Wargaming and Computer Games: Fun with the Future
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Incommensurate Wor(L)Ds: Epistemic Rhetoric and Faceted Classification Of
Incommensurate Wor(l)ds: Epistemic Rhetoric and Faceted Classification of Communication Mechanics in Virtual Worlds by Sarah Smith-Robbins A Dissertation Submitted to the Graduate School in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Dissertation Advisor: Dr. Rai Peterson Ball State University Muncie, IN March 28, 2011 Table of Contents Table of Contents ..................................................................................................................................... ii List of Tables ........................................................................................................................................... vi List of Figures ......................................................................................................................................... vii Abstract .................................................................................................................................................. ix Acknowledgements ................................................................................................................................. xi Chapter 1: Incommensurate Terms, Incommensurate Practices ............................................................... 1 Purpose of the Study ................................................................................................................................... 3 Significance of the Study ............................................................................................................................ -
Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games
Vanderbilt Journal of Entertainment & Technology Law Volume 18 Issue 3 Issue 3 - Spring 2016 Article 2 2015 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Internet Law Commons, and the Labor and Employment Law Commons Recommended Citation Julian Dibbell, Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games, 18 Vanderbilt Journal of Entertainment and Technology Law 419 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. VANDERBILT JOURNAL OF ENTERTAINMENT & TECHNOLOGY LAW VOLUME 18 SPRING 2016 NUMBER 3 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell ABSTRACT When does work become play and play become work? Courts have considered the question in a variety of economic contexts, from student athletes seeking recognition as employees to professional blackjack players seeking to be treated by casinos just like casual players. Here, this question is applied to a relatively novel context: that of online gold farming, a gray-market industry in which wage-earning workers, largely based in China, are paid to play fantasy massively multiplayer online games (MMOs) that reward them with virtual items that their employers sell for profit to the same games' casual players. -
Ssi-87-88Catalog
NEW GAMES NEW GAMES In the 21st century, Europe suffered the same bio-war that devas PANZER STRIKE!'" boasts the highest resolution of any of our World tated America, a holocaust that established the deadly scenario for War 11 titles. Each unit symbol represents either one tank/gun or a squad SSl 's exciting ROADWAR 2000 ".' of infantry; each square of the 60 x60 map, 50 yards. The action is so Now this sequel creates a post-doomsday Europe held hostage detailed, you 'll feel like you 're caught in the middle of the blitzkrieg of by maniacal terrorists who are threatening the German Army in all its major campaigns . to detonate five nuclear devices across the Three theaters are covered: The entire continent. Before the United Nations caves Eastern Front, the Western Front in 1940, in to their demands, it has agreed to a last and the North African campaign. This tactical desperate measure - send in the one man game includes practically every ground who can save Europe: You . weapon used in those theaters - from ROADWAR EUROPA starts off with tanks, tank destroyers and artillery to trucks, llU APPLE (Dec.) APPLE (low) you as the leader of a large road gang mortars and machine guns. C·H/128 (low) equipped with cars, trucks, and motorcycles C·H/128 (Jan.) AlllGA (low) Advanced . The ratings for armored vehicles go IBM (Nov.) of your own design. Transfer your crew from beyond even our usual high standards for ATARI ST (low) ROADWAR 2000 or create a new elite band. realism. For example, armor is segmented Introductory. -
Copyright by Jason Todd Craft 2004 the Dissertation Committee for Jason Todd Craft Certifies That This Is the Approved Version of the Following Dissertation
