravitch Chairman of the Patrons of the National Galleries of Economic Trends (ISLET) Professor of Law & Walter H. Stowers Chair in Law Scotland Distinguished Research Professor of Economics, The and Religion, Michigan State University College of Law Trustee of the Historic Scotland Foundation, UK University of Missouri, Kansas City Professor Richard Roth Professor Donald E. Hall Professor Koichi Iwabuchi Senior Associate Dean, Medill School of Journalism, Herbert J. and Ann L. Siegel Dean Professor of Media and Cultural Studies & Director of Northwestern University, Qatar Lehigh University, USA the Monash Asia Institute, Monash University, Australia Former Jackson Distinguished Professor of English Professor Monty P.
    [Show full text]
  • Virtual Parentalism Joshua A.T
    Washington and Lee Law Review Volume 66 | Issue 3 Article 11 Summer 6-1-2009 Virtual Parentalism Joshua A.T. Fairfield Washington and Lee University School of Law, [email protected] Follow this and additional works at: https://scholarlycommons.law.wlu.edu/wlulr Part of the Family Law Commons, and the Internet Law Commons Recommended Citation Joshua A.T. Fairfield, Virtual Parentalism, 66 Wash. & Lee L. Rev. 1215 (2009), https://scholarlycommons.law.wlu.edu/wlulr/vol66/iss3/11 This Article is brought to you for free and open access by the Washington and Lee Law Review at Washington & Lee University School of Law Scholarly Commons. It has been accepted for inclusion in Washington and Lee Law Review by an authorized editor of Washington & Lee University School of Law Scholarly Commons. For more information, please contact [email protected]. Virtual Parentalism Joshua A.T. Fairfield* Abstract Parents,not laws, ultimately protect children both online and offline. If legislationplaces adults at legal risk because of the presence of children in virtualworlds, adults will exit those worlds, and children will be isolated into separatespaces. This will not improve safetyfor children. Instead,this Article suggests that Congressenact measuresthat encouragefiltering technology and parentaltools that will both protect children in virtualworlds, andprotectfree speech online. Table of Contents I. Introduction ................................................................................ 12 16 II. Parentalism and Cyberbalkanization ..........................................
    [Show full text]
  • Ea Reports Record Fiscal Year Results
    EA REPORTS SECOND QUARTER FISCAL 2007 RESULTS Q2 Net Revenue a Record $784 Million Driven by EA SPORTS Titles Need for Speed Carbon Debuts on 10 Platforms REDWOOD CITY, CA – November 2, 2006 – Electronic Arts (NASDAQ: ERTS) today announced preliminary financial results for its fiscal second quarter ended September 30, 2006. Fiscal Second Quarter Results Net revenue for the second quarter was $784 million, up 16 percent as compared with $675 million for the prior year. Sales were driven primarily by Madden NFL 07, NCAA® Football 07, FIFA 07, NBA Live 07 and catalog titles. Gross profit for the quarter was $445 million, up 14 percent year-over-year. Net income for the quarter was $22 million as compared with $51 million for the prior year. The Company adopted Statement of Financial Accounting Standards (SFAS) No. 123R “Share-Based Payment” at the beginning of its fiscal year resulting in pre-tax stock-based compensation charges of $33 million in the second quarter. Diluted earnings per share were $0.07 as compared with $0.16 for the prior year. Non-GAAP net income was $65 million as compared with $46 million a year ago – an increase of 41 percent year-over-year. Non-GAAP diluted earnings per share were $0.21 as compared with $0.15 for the prior year. (Please see Non-GAAP Financial Measures and reconciliation information included in this release.) Trailing twelve month operating cash flow was $571 million as compared with $592 million a year ago. The Company ended the quarter with cash, cash equivalents and marketable securities of $2.4 billion.
    [Show full text]
  • Art Games: Performativity and Interactivity a Thesis Presented to the Faculty of the College of Fine Arts of Ohio University In
    Art Games: Performativity and Interactivity A thesis presented to the faculty of the College of Fine Arts of Ohio University In partial fulfillment of the requirements for the degree Master of Arts Sarah M. Grabner May 2018 © 2018 Sarah M. Grabner. All Rights Reserved. 2 This thesis titled Art Games: Performativity and Interactivity by SARAH M. GRABNER has been approved for the School of Art + Design and the College of Fine Arts by Jennie Klein Professor of Art History Matthew R. Shaftel Dean, College of Fine Arts 3 Abstract GRABNER, SARAH M., M.A., May 2018, Art History Art Games: Performativity and Interactivity Director of Thesis: Jennie Klein This research’s intention is to define and classify what art games are and how these three particular games rely on the audience to activate the artworks, thus making the audience’s interactions essential to complete the artworks. Technology has always impacted the art world and shaped the media that artists experiment with and use. Today, there are many artists who use games as their method for conveying their ideas and messages. This paper will examine how three artists use gaming structures to critique historical and social topics through the audience’s interactions with the artworks’ gaming structures. The three case studies about Pippin Barr’s The Artist is Present, Tale of Tales’ The Path and Wafaa Bilal’s performance Domestic Tension will examine how these artworks exemplify and use the elements of the particular genre of games, art games. Through looking at research done on digital space and the case studies this paper will address how these artworks create a shift from the focus of the artwork being on the creator or artist to how the interactions and performance of the audience complete the works.
