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Exploring the Experiences of Gamers Playing As Multiple First-Person Video Game Protagonists in Halo 3: ODST’S Single-Player Narrative
Exploring the experiences of gamers playing as multiple first-person video game protagonists in Halo 3: ODST’s single-player narrative Richard Alexander Meyers Bachelor of Arts Submitted in fulfilment of the requirement for the degree of Master of Arts (Research) School of Creative Practice Creative Industries Faculty Queensland University of Technology 2018 Keywords First-Person Shooter (FPS), Halo 3: ODST, Interpretive Phenomenological Analysis (IPA), ludus, paidia, phenomenology, video games. i Abstract This thesis explores the experiences of gamers playing as multiple first-person video game protagonists in Halo 3: ODST, with a view to formulating an understanding of player experience for the benefit of video game theorists and industry developers. A significant number of contemporary console-based video games are coming to be characterised by multiple playable characters within a game’s narrative. The experience of playing as more than one video game character in a single narrative has been identified as an under-explored area in the academic literature to date. An empirical research study was conducted to explore the experiences of a small group of gamers playing through Halo 3: ODST’s single-player narrative. Interpretive Phenomenological Analysis (IPA) was used as a methodology particularly suited to exploring a new or unexplored area of research and one which provides a nuanced understanding of a small number of people experiencing a phenomenon such as, in this case, playing a video game. Data were gathered from three participants through experience journals and subsequently through two semi- structured interviews. The findings in relation to participants’ experiences of Halo 3: ODST’s narrative were able to be categorised into three interrelated narrative elements: visual imagery and world-building, sound and music, and character. -
Papers, Please
Universitätsverlag Potsdam Artikel erschienen in: Jessica Rehse, Nathanael Riemer (Hrsg.) „Wir alle treffen Entscheidungen im Leben, aber letztendlich treffen unsere Entscheidungen uns.“ Jessica Rehse | Nathanael Riemer (Hrsg.) „Wir alle treffen Entscheidungen Didaktische Potenziale digitaler Spielwelten im Leben, aber letztendlich 2020 – 424 S. treffen unsere ISBN 978-3-86956-489-0 Entscheidungen uns.“ DOI https://doi.org/10.25932/publishup-46846 Didaktische Potenziale digitaler Spielwelten Universitätsverlag Potsdam Empfohlene Zitation: Mascha Tobe: Papers, Please, In: Jessica Rehse, Nathanael Riemer (Hrsg.): „Wir alle treffen Entscheidungen im Le- ben, aber letztendlich treffen unsere Entscheidungen uns.“ : Didaktische Potenziale digitaler Spielwelten, Potsdam, Universitätsverlag Potsdam, 2020, S. 307–319. DOI https://doi.org/10.25932/publishup-48578 Soweit nicht anders gekennzeichnet ist dieses Werk unter einem Creative Commons Lizenzvertrag lizenziert: Namensnennung 4.0. Dies gilt nicht für zitierte Inhalte anderer Autoren: https://creativecommons.org/licenses/by/4.0/deed.de Papers, Please Mascha Tobe Steckbrief Altersfreigabe: Ohne USK-Prüfung, PEGI 16 Entwickler: Lucas Pope Publisher: 3909 LLC Erscheinungsjahr: 2013 Genre: Simulation Perspektive: 2D-Ego-Ansicht Plattformen: PC, iOS und PlayStation Vita Geeignet für: Moralische Verantwortung des Einzelnen; Wert des Individuums; totalitäre Systeme, ihre Wirkung und Widerstand Fachrelevanz: Philosophie/Ethik; Politik und Ge- schichte; Literatur und Kunst 1 INHALT In Papers, Please schlüpfen die Spielenden in die Rolle eines namenlosen Arbei- ters, der in dem fiktiven totalitären Staat Arstotzka lebt. Jüngst als Gewinner aus der Arbeitslotterie hervorgegangen, wird dieser Arbeiter samt Familie umgesie- delt und an einen Grenzübergang versetzt. Hintergrund dessen ist eine kürzlich erfolgte Grenzöffnung, die die Besetzung neuer Stellen nötig macht. Welcher Tä- tigkeit der Protagonist vor dieser Versetzung nachging, erfahren die Spielenden nicht. -
056 – New Puzzle Videogames — 3/4
056 – New Puzzle videogames — 3/4 Here, a succinct review of different types of puzzle videogames published between 2001 and 2020. Not in chronological order. Single character control ● Antichamber – 2013 A first-person puzzle-platform game released for Microsoft Windows, Linux and OS X. Many of the puzzles are based on phenomena that occur within impossible objects created by the game engine, such as passages that lead the player to different locations depending on which way they face, and structures that seem otherwise impossible within normal three- dimensional space. The game includes elements of psychological exploration through brief messages of advice to help the player figure out solutions to the puzzles as well as adages for real life. The player controls the unnamed protagonist from a first- person perspective, in an environment full of obstacles. Upon completing a core set of puzzles, the player can access the exit door, upon which he starts to chase down a black cloudlike shape, using all the solving techniques learned before. Eventually he is able to capture the cloud as a black cube and enter a final, more expansive area, where the shape becomes a waiting shell. The shell creates a structure around it (similar to the game's logo) and sucks everything around it into its center, sending the screen to black and ending the game. ● Bobby Carrot – 2004 A video game series developed for iOS and as a WiiWare. The object of the game is to collect all of the carrots in an area and reach a point on the map that progresses the player to the next level. -
