Game Vaporware As Design Fictions
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The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
Links to the Past User Research Rage 2
ALL FORMATS LIFTING THE LID ON VIDEO GAMES User Research Links to Game design’s the past best-kept secret? The art of making great Zelda-likes Issue 9 £3 wfmag.cc 09 Rage 2 72000 Playtesting the 16 neon apocalypse 7263 97 Sea Change Rhianna Pratchett rewrites the adventure game in Lost Words Subscribe today 12 weeks for £12* Visit: wfmag.cc/12weeks to order UK Price. 6 issue introductory offer The future of games: subscription-based? ow many subscription services are you upfront, would be devastating for video games. Triple-A shelling out for each month? Spotify and titles still dominate the market in terms of raw sales and Apple Music provide the tunes while we player numbers, so while the largest publishers may H work; perhaps a bit of TV drama on the prosper in a Spotify world, all your favourite indie and lunch break via Now TV or ITV Player; then back home mid-tier developers would no doubt ounder. to watch a movie in the evening, courtesy of etix, MIKE ROSE Put it this way: if Spotify is currently paying artists 1 Amazon Video, Hulu… per 20,000 listens, what sort of terrible deal are game Mike Rose is the The way we consume entertainment has shifted developers working from their bedroom going to get? founder of No More dramatically in the last several years, and it’s becoming Robots, the publishing And before you think to yourself, “This would never increasingly the case that the average person doesn’t label behind titles happen – it already is. -
Video Game Archive: Nintendo 64
Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 Table of Contents…………………………………………………………………………………………. 3 Table of Figures……………………………………………………………………………………………5 Acknowledgements……………………………………………………………………………………….. 7 Executive Summary………………………………………………………………………………………. 8 1-Introduction…………………………………………………………………………………………….. 9 2-Background………………………………………………………………………………………… . 11 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 2.2 - The Console and its Competitors:………………………………………………………………. 16 Development of the Console……………………………………………………………………...16 -
IIS Security and Programming Countermeasures
IIS Security and Programming Countermeasures By Jason Coombs ([email protected]) Introduction This is a book about how to secure Microsoft Internet Information Services for administrators and programmers whose work includes a requirement for information security, a computer industry specialty field commonly referred to as infosec. In this book the terms information security and infosec are used interchangeably with the more friendly term data security. This is not a book about hacking, cracking, and the tools and techniques of the bad guys, the so-called black hat hackers. This book teaches computer professionals and infosec specialists how to build secure solutions using IIS. It is your duty to secure and defend networked information systems for the benefit of the good guys who are your end users, clients, or less technical coworkers. There is nothing you can do that will transform a programmable computer running Microsoft Windows from its vulnerable condition to an invulnerable one. Every general purpose programmable computer is inherently vulnerable because it is controlled by software and is designed to allow new software to be installed or executed arbitrarily. Network computing based on programmable general purpose computers will never be safe from an information security perspective. Eliminating the feature of general purpose programmability from a networked computer and replacing its software with firmware reduces but does not eliminate vulnerabilities. These are immutable realities of present day computing and, as always, reality represents your biggest challenge. Microsoft is in business to get as much of your money as possible using whatever means will work at a given moment and in this respect they know virtually no equal in the software business. -
Computer Malpractice and Other Legal Problems Posed by Computer Vaporware