Copyright by Jason Todd Craft 2004 The Dissertation Committee for Jason Todd Craft Certifies that this is the approved version of the following dissertation: Fiction Networks: The Emergence of Proprietary, Persistent, Large- Scale Popular Fictions Committee: Adam Z. Newton, Co-Supervisor John M. Slatin, Co-Supervisor Brian A. Bremen David J. Phillips Clay Spinuzzi Margaret A. Syverson Fiction Networks: The Emergence of Proprietary, Persistent, Large- Scale Popular Fictions by Jason Todd Craft, B.A., M.A. Dissertation Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy The University of Texas at Austin December, 2004 Dedication For my family Acknowledgements Many thanks to my dissertation supervisors, Dr. Adam Zachary Newton and Dr. John Slatin; to Dr. Margaret Syverson, who has supported this work from its earliest stages; and, to Dr. Brian Bremen, Dr. David Phillips, and Dr. Clay Spinuzzi, all of whom have actively engaged with this dissertation in progress, and have given me immensely helpful feedback. This dissertation has benefited from the attention and feedback of many generous readers, including David Barndollar, Victoria Davis, Aimee Kendall, Eric Lupfer, and Doug Norman. Thanks also to Ben Armintor, Kari Banta, Sarah Paetsch, Michael Smith, Kevin Thomas, Matthew Tucker and many others for productive conversations about branding and marketing, comics universes, popular entertainment, and persistent world gaming. Some of my most useful, and most entertaining, discussions about the subject matter in this dissertation have been with my brother, Adam Craft. I also want to thank my parents, Donna Cox and John Craft, and my partner, Michael Craigue, for their help and support. -
Atari 8-Bit Family
Atari 8-bit Family Last Updated on October 2, 2021 Title Publisher Qty Box Man Comments 221B Baker Street Datasoft 3D Tic-Tac-Toe Atari 747 Landing Simulator: Disk Version APX 747 Landing Simulator: Tape Version APX Abracadabra TG Software Abuse Softsmith Software Ace of Aces: Cartridge Version Atari Ace of Aces: Disk Version Accolade Acey-Deucey L&S Computerware Action Quest JV Software Action!: Large Label OSS Activision Decathlon, The Activision Adventure Creator Spinnaker Software Adventure II XE: Charcoal AtariAge Adventure II XE: Light Gray AtariAge Adventure!: Disk Version Creative Computing Adventure!: Tape Version Creative Computing AE Broderbund Airball Atari Alf in the Color Caves Spinnaker Software Ali Baba and the Forty Thieves Quality Software Alien Ambush: Cartridge Version DANA Alien Ambush: Disk Version Micro Distributors Alien Egg APX Alien Garden Epyx Alien Hell: Disk Version Syncro Alien Hell: Tape Version Syncro Alley Cat: Disk Version Synapse Software Alley Cat: Tape Version Synapse Software Alpha Shield Sirius Software Alphabet Zoo Spinnaker Software Alternate Reality: The City Datasoft Alternate Reality: The Dungeon Datasoft Ankh Datamost Anteater Romox Apple Panic Broderbund Archon: Cartridge Version Atari Archon: Disk Version Electronic Arts Archon II - Adept Electronic Arts Armor Assault Epyx Assault Force 3-D MPP Assembler Editor Atari Asteroids Atari Astro Chase Parker Brothers Astro Chase: First Star Rerelease First Star Software Astro Chase: Disk Version First Star Software Astro Chase: Tape Version First Star Software Astro-Grover CBS Games Astro-Grover: Disk Version Hi-Tech Expressions Astronomy I Main Street Publishing Asylum ScreenPlay Atari LOGO Atari Atari Music I Atari Atari Music II Atari This checklist is generated using RF Generation's Database This checklist is updated daily, and it's completeness is dependent on the completeness of the database. -
Computer Gaming World Issue
VOL. 2 NO. 2 MAR. - APR. 1982 Features SOUTHERN COMMAND 6 Review of SSI's Yom Kippur Wargame Bob Proctor SO YOU WANT TO WRITE A COMPUTER GAME 10 Advice on Game Designing Chris Crawford NAPOLEON'S CAMPAIGNS 1813 & 1815: SOME NOTES 12 Player's, Designer's, and Strategy Notes Joie Billings SO YOU WANT TO WIN A MILLION 16 Analysis of Hayden's Blackjack Master Richard McGrath ESCAPE FROM WOLFENSTEIN 18 Short Stay Based on the Popular Game Ed Curtis ODE TO JOY, PADDLE AND PORT: 19 Some Components for Game Playing Luther Shaw THE CURRENT STATE OF 21 COMPUTER GAME DOCUMENTATION Steve Rasnic Tern NORDEN+, ROBOT KILLER 25 Winner of CGW's Robotwar Tournament Richard Fowell TIGERS IN THE SNOW: A REVIEW 30 Richard Charles Karr YOU TOO CAN BE AN ACE 32 Ground School for the A2-FS1 Flight Simulator Bob Proctor BUG ATTACK: A REVIEW 34 Cavalier's New Arcade Game Analyzed Dave Jones PINBALL MANIA 35 Review of David's Midnight Magic Stanley Greenlaw Departments From the Editor 2 Hobby & Industry News 2 Initial Comments 3 Letters 3 The Silicon Cerebrum 27 Micro Reviews 36 Reader's Input Device 40 From the Editor... Each issue of CGW brings the magazine closer Input Device". Not only will it help us to know just to the format we plan to achieve. This issue (our what you want to read, it will also let the man- third) is expanded to forty pages. Future issues ufacturers know just what you think about the will be larger still. games on the market. -
Strategic Simulations, Inc;' · Credits Table of Contents
