Gender in Littlebigplanet
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Playstation Schedule
Sony Computer Entertainment Australia June 2010 PlayStation News 3D Comes Home with PlayStation and Sony Australia PlayStation® 3 – the only home console to deliver real high definition 3D experiences – is now 3D-ready for stereoscopic games. As announced on 2 June, Sony’s early release 3D TVs, the Bravia HX8000, will be offered with a package including: • 3D ready PlayStation 3 • Two pairs of Sony 3D glasses • A Sony 3D transmitter • Four 3D stereoscopic PS3 game experiences accessible through the PlayStation Network; WipEout HD (full game) o PAIN (three 3D episodes plus a 2D tutorial) o SuperStardust HD (full game) and o o MotorStorm Pacific Rift (single level demo) Attendees at an exclusive Sydney launch event were treated to a preview of MotorStorm Pacific Rift in 3D and a taste of the first Sony 3D music video shot in Australia. Performed by Sony Music act Rogue Traders and featuring Sydney FC team members, the “Hearts Beat as One” music clip is the Qantas Socceroos’ 2010 FIFA World Cup anthem. Us ed to capture the Rogue Traders’ 3D music video, Sony’s 3D professional equipment is the industry standard. Sony’s 3D equipment is employed by the majority of broadcasters, used for the live 3D broadcast of the 2010 FIFA World Cup and the Sony Open PGA Golf Tournament, as well as the first live Australian 3D broadcast, the Qantas Socceroos’ farewell match on 24 May 2010. Fire up the PlayTV for the World Cup From June 11 to July 11, Australian Football fans will be turned into nocturnal creatures to watch the games live from South Africa. -
Will Sony╎s Fourth Playstation Lead to a Second Sony V. Universal?
WILL SONY’S FOURTH PLAYSTATION LEAD TO A SECOND SONY V. UNIVERSAL? † SETH ASCHER ABSTRACT Sony has included a “share” button on the next version of their popular PlayStation video game system. This feature is meant to allow players to record and share videos of their gameplay. This service shares similarities with the controversial “record” button that Sony included with its Betamax players over thirty years ago. The Betamax player was the subject of the landmark case Sony v. Universal, a foundational case for the modern application of copyright law to new technology. This Issue Brief examines how this “share” feature would fare under the framework laid out by Sony v. Universal and other evolutions in copyright law. INTRODUCTION On February 20, 2013, Sony announced their newest videogame system, predictably named the PlayStation 4.1 Chief among its new features is the share button displayed prominently on its controller.2 Microsoft’s newest offering also has a similar feature.3 Pressing the share button will allow a player to post images or videos of their gameplay to the internet, sharing them with their friends and complete strangers.4 The PlayStation 4 even buffers the last few minutes of gameplay so that a player can share their gameplay video after the fact.5 Sony’s intention is to provide an easy way for players to share images and videos online. Copyright © 2014 by Seth Ascher. † Duke University School of Law, J.D. 2014. 1 Video of the press announcement is available on numerous websites. E.g., Sony PlayStation 4 Press Conference, GAMESPOT (Feb. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Meaningful Choice As Expression of Creativity in Gameplay
Meaningful Choice as Expression of Creativity in Gameplay A Preliminary Typology of Creative Gameplay in Videogames Abstract Gamification guru Yu-Kai Chou positions creativity as the ultimate motivational drive as it both addresses intrinsic motivation as well as positive emotions. Creativity and play have long been linked together and, despite many attempts to grasp them, have maintained elusive concept because their expressions have an enormous variety. Yet, creative gameplay has rarely been analyzed as a whole, research often lingering on a single variant of it, mostly tangible player production in videogames. This thesis offers a framework based on Chou’s concept of meaningful choices for identifying varieties of creative gameplay and offers a preliminary typology of creative gameplay in videogames. By Wesley Smit 3781410 Supervisor Jasper van Vught TABLE OF CONTENTS INTRODUCTION .............................................................................................. 3 IN THE BEGINNING… .................................................................................... 9 CREATIVITY AND MEANINGFUL PLAY ..................................................... 14 METHODOLOGY ........................................................................................... 26 CREATIVE PLAY IN LITTLEBIGPLANET 2 ................................................. 29 CREATIVE PLAY IN NBA 2K15 ................................................................... 39 DISCUSSION ................................................................................................ -