Digital Cultures
88888888888DIGITAL 88888888888CULTURES Understanding New Media 88888888888 Edited88888888888 by Glen Creeber and Royston88888888888 Martin Digital Cultures Digital Cultures Edited by Glen Creeber and Royston Martin Open University Press McGraw-Hill Education McGraw-Hill House Shoppenhangers Road Maidenhead Berkshire England SL6 2QL email: [email protected] world wide web: www.openup.co.uk and Two Penn Plaza, New York, NY 10121—2289, USA First published 2009 Copyright © Creeber and Martin 2009 All rights reserved. Except for the quotation of short passages for the purpose of criticism and review, no part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior written permission of the publisher or a licence from the Copyright Licensing Agency Limited. Details of such licences (for reprographic reproduction) may be obtained from the Copyright Licensing Agency Ltd of Saffron House, 6–10 Kirby Street, London, EC1N 8TS. A catalogue record of this book is available from the British Library ISBN-13: 978-0-33-5221974 (pb) 978-0-33-5221981 (hb) ISBN-10: 0335221971 (pb) 033522198X (hb) Typeset by Kerrypress, Luton, Bedfordshire Printed and bound in the UK by Bell & Bain Ltd, Glasgow Fictitious names of companies, products, people, characters and/or data that may be used herein (in case studies or in examples) are not intended to represent any real individual, company, product or event. For Tomas Contents -
Management Board Report on Cd Projekt Capital Group and Cd Projekt S.A
MANAGEMENT BOARD REPORT ON CD PROJEKT CAPITAL GROUP AND CD PROJEKT S.A. ACTIVITIES IN 2018 2 Disclaimer This English language translation has been prepared solely for the convenience of English speaking readers. Despite all the efforts devoted to this translation, certain discrepancies, omissions or approximations may exist. In case of any differences between the Polish and the English versions, the Polish version shall prevail. CD PROJEKT, its representatives and employ- ees decline all responsibility in this regard. This report on the activities of the CD PROJEKT Capital Group and CD PROJEKT S.A. contains important supplementary information related to the separate financial statement of CD PROJEKT S.A. Due to the fact that the activities and separate financial statement of CD PROJEKT S.A. have a dominant influence upon the activities and consolidated financial statement of the CD PROJEKT Capital Group, information contained in further parts of this report shall apply to the consolidated financial statement of the Group insofar as it describes the activities and results of CD PROJEKT S.A. Management Board report on CD PROJEKT Capital Group and CD PROJEKT S.A. activities for the period between 1 January and 31 December 2018 (all figures quoted in PLN thousands unless stated otherwise) 3 Esteemed Shareholders, In the past year we busied ourselves with laying further foundations for the Group’s future. The year also represented the first major test for Cyberpunk 2077. The most important test was the launch of the game’s promotional campaign. The global release of a Cyberpunk trailer marked the culmination of the Xbox platform conference which immediately preceded the opening of the E3 fair. -
Emulating Authentic Dialogue in Roleplaying Video Games
Tips of Fingers, Tips of Tongues: Emulating Authentic Dialogue in Roleplaying Video Games Stephanie Caskenette The Department of Art History and Communication Studies, McGill University, Montréal October 2017 A thesis submitted to McGill University in partial fulfilment of the requirements of the degree of a Master’s of Arts (Communication Studies). © Stephanie Caskenette, 2017 1 Table of Contents Abstract ........................................................................................................................................... 3 Acknowledgements ......................................................................................................................... 4 Introduction ..................................................................................................................................... 5 Chapter 1 – Game Feel and Other Methodological Considerations ............................................. 22 Chapter 2 – Dialogue Systems in Roleplaying Games ................................................................. 44 Chapter 3 –Evaluating Contemporary Dialogue Systems ............................................................ 62 Chapter 4 – Designing Around Hardware Limitations ................................................................. 77 Conclusion .................................................................................................................................... 94 Works Cited ................................................................................................................................. -