STRATEGIC SIMULATIONS, INC;' · CREDITS TABLE OF CONTENTS Qame Creation: Beyond Software, Inc. Introduction: First Night in Yartar ......... ,................................ ,........................... ......... 1 System Creation: SSI Special Projects Qroup Important Features of the Savage Frontier .................................................................. 2 Scenario Design: Don Daglow Towns and Cities .................................................................................................... 2 IBM Programming and Forests ..................................................................................................................... 3 Technical Design: Cathryn Mataga The Troll moors .............................................................................. ... ....................... 3 Amiga Programming: Linwood Taylor C-64 Programming: Mark Manyen The Cjreat Desert .............. ·....................................................................................... 3 Other C-64 Programming: Westwood Associates lslands ..................................................................................................................... 3 Amiga Programming Support and Characters and Parties ....................................................... .. ........................ ... ............. 4 IBM Music Driver: MicroMagic, Inc. Player Races ............................................................................................................ 4 IBM Sound Effects Driver: John Ratcliffe Ability Scores ................................................................................................ -
Seven Chunks of Character Creation: Examining Acceptance of Ranges for Attributes in Role-Playing Games
Seven Chunks of Character Creation: Examining Acceptance of Ranges for Attributes in Role-Playing Games Faculty of Department of Game Design Author(s): Malm, Karl Bachelor’s Thesis in Game Design, 15 hp Program: Game Design and Programming Supervisor: Magnus Johansson Examiner: Henrik Warpefelt June 2018 Abstract Digital game developers often struggle with creating games that are challenging but inviting towards new audiences. One of these challenges revolves around the complexity of character creation, specifically in Role-Playing Games. Presenting and utilizing statistics that a player can alter is done at a critical moment of play, often before a player has begun playing the main portion of the game. A risk therefore exists of confusing or alienating those who have adopted the game with too much information that has a significant effect on later experiences with said game. This paper sought to determine which player demographics seek or may avoid specific numerical complexity within digital games and suggests which range of decisions they would accept when presented with a new gaming experience, focusing specifically on character attributes (also known as statistics). Keywords: Character Creation, Role-Playing Games, Cognitive Psychology, Flow Abstrakt (Swedish) Digitala spelutvecklare måste ofta kämpa med att skapa spel som både lockar nya spelare men samtidigt är svåra nog att klara för att vara utmanande. En utmaning kopplad till detta är skapandet av karaktärer, specifikt i rollspel. Presentationen av karaktärsattribut som spelare kan ändra sker vid ett kritiskt moment av spelande (dess början), oftast innan en spelare har börjat spela huvuddelen av ett spel. Det existerar därför en risk av att förvirra eller skrämma bort de som införskaffat spelet, då de överväldigas av för mycket information om spelelement som har markant effekt, speciellt senare i det nämnda spelets delar. -
I\ATARI Power Without the Prie'"
SOFTT'IABE CATA1OGTJE FOR ATARI 8.BIT PERSONAL COMPUTER SYSTEMS 400 / wo / &0xL / 800x1/ I 30xE /I\ATARI Power Without the Prie'" ISSUE II _SEPTEMBER ]985 This cotologue contoins o selection of the best softwore ovoiloble for your Atori Personol Computer System. Soflwore is ovoiloble on either cossette or disk formot (certoin titles ore ovoiloble on bothl), ond selected titles ore ovoiloble on ROM cortridge. CONTACT... Your locol Atori deoler should be oble to help you select the softwo re for your requirements. lf you ore unoble io obtoin o softwore title in this cotologue, or would like detoils of your locol Atori deoler, conioct your neorest regionol Atori supplier: SILICON CENTRE LENDAC DATA SYSTEMS SILICA SHOP 7 Antiguo Slreet Unit 31 1-4 The Mews Edinburgh IDA Enterprise Centre Hothedey Rood &:otlond EN I 3NH Peo rse Streel Sidcu p (031) 557 4546 Dublin 2 Kent lrelond (0r) ELTEC 309 lrl (Dublin) 710226 Compus Rood THOMPSON COOK Lister Hills kience ATARI Hening Rood Pork PO Box 555 Woshford Brodford Slough Redditch Yorkshire BD7 1HR Berks SL2 5BZ Worcester BGB ODH (0274) 722512 (0753) 33344 (0s27) 25000 THERE'S MORE. A complete ronge of peripherols, books, mogozines ond other occessories ore ovoiloble for your Atorr personol Computer. Contoct your locol Atori deoler for detoils. CHECK! Before purchosing ony soflwore or hordwore, ensure lhot it is desrgned to work with your Alori computer model. Prod6ed by ATART (UK) pO CORp LID, BOX 555, SIOJGH, BERKS. SL2 5M otNEIAl. rtral{AoEmE1{I, INTEGIATED PACXAOES ETC. BUSTNESS Advmrure lnre.notlonol C.R.t.S. -