Ubisoft® Celebrates 30 Years of Creating Games at E3 2016
Ubisoft® Celebrates 30 Years of Creating Games at E3 2016 PARIS, FRANCE — June 2, 2016 — Today, Ubisoft reveals its plans for E3 2016, where its creative teams will proudly present highly anticipated titles such as Watch Dogs® 2, For Honor™ or Tom Clancy’s Ghost Recon® Wildlands. They’ll also detail new content coming for live games and – as usual – unveil some surprises. The week will kick off with Ubisoft’s E3 2016 Conference, taking place on Monday, June 13 starting at 1 p.m. PDT and preceded by a 30-minute pre-show. E3 attendees can experience Ubisoft games at its booth (booth #1023, South Hall, Los Angeles Convention Center) from June 14 – 16. More than 1,700 fans also have the opportunity to play Ubisoft games and meet the development teams at the fourth-annual Ubisoft Lounge. “E3 is always a very special moment when everyone in the entertainment business does their best to amaze and engage gamers. For Ubisoft’s teams, it’s a period of pride and of anxious anticipation because they are finally showing off the games they’ve poured so much passion into, and receiving feedback from players and peers. Our industry has evolved so much in the past 30 years, but what hasn’t changed is my love and respect for the limitless passion and talent of developers and players alike,” said Yves Guillemot, co-founder and CEO, Ubisoft. “The video game industry continues to enjoy strong momentum, with powerful new platforms that enable more creativity, expression and imagination. More than ever, video games are showing how they will shape the future of entertainment. -
Ubisoft Studios
CREATIVITY AT THE CORE UBISOFT STUDIOS With the second largest in-house development staff in the world, Ubisoft employs around 8 000 team members dedicated to video games development in 29 studios around the world. Ubisoft attracts the best and brightest from all continents because talent, creativity & innovation are at its core. UBISOFT WORLDWIDE STUDIOS OPENING/ACQUISITION TIMELINE Ubisoft Paris, France – Opened in 1992 Ubisoft Bucharest, Romania – Opened in 1992 Ubisoft Montpellier, France – Opened in 1994 Ubisoft Annecy, France – Opened in 1996 Ubisoft Shanghai, China – Opened in 1996 Ubisoft Montreal, Canada – Opened in 1997 Ubisoft Barcelona, Spain – Opened in 1998 Ubisoft Milan, Italy – Opened in 1998 Red Storm Entertainment, NC, USA – Acquired in 2000 Blue Byte, Germany – Acquired in 2001 Ubisoft Quebec, Canada – Opened in 2005 Ubisoft Sofia, Bulgaria – Opened in 2006 Reflections, United Kingdom – Acquired in 2006 Ubisoft Osaka, Japan – Acquired in 2008 Ubisoft Chengdu, China – Opened in 2008 Ubisoft Singapore – Opened in 2008 Ubisoft Pune, India – Acquired in 2008 Ubisoft Kiev, Ukraine – Opened in 2008 Massive, Sweden – Acquired in 2008 Ubisoft Toronto, Canada – Opened in 2009 Nadeo, France – Acquired in 2009 Ubisoft San Francisco, USA – Opened in 2009 Owlient, France – Acquired in 2011 RedLynx, Finland – Acquired in 2011 Ubisoft Abu Dhabi, U.A.E – Opened in 2011 Future Games of London, UK – Acquired in 2013 Ubisoft Halifax, Canada – Acquired in 2015 Ivory Tower, France – Acquired in 2015 Ubisoft Philippines – Opened in 2016 UBISOFT PaRIS Established in 1992, Ubisoft’s pioneer in-house studio is responsible for the creation of some of the most iconic Ubisoft brands such as the blockbuster franchise Rayman® as well as the worldwide Just Dance® phenomenon that has sold over 55 million copies. -
Magisterarbeit / Master's Thesis
MAGISTERARBEIT / MASTER’S THESIS Titel der Magisterarbeit / Title of the Master‘s Thesis „Player Characters in Plattform-exklusiven Videospielen“ verfasst von / submitted by Christof Strauss Bakk.phil. BA BA MA angestrebter akademischer Grad / in partial fulfilment of the requirements for the degree of Magister der Philosophie (Mag. phil.) Wien, 2019 / Vienna 2019 Studienkennzahl lt. Studienblatt / UA 066 841 degree programme code as it appears on the student record sheet: Studienrichtung lt. Studienblatt / Magisterstudium Publizistik- und degree programme as it appears on Kommunikationswissenschaft the student record sheet: Betreut von / Supervisor: tit. Univ. Prof. Dr. Wolfgang Duchkowitsch 1. Einleitung ....................................................................................................................... 1 2. Was ist ein Videospiel .................................................................................................... 2 3. Videospiele in der Kommunikationswissenschaft............................................................ 3 4. Methodik ........................................................................................................................ 7 5. Videospiel-Genres .........................................................................................................10 6. Geschichte der Videospiele ...........................................................................................13 6.1. Die Anfänge der Videospiele ..................................................................................13 -