    [Show full text]
  • GAME DEVELOPERS a One-Of-A-Kind Game Concept, an Instantly Recognizable Character, a Clever Phrase— These Are All a Game Developer’S Most Valuable Assets
    HOLLYWOOD >> REVIEWS ALIAS MAYA 6 * RTZEN RT/SHADER ISSUE AUGUST 2004 THE LEADING GAME INDUSTRY MAGAZINE >>SIGGRAPH 2004 >>DEVELOPER DEFENSE >>FAST RADIOSITY SNEAK PEEK: LEGAL TOOLS TO SPEEDING UP LIGHTMAPS DISCREET 3DS MAX 7 PROTECT YOUR I.P. WITH PIXEL SHADERS POSTMORTEM: THE CINEMATIC EFFECT OF ZOMBIE STUDIOS’ SHADOW OPS: RED MERCURY []CONTENTS AUGUST 2004 VOLUME 11, NUMBER 7 FEATURES 14 COPYRIGHT: THE BIG GUN FOR GAME DEVELOPERS A one-of-a-kind game concept, an instantly recognizable character, a clever phrase— these are all a game developer’s most valuable assets. To protect such intangible properties from pirates, you’ll need to bring out the big gun—copyright. Here’s some free advice from a lawyer. By S. Gregory Boyd 20 FAST RADIOSITY: USING PIXEL SHADERS 14 With the latest advances in hardware, GPU, 34 and graphics technology, it’s time to take another look at lightmapping, the divine art of illuminating a digital environment. By Brian Ramage 20 POSTMORTEM 30 FROM BUNGIE TO WIDELOAD, SEROPIAN’S BEAT GOES ON 34 THE CINEMATIC EFFECT OF ZOMBIE STUDIOS’ A decade ago, Alexander Seropian founded a SHADOW OPS: RED MERCURY one-man company called Bungie, the studio that would eventually give us MYTH, ONI, and How do you give a player that vicarious presence in an imaginary HALO. Now, after his departure from Bungie, environment—that “you-are-there” feeling that a good movie often gives? he’s trying to repeat history by starting a new Zombie’s answer was to adopt many of the standard movie production studio: Wideload Games.
    [Show full text]
  • Music List by Year
    Song Title Artist Dance Step Year Approved 1,000 Lights Javier Colon Beach Shag/Swing 2012 10,000 Hours Dan + Shay & Justin Bieber Foxtrot Boxstep 2019 10,000 Hours Dan and Shay with Justin Bieber Fox Trot 2020 100% Real Love Crystal Waters Cha Cha 1994 2 Legit 2 Quit MC Hammer Cha Cha /Foxtrot 1992 50 Ways to Say Goodbye Train Background 2012 7 Years Luke Graham Refreshments 2016 80's Mercedes Maren Morris Foxtrot Boxstep 2017 A Holly Jolly Christmas Alan Jackson Shag/Swing 2005 A Public Affair Jessica Simpson Cha Cha/Foxtrot 2006 A Sky Full of Stars Coldplay Foxtrot 2015 A Thousand Miles Vanessa Carlton Slow Foxtrot/Cha Cha 2002 A Year Without Rain Selena Gomez Swing/Shag 2011 Aaron’s Party Aaron Carter Slow Foxtrot 2000 Ace In The Hole George Strait Line Dance 1994 Achy Breaky Heart Billy Ray Cyrus Foxtrot/Line Dance 1992 Ain’t Never Gonna Give You Up Paula Abdul Cha Cha 1996 Alibis Tracy Lawrence Waltz 1995 Alien Clones Brothers Band Cha Cha 2008 All 4 Love Color Me Badd Foxtrot/Cha Cha 1991 All About Soul Billy Joel Foxtrot/Cha Cha 1993 All for Love Byran Adams/Rod Stewart/Sting Slow/Listening 1993 All For One High School Musical 2 Cha Cha/Foxtrot 2007 All For You Sister Hazel Foxtrot 1991 All I Know Drake and Josh Listening 2008 All I Want Toad the Wet Sprocket Cha Cha /Foxtrot 1992 All I Want (Country) Tim McGraw Shag/Swing Line Dance 1995 All I Want For Christmas Mariah Carey Fast Swing 2010 All I Want for Christmas is You Mariah Carey Shag/Swing 2005 All I Want for Christmas is You Justin Bieber/Mariah Carey Beach Shag/Swing 2012
    [Show full text]