I Fought the Law: Transgressive Play and the Implied Player Espen Aarseth Center for Computer Games Research IT University of Copenhagen, Denmark Aarseth at Itu Dk
I Fought the Law: Transgressive Play and The Implied Player Espen Aarseth Center for Computer Games Research IT University of Copenhagen, Denmark aarseth at itu dk ABSTRACT development cycle), can exist without players, and always This paper is an attempt to understand Game Studies without one particular, historical player. through the contested notion of the “player” both inside and outside “the game object” – that is the object that game The potential player, before becoming an actual users perceive and respond to when they play. Building on player, must receive some instructions, either from the Hans-Georg Gadamer’s notion of games as a subject that game itself, or from a guide or accompanying material. “masters the players”, the paper will go beyond the Thus, the player is created, by these instructions, and by his traditional split between the social sciences’ real players or her initial learning experience. In many cases, this and the aesthetics/humanities critical author-as-player, and experience is social, and the player learns from other, more present a theory of the player and player studies that experienced players. But this is far from always the case, incorporates the complex tensions between the real, especially with singleplayer games. While it is important to historical player and the game’s human components. Since acknowledge that even singleplay can be perfectly social games are both aesthetic and social phenomena, a theory of (eg. when two players cooperate or in a group discuss the the player must combine both social and aesthetic intricacies of a singleplayer game) it is perhaps just as perspectives to be successful. -
A Clash Between Game and Narrative
¢¡¤£¦¥¦§¦¨©§ ¦ ¦¦¡¤¥¦ ¦¦ ¥¦§ ¦ ¦ ¨© ¦¡¤¥¦¦¦¦¡¤¨©¥ ¨©¦¡¤¨© ¦¥¦§¦¦¥¦ ¦¦¦ ¦¦¥¦¦¨©§¦ ¦!#" ¦$¦¥¦ %¤©¥¦¦¥¦©¨©¦§ &' ¦¦ () ¦§¦¡¤¨©¡*¦¡¤¥ ,+- ¦¦¨© ./¦ ¦ ¦¦¦¥ ¦ ¦ ./¨©¡¤¥ ¦¦¡¤ ¦¥¦0#1 ¦¨©¥¦¦§¦¨©¡¤ ,2 ¦¥¦ ¦£¦¦¦¥ ¦0#%¤¥¦$3¦¦¦¦46555 Introduction ThisistheEnglishtranslationofmymaster’sthesisoncomputergamesandinteractivefiction. Duringtranslation,Ihavetriedtoreproducemyoriginalthesisratherfaithfully.Thethesiswas completedinFebruary1999,andtodayImaynotcompletelyagreewithallconclusionsorpresup- positionsinthetext,butIthinkitcontinuestopresentaclearstandpointontherelationbetween gamesandnarratives. Version0.92. Copenhagen,April2001. JesperJuul Tableofcontents INTRODUCTION..................................................................................................................................................... 1 THEORYONCOMPUTERGAMES ................................................................................................................................ 2 THEUTOPIAOFINTERACTIVEFICTION...................................................................................................................... 2 THECONFLICTBETWEENGAMEANDNARRATIVE ...................................................................................................... 3 INTERACTIVEFICTIONINPRACTICE........................................................................................................................... 4 THELUREOFTHEGAME.......................................................................................................................................... -
Ts4730 1Frjhszyooc7tr.Pdf
From: Espen Aarseth, Stephan Günzel (eds.) Ludotopia Spaces, Places and Territories in Computer Games September 2019, 316 p., pb. 39,99 € (DE), 978-3-8376-4730-3 E-Book: PDF: 39,99 € (DE), ISBN 978-3-8394-4730-7 Where do computer games »happen«? The articles collected in this pioneering volume explore the categories of »space«, »place« and »territory« featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these. Espen Aarseth, born in 1965, is Professor of Game Studies at the IT University of Co- penhagen. He is the Editor-in-Chief of Game Studies, a journal he co-founded in 2001. In 2016 he received an ERC Advanced Grant for the project »MSG – Making Sense of Games«. Stephan Günzel, born in 1971, is Professor of Media Theory at the University of Applied Sciences Europe and currently head of the Media Studies Master Program at the Tech- nical University of Berlin. He co-founded the Digital Games Research Center at the University of Potsdam in 2008. For further information: www.transcript-verlag.de/en/978-3-8376-4730-3 © 2019 transcript Verlag, Bielefeld Content Introduction Space – The Theoretical Frontier ������������������������������������������������������������������ 7 I. Spaces What Do They Represent? Computer Games as Spatial Concepts