PS5 Llegará El Próximo 19 De Noviembre a España
PS5 llegará el próximo 19 de noviembre a España Con un precio de 399,99€ en su edición digital y a 499,99€ su versión HD Blu-ray disc Sony ha anunciado en primicia la fecha de lanzamiento y los detalles del precio de la esperada consola de nueva generación, PlayStation 5. SIE también ha revelado nuevas actualizaciones de varios títulos de PS5 , incluidosFinal Fantasy XVI, Fortnite, Hogwarts Legacy y un nuevo título de God of War. PS5 llegará primero a Estados Unidos, Canadá, Méjico, Australia, Nueva Zelanda, Japón y Corea del Sur. Su lanzamiento global continuará el 19 de noviembre en el resto del mundo, incluyendo Europa, Oriente Medio, América del Sur, Asia y Sudáfrica. La edición digital de PS5 estará disponible por un precio recomendado (PVP) de 399,99€, y la PS5 con la unidad de disco Ultra HD Blu-ray estará disponible por un PVP 499,99€. Las reservas anticipadas estarán disponibles a partir de mañana en determinados puntos de venta. Ambos modelos de PS5 usan el mismo procesador personalizado con CPU y GPU integradas para gráficos de alta fidelidad de hasta 4K, así como el mismo SSD de ultra alta velocidad con I/O integradas que brindarán una carga ultrarrápida a los jugadores. Los dos modelos de PS5 ofrecerán una mayor sensación de inmersión a través del mando inalámbrico DualSense y las capacidades de audio 3D de la consola, por lo que los jugadores disfrutarán de las mismas experiencias transformadoras de juego independientemente de la PS5 que elijan. “Desde que anunciamos por primera vez nuestra consola de nueva generación el año pasado, hemos recibido un apoyo asombroso por parte de los desarrolladores y fans de los juegos en todo mundo, y es realmente una lección de humildad”, expresa Jim Ryan, presidente y director ejecutivo de Sony. -
Tools to Reduce Open Bug Count at Media Molecule Amy
Tools to Reduce Open Bug Count at Media Molecule Amy Phillips High Priestess of Tools Code (Tools Programmer) at Media Molecule [email protected] ●Less open bugs -> more stable build -> fun bit of making games! ●Connecting off the shelf tools together – advantages of bespoke but less cost ●Dreams ● UGC – kinda like LBP but so much more! ● Sculpting, stamping, characters, logic, animation, music, audio,… ● Media Molecule has ~50 employees (Daniel Kidney and I wrote this stuff – 1.4 progs! Now 2.4 with Alex Parker) ● Bang for buck ●Studio environment means tools must be frictionless or they don’t get used – these are in regular use Dreams video See https://youtu.be/c-i0PcfboGc for the Dreams Trailer shown here Life Cycle of a Bug (1) Life Cycle of a Bug (2) Detecting bugs – Autobot - Functionality ●Runs after every checkin ● Checks for asserts, hangs, crashes, out of syncs, nans, logic errors ● More in depth tests are run overnight ●Results are emailed ● What has changed – did I break everything? (In email subject) ● Assert message, callstack, link to existing bug for this issue (colour coded) ● Previous results – when did it break? Detecting bugs - Autobot – more functionality ●Results also available/searchable on web UI ● Bug report button for QA prefills ●Assert message, programmer who added assert ●Perforce revision – uniquely identifies a build ●Callstack ●Replay is copied and attached to bug ●Link to recap session – coredump, tty, video ●Description ●TODO – autofill which revision it broke in, and who checked that in! ● Prefilling -
The Shadow Isle: a 3D Survival Virtual Reality Game Using A* Search Algorithm
Anna Liza A. Ramos et al, International Journal of Computer Science and Mobile Computing, Vol.8 Issue.4, April- 2019, pg. 217-225 Available Online at www.ijcsmc.com International Journal of Computer Science and Mobile Computing A Monthly Journal of Computer Science and Information Technology ISSN 2320–088X IMPACT FACTOR: 6.199 IJCSMC, Vol. 8, Issue. 4, April 2019, pg.217 – 225 The Shadow Isle: A 3D Survival Virtual Reality Game using A* Search Algorithm Anna Liza A. Ramos1; Lorenz E. Laza2; Laurence Dale M. Cartilla3; Yannah Mitch Z. Cayetano4; Rosebeth M. Roxas5; Jan Raymond T. Martin6 Institute of Computer Studies, Saint Michael’s College of Laguna 1 [email protected]; 2 [email protected]; 3 [email protected]; 5 [email protected]; 6 [email protected] Abstract— Virtual reality is the new emerging games where gamers experience a real world thus elicit emotional activation. The study aims to build a game model using Unity3D for building the game functionality, Blender for the character 3D model, ZBrush, Autodesk for character sketching, Photoshop for character enhancement, and VR box for viewing the game environment and the application of the A* search algorithm in the game. Furthermore, the prototype game model was evaluated by five (5) game developers and ten (10) gamers using the criterion on the Clarity of Rules, Flow, Strategy Luck, Balance, Length, Theme and Mechanics Integration, Tension and Fun. In result the game prototype marked an over-all performance result of 83.22% specifically recorded highest score in two (2) criterion on for both strategy, luck and balance and tension fun of 93.33%. -
They Played the Merger Game: a Retrospective Analysis in the UK Videogames Market
No 113 They Played the Merger Game: A Retrospective Analysis in the UK Videogames Market Luca Aguzzoni, Elena Argentesi, Paolo Buccirossi, Lorenzo Ciari, Tomaso Duso, Massimo Tognoni, Cristiana Vitale October 2013 IMPRINT DICE DISCUSSION PAPER Published by düsseldorf university press (dup) on behalf of Heinrich‐Heine‐Universität Düsseldorf, Faculty of Economics, Düsseldorf Institute for Competition Economics (DICE), Universitätsstraße 1, 40225 Düsseldorf, Germany www.dice.hhu.de Editor: Prof. Dr. Hans‐Theo Normann Düsseldorf Institute for Competition Economics (DICE) Phone: +49(0) 211‐81‐15125, e‐mail: [email protected] DICE DISCUSSION PAPER All rights reserved. Düsseldorf, Germany, 2013 ISSN 2190‐9938 (online) – ISBN 978‐3‐86304‐112‐0 The working papers published in the Series constitute work in progress circulated to stimulate discussion and critical comments. Views expressed represent exclusively the authors’ own opinions and do not necessarily reflect those of the editor. They Played the Merger Game: A Retrospective Analysis in the UK Videogames Market Luca Aguzzoni Lear Elena Argentesi University of Bologna Paolo Buccirossi Lear Lorenzo Ciari European Bank for Reconstruction and Development Tomaso Duso Deutsches Institut für Wirtschaftsforschung (DIW Berlin) and Düsseldorf Institute for Competition Economics (DICE) Massimo Tognoni UK Competition Commission Cristiana Vitale OECD October 2013 Corresponding author: Elena Argentesi, Department of Economics, University of Bologna, Piazza Scaravilli 2, 40126 Bologna, Italy, Tel: + 39 051 2098661, Fax: +39 051 2098040, E-Mail: [email protected]. This paper is partially based on a research project we undertook for the UK Competition Commission (CC). We thank the CC’s staff for their support during the course of this study. -
Creating Games ART & CS 107 Spring 2013 Schedule Revised April 24, 2013; the Schedule Adapts to Your Interests and Ideas Throughout the Semester
Creating Games ART & CS 107 Spring 2013 Schedule Revised April 24, 2013; the schedule adapts to your interests and ideas throughout the semester. Morning: TR 8:30 – 9:45am Hyperlinks are underlined. Chapter Afternoon: Thu. 1 – 4 pm reading is in McGuire and Jenkins, Office hours: (TCL 308) By appointment Creating Games, A K Peters 2008 + (I’m generally accessible–let me know when is best for you) errata TA hours: See website “Homework” is independent work due at the beginning of the following class session. I encourage you to discuss ideas with other students but your work product should solely be your own. When a written response is appropriate, note that scholarly writing includes citations to primary sources, terse style, appropriate vocabulary and tone, and proper English style. The writing center and my office hours are great resources to improve your writing. “Read” and “Play” material has no specific deadline, but should be done close to that day so that we have a common base for discussion. For games, spend at least two hours in actual gameplay, and try to play with other students in the class. Having played a game (i.e., a social and intellectual activity) with someone will help you to know if you can work together effectively on a project. Unless explicitly noted, you are welcome to play a game on a different (equivalent) platform or with your own copy instead of using the library resource. If you make a reasonable attempt to play a game and it is not available, then you can substitute a different game listed on the course web page.