Remembering Death, Adventure and Tragedy: Grasping Videogames’ Epistemic Limits Through a Postcolonial Reading of Return of the Obra Dinn
Remembering Death, Adventure and Tragedy: Grasping Videogames’ Epistemic Limits Through a Postcolonial Reading of Return of the Obra Dinn Danny Steur - 6287883 Bachelor Thesis BA Media en cultuur Supervisor: Dr. Jasper van Vught 2019-2020, Q3 + Q4 June 2020 Word Count: 7628 Contents Contents .............................................................................................................................................. 1 List of Figures ..................................................................................................................................... 1 Abstract ............................................................................................................................................... 2 Introduction ........................................................................................................................................ 3 Gaming history (or, interactive historying) ................................................................................... 7 Colonial power through Orientalism .............................................................................................. 8 Disrupting colonial power ................................................................................................................ 9 Methodology: A symptomatic, contrapuntal reading ................................................................. 12 Administrating order: Orientalist ideology and colonial epistemology ................................... 15 Lived actuality: The Obra Dinn as -
Framework for Developing Interactive 360-Degree Video Adventure Games
FACULDADE DE ENGENHARIA DA UNIVERSIDADE DO PORTO Framework for Developing Interactive 360-Degree Video Adventure Games Francisco Pinho Mestrado Integrado em Engenharia Informática e Computação Supervisor: Rui Rodrigues Co-Supervisor: Rui Nóbrega July 20, 2019 Framework for Developing Interactive 360-Degree Video Adventure Games Francisco Pinho Mestrado Integrado em Engenharia Informática e Computação July 20, 2019 Abstract Making game environments, be it in 2D or 3D is an extremely laborious and skill intensive task. 360o content is a visual medium known for its increased spatial immersion and potential enhance- ment of the users’ emotional response to content [EEW18]. The possibility of using interactive 360o video or images as the game environments will allow talent to invest their creativity into other crucial aspects of game design such as narrative, sound and game mechanics. Adventure games belong in a diverse genre comprising many different types of experiences and sub-genres, from text-based adventures to puzzle-oriented point-and-click games, a cinematic experience with player choices or even a mixture of crime investigation with courtroom drama. In essence, games with simpler means of user input and a bigger focus on interactive narratives and storytelling - a very relevant field at the cutting edge of virtual reality research [RTGG17]. Further- more these games feature entirely non reflex based mechanics making the genre of "Adventure" the most fitting for integration with 360-degree visual media. This dissertation presents a framework that will allow the streamlining of the creative process of these experiences by giving creators the tools to make a fully-fledged virtual reality adventure game with 360 visual media as an interactive setting. -
Procedural Generation and Information Games
Generative Forensics: Procedural Generation and Information Games Michael Cook [email protected] School of Electrical Engineering and Computer Science Queen Mary University of London ABSTRACT Common justifications for the use of PCG in game design isthat Procedural generation is used across game design to achieve a it increases replayability or reduces development cost or complexity wide variety of ends, and has led to the creation of several game [22]. Although these claims regularly appear in academic papers subgenres by injecting variance, surprise or unpredictability into about PCG, to our knowledge there are no studies to support either otherwise static designs. Information games are a type of mystery claim, and in our experience adding PCG can actually increase the game in which the player is tasked with gathering knowledge and complexity of the development process. A better justification for developing an understanding of an event or system. Their reliance PCG is that it enables new kinds of game design, by changing the on player knowledge leaves them vulnerable to spoilers and hard to player’s relationship with the game’s systems, or allowing the de- replay. In this paper we introduce the notion of generative forensics velopers to work at a scale that would be otherwise impractical. The games, a subgenre of information games that challenge the player best-known example of this is Spelunky, a blend of platformer and to understand the output of a generative system. We introduce roguelike [15]. In his book of the same name [24], designer Derek information games, show how generative forensics develops the Yu explained that the use of procedural generation in Spelunky idea, report on two prototype games we created, and evaluate our was intended to reduce the reliance on rote learning in platformers, work on generative forensics so far from a player and a designer by making levels unpredictable. -
The Japanese Gaming Cluster
The Japanese Gaming Cluster Tatsuya Hasegawa, Takeru Ito, Ryu Kawano, Koichi Kibata, Ken Nonomura 1 Table of Contents 1. Japan Competitiveness ............................................................................................................................ 3 1.1 Country Background ......................................................................................................................... 3 1.2 The Economic Performance of Japan after WW II ............................................................................ 4 1.3 Macroeconomic and Political Risks .................................................................................................. 5 1.4 Social infrastructure .......................................................................................................................... 7 1.5 Microeconomic competitiveness and national diamond analysis ...................................................... 7 1.5.1 Context for Firm Strategy and Rivalry ....................................................................................... 8 1.5.2 Demand Condition ..................................................................................................................... 8 1.5.3 Supporting and Related Industry ................................................................................................ 8 1.5.4 Factor Condition ........................................................................................................................ 9 1.6 National Cluster mapping and industrial -
Characterizing the Protagonists in Grand Theft Auto V Master's
CONSTRUCTING IDENTITIES IN SAN ANDREAS: Characterizing the protagonists in Grand Theft Auto V Master’s thesis Joonas Kettunen University of Jyväskylä Department of Languages English August 2015 JYVÄSKYLÄN YLIOPISTO Tiedekunta – Faculty Laitos – Department Humanistinen tiedekunta Kielten laitos Tekijä – Author Joonas Kettunen Työn nimi – Title CONSTRUCTING IDENTITIES IN SAN ANDREAS: Characterizing the protagonists in Grand Theft Auto V Oppiaine – Subject Työn laji – Level Englanti Pro gradu -tutkielma Aika – Month and year Sivumäärä – Number of pages Elokuu 2015 101+2 liitettä Tiivistelmä – Abstract Digitaalisten pelien merkitys on nykyään huomattava taloudellisesti ja kulttuurisesti. Ihmiset käyttävät aikaa ja rahaa digitaalipelien pelaamiseen enemmän kuin koskaan aikaisemmin ja pelaajamäärät kasvavat jatkuvasti. Yksi viime vuosien suurimmista digitaalipeleistä, niin budjetiltaan kuin pelaajamäärältäänkin, on Grand Theft Auto V. Lisäksi GTA V on saanut erinomaiset arvostelut ja peliä pidetäänkin yhtenä parhaana digitaalipelinä kautta aikojen. Erityisesti pelin hahmoja on kehuttu. Edellä mainittujen seikkojen perusteella GTA V -pelin päähahmot, Michael, Franklin ja Trevor, ovat tämän tutkimuksen keskiössä. Tutkimuksessa Grand Theft Auto V -peliä tarkastellaan kulttuurituotteena. Päähahmojen identiteetin rakentumista tutkitaan hahmoanalyysin avulla, joka pohjautuu kirjallisuusteoriaan. Analyysissa jokaisen hahmon ryhmäkategoriat, persoonallisuuskategoriat, sosiaalisten roolien kategoriat ja kieli on analysoitu hyödyntäen hahmoanalyysia. -
Playing with Videogame Culture: Working with Games to Engage the Public in Climate Action
1 Image: Microsoft / Nvidia Playing with Videogame Culture: Working with games to engage the public in climate action Prepared for UKRI Iain Dodgeon & Iain Simons 2 Contents Executive Summary 3 Videogames and Culture 7 Videogames and Climate: A brief history 8 Case Studies 10 Games and engagement with underrepresented audiences 20 The Potential of Games in Public Engagement 21 The Opportunities 21 Practical Considerations 24 Final Thoughts 25 3 Executive Summary Ahead of the COP26 conference in Glasgow later this year, UKRI commissioned OKRE to research and scope the potential for videogames to be the anchor of a national public engagement initiative focused on climate change. The Covid-19 pandemic has triggered enormous change, with our lives increasingly moving into online and digital spaces. Ever more organisations seek to provide content and engage audiences in these spaces, harnessing varied ways of interacting across different media and platforms including social media, streaming content, podcasts and videogames. UKRI is committed to exploring creative and innovative ways of engaging with the public, reaching more diverse communities, particularly those currently underrepresented in their engagement with research and innovation. UKRI commissioned OKRE to explore the opportunities afforded by videogames for engaging the public with issues around climate change with the objective of offering hope and supporting positive action. We conducted a review of past and present projects in games and climate, based on desk research, and consulted with professionals across the video games, research, heritage and local charity sector. This report collates and synthesises that work. Videogames and Culture The evolution and growth of digital technologies has seen videogames play an ever greater role as a global cultural force.