Volume 33 Issue 5 Article 4 1988 Computer Malpractice and Other Legal Problems Posed by Computer Vaporware Ronald N. Weikers Follow this and additional works at: https://digitalcommons.law.villanova.edu/vlr Part of the Computer Law Commons, Contracts Commons, and the Torts Commons Recommended Citation Ronald N. Weikers, Computer Malpractice and Other Legal Problems Posed by Computer Vaporware, 33 Vill. L. Rev. 835 (1988). Available at: https://digitalcommons.law.villanova.edu/vlr/vol33/iss5/4 This Comment is brought to you for free and open access by Villanova University Charles Widger School of Law Digital Repository. It has been accepted for inclusion in Villanova Law Review by an authorized editor of Villanova University Charles Widger School of Law Digital Repository. Weikers: Computer Malpractice and Other Legal Problems Posed by Computer V 1988] "COMPUTER MALPRACTICE" AND OTHER LEGAL PROBLEMS POSED BY COMPUTER "VAPORWARE" I. INTRODUCTION The computer hardware' and software 2 trade is extremely compli- cated in that manufacturers, distributors and retailers must contend with thousands of available computer systems and parts, various financing and pricing concerns, training and retaining salespeople and much more.3 Nonetheless, the picture has recently become further clouded by 1. The term "computer hardware" describes the physical computer equip- ment. Typically, the hardware comprising a "personal computer system" con- sists of a "central processing unit"-the main body of the computer housing the processing circuitry and disk drives-, a video display monitor, and a printer. See Note, Copyright Infringement of Computer Programs: A Modification of the Substantial Similarity Test, 68 MINN. L. REV. 1264, 1264 n.1 (1984); Management Sys. -
Why Crowdfund? Motivations for Kickstarter Funding
Why Crowdfund? Motivations for Kickstarter Funding Author: William LaPorta Advisor: Dr. Michele Naples 13 May 2015 The College Of New Jersey Abstract This paper attempts to answer the question, "What makes entrepreneurs utilize crowdfunding?" To answer this question we analyze the level of Kickstarter funding per capita in each state as a function of various macroeconomic variables. We find that states with higher income, states with higher income inequality, states with a lower concentration of small firms, states with lower unemployment and high social media usage are more likely to have higher levels of Kickstarter funding. These results indicate that Kickstarter and other crowdfunding websites are utilized in more affluent and technologically savvy parts of the country, with high levels of business activity. LaPorta 1 Table of Contents INTRODUCTION ................................................................................................................................................... 2 LITERATURE REVIEW ...................................................................................................................................... 3 HOW KICKSTARTER WORKS ............................................................................................................................................. 3 ECONOMIC LITERATURE ON CROWDFUNDING ........................................................................................................... 4 BASIS OF RESEARCH AND DESIGN ................................................................................................................................. -
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! -
Module 2 Roleplaying Games
Module 3 Media Perspectives through Computer Games Staffan Björk Module 3 Learning Objectives ■ Describe digital and electronic games using academic game terms ■ Analyze how games are defined by technological affordances and constraints ■ Make use of and combine theoretical concepts of time, space, genre, aesthetics, fiction and gender Focuses for Module 3 ■ Computer Games ■ Affect on gameplay and experience due to the medium used to mediate the game ■ Noticeable things not focused upon ■ Boundaries of games ■ Other uses of games and gameplay ■ Experimental game genres First: schedule change ■ Lecture moved from Monday to Friday ■ Since literature is presented in it Literature ■ Arsenault, Dominic and Audrey Larochelle. From Euclidian Space to Albertian Gaze: Traditions of Visual Representation in Games Beyond the Surface. Proceedings of DiGRA 2013: DeFragging Game Studies. 2014. http://www.digra.org/digital- library/publications/from-euclidean-space-to-albertian-gaze-traditions-of-visual- representation-in-games-beyond-the-surface/ ■ Gazzard, Alison. Unlocking the Gameworld: The Rewards of Space and Time in Videogames. Game Studies, Volume 11 Issue 1 2011. http://gamestudies.org/1101/articles/gazzard_alison ■ Linderoth, J. (2012). The Effort of Being in a Fictional World: Upkeyings and Laminated Frames in MMORPGs. Symbolic Interaction, 35(4), 474-492. ■ MacCallum-Stewart, Esther. “Take That, Bitches!” Refiguring Lara Croft in Feminist Game Narratives. Game Studies, Volume 14 Issue 2 2014. http://gamestudies.org/1402/articles/maccallumstewart ■ Nitsche, M. (2008). Combining Interaction and Narrative, chapter 5 in Video Game Spaces : Image, Play, and Structure in 3D Worlds, MIT Press, 2008. ProQuest Ebook Central. https://chalmers.instructure.com/files/738674 ■ Vella, Daniel. Modelling the Semiotic Structure of Game Characters. -
Mighty Number 9 and the Ethics of Kickstarter on July 18Th, 2011
Spring 2016 | ADES 5515 Logan McLaughlin The Legend Never Dies, or Gets a Full Release: Mighty Number 9 and the Ethics of Kickstarter On July 18th, 2011 Capcom disappointed many fans of their iconic Mega Man series by announcing the cancellation of the most recent installment in the series: Mega Man Legends 3. Legends 3 had been in development for less than a year and was apparently close to having a finished Alpha build, an early playable version of the game. More importantly, lead producer Keiji Inafune had approved an interesting design process by opening a multi-national development forum to solicit ideas from carefully selected fans. I was among those on the developer forums who took part in surveys and design sessions for various mechanics and design implementations. When the game was cancelled I, like many others, had to accept that the Mega Man series was officially dead. Hope came in 2013 in the form of a Kickstarter for a new game developed independently from Capcom by Inafune himself under the banner of his new company Comcept LLC. What was promised to fans was a re-imagining of the classic 2D side scrolling Mega Man games so many had known and loved over the years. The title of this game was Mighty Number 9. The game reached its $900,000 USD target in two days, and by the end of the month-long Kickstarter campaign had raised a total of $3,845,170 USD. After the campaign, the game had a period of extended PayPal donations ultimately ending with a grand total of $4,046,579 USD raised. -
Gamasutra - Features - "Structuring Key Design Elements" [04.11.03]
Gamasutra - Features - "Structuring Key Design Elements" [04.11.03] | | | | By Erik Bethke Features Gamasutra [Author's Bio] April 11, 2003 Structuring Key Design Elements All games start as an idea, something like "Wouldn't it be cool to be a space marine and blow up zombies on Phobos" or "Wouldn't it be cool to be a pilot in a starfighter involved in an epic struggle to overcome the oppression of a star empire gone bad" or "Wouldn't it be cool to drive Introduction modified street cars on Tokyo streets at night." These idea sparks are often the source of long conversations between developers late into the night at the studio. Another potential starting Methods and the Unified point for a game is a licensed property; i.e., "make a RPG/RTS/action game using XXX license." Development Process (Fans may want to play that license specifically. Major licenses include Star Trek, Star Wars, D&D, WWE, Lord of the Rings, and Harry Potter.) Case Studies This article discusses how to turn the structure that your business context and your game ideas provide into a game concept worthy of fleshing out into a game design document. The Key Design Elements of Your Game Business Context Shapes Design, Or Does Design Shape The Business Context? Some Straight Questions to Ask Yourself First of all, I am not asserting that having your business context in hand will act as a magical tool that will turn any game idea into a well-thought- out game concept. It is only an important aid to assess the requirements Printer Friendly Version that your game idea is implying. -
1. in Practice, There Are Two ...Of Detergents A. Predictions B
In the name of God English for the students of IT Summer Term 14/6/1389 Choose the letter of correct answer and mark it on your answer sheet accordingly ﺗﻌﺪاد ﺳﻮال: 50 وﻗﺖ: هﻔﺘﺎد دﻗﻴﻘﻪ . ﻧﻤﺮﻩ ﻣﻨﻔﯽ دارد 1. In practice, there are two .......... of detergents d. described a. predictions 9. Since they both spoke simultaneously, I could not b. manipulations figure out what they were saying. The word c. evolutions SIMULTANEOUSLY is synonymous with the word d. categories* .......... a. real-time* 2. I want you to tell me the .......... truth, and nothing b. interrelated but the truth. c. instead a. tolerable d. distant b. illustrative c. approximate 10. The instructions faxed to us were garbled. We d. absolute* could not follow them. The word GARBLED is synonymous with the word .......... 3. The government .......... a new program for the a. removed improvement of the economy. b. rebuilt a. intervened c. corrupted* b. interacted d. changed c. initiated* d. extended 11. Many people regard ARPANET as the precursor of the internet. The word PRECURSOR is 4. Ram is also known as .......... memory. synonymous with the word .......... a. volatile* a. limitation b. removable b. forerunner* c. permanent c. complement d. critical d. amusement 5. .......... me those CDs over there, please. 12. Teachers disseminate knowledge to their students. a. quantify The word DISSEMINATE is synonymous with the b. manipulate word .......... c. locate a. record d. fetch* b. receive c. distribute* 6. She was .......... for the loss of her arm in the d. add accident. a. increased 13. Which of the following is a proper noun? b. -
Intersomatic Awareness in Game Design
The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking.