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Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
Sony Cuts Playstation 2 Price to $100 31 March 2009
Sony cuts PlayStation 2 price to $100 31 March 2009 Sony reports selling more than 136 million PS2 consoles since they were launched in 2000. "Demand for PlayStation 2 remains strong throughout the world," said SCEA president Jack Tretton. "The new 99-dollar price point will bring in new consumers who will discover how PlayStation platforms are an outstanding choice for their gaming and home entertainment needs." Sony is cutting the price of its older generation Sony hopes that beefing up the ranks of PS2 users PlayStation 2 (PS2) videogame consoles to 100 dollars will eventually translate into loyal fans that upgrade (US) in a move prompted by tough economic times and to PS3 models. a desire to lure fans to the platform. Analysts have gone on record saying they believe it will take a PS3 price cut to breathe new life into sales of the consoles. Sony is cutting the price of its older generation PlayStation 2 (PS2) videogame consoles to 100 Microsoft saw Xbox 360 console sales rise last year dollars (US) in a move prompted by tough after the US technology giant trimmed about 50 economic times and a desire to lure fans to the dollars from price tags. platform. Wii consoles are priced at 250 dollars each and Sony Computer Entertainment America said the have dominated the market since their launch in price of a PS2 console will drop 30 dollars late 2006. beginning April 1 but that it is not trimming the price of its latest-generation PlayStation 3 (c) 2009 AFP consoles. PS2 consoles have remained strong sellers despite the launch in late 2006 of a more powerful PS3 version with built-in Blu-ray high definition disk player. -
The Dreamcast, Console of the Avant-Garde
Loading… The Journal of the Canadian Game Studies Association Vol 6(9): 82-99 http://loading.gamestudies.ca The Dreamcast, Console of the Avant-Garde Nick Montfort Mia Consalvo Massachusetts Institute of Technology Concordia University [email protected] [email protected] Abstract We argue that the Dreamcast hosted a remarkable amount of videogame development that went beyond the odd and unusual and is interesting when considered as avant-garde. After characterizing the avant-garde, we investigate reasons that Sega's position within the industry and their policies may have facilitated development that expressed itself in this way and was received by gamers using terms that are associated with avant-garde work. We describe five Dreamcast games (Jet Grind Radio, Space Channel 5, Rez, Seaman, and SGGG) and explain how the advances made by these industrially productions are related to the 20th century avant- garde's lesser advances in the arts. We conclude by considering the contributions to gaming that were made on the Dreamcast and the areas of inquiry that remain to be explored by console videogame developers today. Author Keywords Aesthetics; art; avant-garde; commerce; console games; Dreamcast; game studios; platforms; politics; Sega; Tetsuya Mizuguchi Introduction A platform can facilitate new types of videogame development and can expand the concept of videogaming. The Dreamcast, however brief its commercial life, was a platform that allowed for such work to happen and that accomplished this. It is not just that there were a large number of weird or unusual games developed during the short commercial life of this platform. We argue, rather, that avant-garde videogame development happened on the Dreamcast, even though this development occurred in industrial rather than "indie" or art contexts. -
Playing with People's Lives 1 Playing with People's Lives How City-Builder Games Portray the Public and Their Role in the D
Playing With People’s Lives 1 Playing With People’s Lives How city-builder games portray the public and their role in the decision-making process Senior Honors Thesis, City & Regional Planning Presented in Partial Fulfillment of the Requirements for graduation with honors research distinction in City and Regional Planning in the Knowlton School of Architecture at the Ohio State University By William Plumley The Ohio State University May 2018 Faculty Research Mentor: Professor Tijs van Maasakkers, City and Regional Planning Playing With People’s Lives 2 Abstract – City-builder computer games are an integral part of the city planning profession. Educators structure lessons around playtime to introduce planning concepts, professionals use the games as tools of visualization and public outreach, and the software of planners and decision-makers often takes inspiration from the genre. For the public, city-builders are a source of insight into what planners do, and the digital city’s residents show players what role they play in the urban decision-making process. However, criticisms persist through decades of literature from professionals and educators alike but are rarely explored in depth. Published research also ignores the genre’s diverse offerings in favor of focusing on the bestseller of the moment. This project explores how the public is presented in city-builder games, as individuals and as groups, the role the city plays in their lives, and their ability to express their opinions and participate in the process of planning and governance. To more-broadly evaluate the genre as it exists today, two industry-leading titles receiving the greatest attention by planners, SimCity and Cities: Skylines, were matched up with two less-conventional games with their own unique takes on the genre, Tropico 5 and Urban Empire. -
" Get a Free Item Pack with Every Activation!"--Do Incentives Increase the Adoption Rates of Two-Factor Authentication?
... ...; aop ... Karoline Busse*, Sabrina Amft, Daniel Hecker, and Emanuel von Zezschwitz “Get a Free Item Pack with Every Activation!” Do Incentives Increase the Adoption Rates of Two-Factor Authentication? https://doi.org/..., Received ...; accepted ... Abstract: Account security is an ongoing issue in practice. Two-Factor Authen- tication (2FA) is a mechanism which could help mitigate this problem, however adoption is not very high in most domains. Online gaming has adopted an in- teresting approach to drive adoption: Games offer small rewards such as visual modifications to the player’s avatar’s appearance, if players utilize 2FA. Inthis paper, we evaluate the effectiveness of these incentives and investigate how they can be applied to non-gaming contexts. We conducted two surveys, one recruiting gamers and one recruiting from a general population. In addition, we conducted three focus group interviews to evaluate various incentive designs for both, the gaming context and the non-gaming context. We found that visual modifications, which are the most popular type of gaming-related incentives, are not as popular in non-gaming contexts. However, our design explorations indicate that well-chosen incentives have the potential to lead to more users adopting 2FA, even outside of arXiv:1910.07269v1 [cs.CR] 16 Oct 2019 the gaming context. Keywords: Two-Factor Authentication, Incentives, Gamification, Usable Security, Authentication, User Research PACS: ... Communicated by: ... Dedicated to ... *Corresponding author: Karoline Busse, Daniel Hecker, University of Bonn Sabrina Amft, Leibniz University Hannover Emanuel von Zezschwitz, University of Bonn & Fraunhofer FKIE 2 Busse, Amft, Hecker, von Zezschwitz (a) (b) Fig. 1: Examples of incentives for adopting 2FA. -
Official Playstation Magazine! Get Your Copy of the Game We Called A, “Return to Form for the Legendary Spookster,” in OPM #108 When You Subscribe
ISSUE 114 OCTOBER 2015 £5.99 gamesradar.com/opm LARA COMES HOME TOMB RAIDER It’s official! First look as Rise Of The Tomb Raider heads to PS4 ASSASSIN’SBETTER ON PS4! CREED SYNDICATE Back to its best? Victorian London explored and PS4-exclusive missions uncovered in our huge playtest EXPERT PLAYTEST STAR WARS BATTLEFRONT Fly the Millennium Falcon in the mode of your dreams COMPLETED! RECORD-BREAKING TEN-PAGE METAL GEAR SOLID REVIEW DESTINY: MAFIA III COMES BACK FROM THE TAKEN KING THE DEAD TO MAKE OUR DAY We’ve finished it! All-access CALL OF DUTY SIDES WITH PS4: pass to the best DLC ever WHAT DOES IT MEAN FOR YOU? ISSUE 114 / OCT 2015 Future Publishing Ltd, Quay House, The Ambury, Welcome Bath BA1 1UA, United Kingdom Tel +44 (0) 1225 442244 Fax: +44 (0) 1225 732275 here’s just no stopping the PS4 train. Email [email protected] Twitter @OPM_UK Web www.gamesradar.com/opm With Sony’s super-machine on track to EDITORIAL Editor Matthew Pellett @Pelloki eventually overtake PS2 as the best- Managing Art Editor Milford Coppock @milfcoppock T Production Editor Dom Reseigh-Lincoln @furianreseigh selling console ever, developers keep News Editor Dave Meikleham flocking to Team PlayStation. This month we CONTRIBUTORS Words Alice Bell, Jenny Baker, Ben Borthwick, Matthew Clapham, Ian Dransfield, Matthew Elliott, Edwin Evans-Thirlwell, go behind the scenes of five of the best Matthew Gilman, Ben Griffin, Dave Houghton, Phil Iwaniuk, Jordan Farley, Louis Pattison, Paul Randall, Jem Roberts, Sam games due out this year to show you why Roberts, Tom Sykes, Justin Towell, Ben Wilson, Iain Wilson Design Andrew Leung, Rob Speed the biggest blockbusters of the gaming ADVERTISING world are set to be better on PS4. -
FIFA 16 Cracked READNFO
2277//0022//2200117 FFIIFFA11 6CC rraacckkeedRR EEAADDNNFFO- SSKKIIDDRROOWW--GGAAMMEESS Home PC Games Daily Releases PC Repack Game Updates Console «« NARUTO SHIPPUDEN UNS 4 Update v1.05 Incl DLC-ALI213 N.E.R.O Nothing Ever Remains Obscure-RELOADED » » FIFA 16 Cracked READNFO Posted 29 Apr 2016 in PC Games CRACKED – DEMO NEEDED – DIRECT LINKS – TORRENT In FIFA 16 Create more moments of magic than ever before with FIFA 16. Make every match memorable with increased control in Midfield, improved defensive moves, more stars. INFO / DOWNLOAD SYSTEM REQUIREMENT SCREENSHOTS TRAILER / GAMEPLAY NFO ABOUT THE GAME : Create more moments of magic than ever before with FIFA 16. Make every match memorable with increased control in Midfield, improved defensive moves, more stars, and a new way to play. Build your dream team in FIFA Ultimate Team, or compete as one of 12 Women’s National Teams for the first time ever in the FIFA franchise, including Germany, USA, hhttttppss::////wwwwww..sskkiiddrrooww--ggaammeess..ccoomm//ffiiffaa--1166--ccrraacckkeedd--rreeaaddnnffoo/ 11//5500 2277//0022//2200117 FFIIFFA11 6CC rraacckkeedRR EEAADDNNFFO- SSKKIIDDRROOWW--GGAAMMEESS France, Sweden, England, Brazil, and more. FIFA 16 innovates across the entire pitch, delivering a lifelike and authentic football experience. How To Install : - Install Origin and login. - Download FIFA 16 DEMO from Origin Or use iso below to install. - Copy all contents from FULL UNLOCKED version to DEMO dictionary. IMP : Do Not Oerwrite when asked. - Delete the existing "data" and "dlc" folder in dictionary C:\Program Files (x86)\Origin Games\FIFA 16 DEMO\ - Copy again "data" and "dlc" folder from FULL UNLOCKED version to C:\Program Files (x86)\Origin Games\FIFA 16 DEMO\ - Delete "dlc_powdll" folder in C:\Program Files (x86)\Origin Games\FIFA 16 DEMO\dlc\ - Download FIXED_DATA.rar use link below. -
Helping It All Emerge Managing Crowd AI in Watch Dogs 2
Helping It All Emerge Managing Crowd AI In Watch Dogs 2 Roxanne Blouin-Payer Game Designer, Ubisoft Who Am I? Before: [email protected] Intr0ducti0n Why Emergence? • Illusion of intelligence • Interesting to watch and interact with • Create a toy sandbox What Is This About? Crowd AI Systems The Journey What’s Next? Some Context On WD Call 911! Some Context On WD2 • Vibrant and believable San Fran • Hack into humanity • Non-player centric world Anecdote Factory • Countless Anecdotes • Avoid repetition and scripted feeling • Surprise the player Anecdote Factory We know how it starts… …never how it ends! -Patrick Plourde, 2015 Anecdote Factory Cr0wd AI Syst3ms Crowd AI Systems 3 Systems • Attractors • Dynamic Attractors • Reaction System Crowd AI Systems Attractors • Spawned Activities • Based on a Game Object • Placed manually in the world Crowd AI Systems Dynamic Attractors • Using same tech as attractors • Spawned everywhere through an Event Manager • Greetings, crimes, etc. Crowd AI Systems Reaction System • Uses a stimuli based system • Emergent chain reactions • Completely systemic Crowd AI Systems General Flow Behavior A Behavior B Stimulus Decision Behavior C Ignore Crowd AI Systems Stims Propagation Reaction System Logic Rules Criteria Behavior Behavior Incident Emitter Target Ignore Observe Fight Flee Walking Insult 70% 20% 10% Walking Insult Friend 45% 50% 5% Walking Insult Enemy Friend 100% Reaction System Logic Rules Criteria Behavior Behavior Incident Emitter Target Ignore Observe Fight Flee Walking Insult 70% -
02 Artikel Deshbandhu.Pdf
Issue 12 (2020) articles To Dream a Game. Dreams as Interactive-Narrative Devices in Digital Games by Frank G. Bosman, 1 Towards a Monopoly. Examining FIFA’s Dominance in Simulated Football by Aditya Deshbandhu, 49 Paradise Lost. Value Formations as an Analytical Concept for the Study of Gamevironments by Gregory P. Grieve, Kerstin Radde-Antweiler, and Xenia Zeiler, 77 Surveying the Frontier. Subjective Rendering and Occlusion in Open-World Westerns by Joshua D. Miner, 114 research report Politics at The Heart of Gaming. A Critical Retrospective of gamescom 2019 by Kathrin Trattner, 144 interview Interview with Luis Wong from LEAP Game Studios on the Video Game Tunche by gamevironments, 157 reviews The Playful Undead and Video Games: Critical Analyses of Zombies and Gameplay. A Review by Antonija Cavcic, 162 Assassin’s Creed Odyssey. A Review by Leonie Glauner, 169 Towards a Monopoly. Examining FIFA’s Dominance in Simulated Footballi Aditya Deshbandhu Abstract Simulating the world’s most popular sport is big business and the most popular titles in the industry are Electronic Arts’ FIFA (2015-2019) franchise and Konami’s Pro Evolution Soccer (PES) (2015-2019). A rivalry that begun in 1995, the last 24 years have seen the games modify, adapt and transform the way sports simulators are made. In the pursuit of digitally recreating the magic from the football pitch, the two titles have garnered extremely loyal fanbases that include some fans whose gaming practices are limited to playing just one of these games. This article aims to analyze the success of FIFA and the decline of PES in the last decade when reviewers of games and industry observers have repeatedly found PES to be the better game. -
Newsletter July 2016
Hainesport Happenings July 20, 2016 Volume 3, Issue 3 Township of Hainesport, NJ Fishing Tournament Winners…..Page 4 County Finally sets Tax Rate ……Page 5 Recycling…..Page 6-7 ZIKA VIRUS Page 10-11 Bus Trips…...Page 12-14 Volunteers Needed for Community Day Page 15 Scarecrow Contest Page 16 Community Day.. Page 17 CONCERTS IN THE PARK SUNDAYS 7-8:30PM BURLINGTON COUNTY ATHLETES HEAD TO Hainesport Municipal Complex at the 2016 OLYMPICS Gazebo Burlington County— August 3 to August 22, 2016— Our own from Burlington July 31 County who grew up, live, or attended schools in Burlington County are headed to the Basement Musicians Olympics in Rio de Janeiro, Brazil; South America. Some of these great athletes you Sponsored by Hainesport Education may know but yet some you may not, so let’s meet these fine tuned athletes who are Association headed to the 2016 Olympics representing the USA. The following information and photos were provided from many sources through the August 7 Internet. The Woodshop Band Sponsored by Fitzpatrick & Lauren Schmetterling—Lauren will be Roberson Families competing in the 8 person women’s rowing competition, she is sitting in 4 seat. Lauren was born in 1988 in Voorhees New August 14 Jersey and grew up in Moorestown, NJ attending Moorestown Rave On High School and graduating in the class of 2006. She attended Sponsored by Colgate University graduating with her undergraduate degree in Bowman & Company 2010. She presently lives in Princeton, New Jersey. Lauren began rowing with Moorestown Rowing Club in 2003. Volume 3, Issue 3 Hainesport Happenings Page 2 (Continued) She continued rowing at Colgate University where in her senior year, she honored as an All–American athlete. -
DANCING with the DRAGON – the QUEST for the CHINESE FOOTBALL Consumer – Introduction
CSM RESEArcH REPORT 2017 DANCING WITH THE DRAGON – THE QUEST FOR THE CHINESE FOOTBALL consuMer – INTRODUCTION DEAR READERS, The Chinese government is pushing the tions and needs (e.g., for drama, escapism, study was conducted with the support of country to become a powerhouse in foot- or knowledge) that influence the decision Nielsen Sports. Overall, 5,000 people par- ball. Their ambitious plans include getting to watch football and to better target the ticipated in the online survey and face-to- 50 million Chinese to play football by 2020, communication toward sport spectators. face interviews (China). Their opinions are with the ultimate goal of winning the representative for a population of 1.899 football World Cup in the next decades to We decided to examine what a typical Chi- billion people in Asia, Europe, and the USA. come. China’s concerted football engage- nese football consumer looks like. What ment fertilizes the development of domes- are the motives to watch football? Which The survey results were discussed with tic football consumers supporting both football stars and clubs are supported and China experts to derive recommendations domestic and foreign clubs. Winning over why? What role do digital channels play for for designing marketing and sales strat- the Chinese football fan means compet- football consumption? How does a boom egies tailored to win the Chinese football ing with the well-advanced entertainment in esports affect sport consumer behav- consumers. industry in China. The Chinese Super ior? What are commonalities and differ- League and top European football clubs ences between the Chinese and more or need to face their competitors from other less advanced football markets abroad? sports and entertainment industries to take advantage of the current gold rush Accordingly, the Center for Sports and fever in football. -
Primetimes Newsletter, Fall 2010 Office of Lifespan Studies
Coastal Carolina University CCU Digital Commons PrimeTimes Newsletter Office of Lifespan Studies 8-1-2010 PrimeTimes Newsletter, Fall 2010 Office of Lifespan Studies Follow this and additional works at: https://digitalcommons.coastal.edu/primetimes Part of the Family, Life Course, and Society Commons, and the Gerontology Commons Recommended Citation Office of Lifespan Studies, "PrimeTimes Newsletter, Fall 2010" (2010). PrimeTimes Newsletter. 23. https://digitalcommons.coastal.edu/primetimes/23 This Article is brought to you for free and open access by the Office of Lifespan Studies at CCU Digital Commons. It has been accepted for inclusion in PrimeTimes Newsletter by an authorized administrator of CCU Digital Commons. For more information, please contact [email protected]. - • r1 NEWSLETTER OF COASTAL CAROLINA UNIVERSITY'S OFFICE OF LIFESPAN STUDIES Summer Fall 2010 2010 When I nUtrItIonal GroW Up Impacts I Want on memory: to Be... You Are By Bridgette Johnson What You Eat... When my sister was 38 years old, she pressed her reset button. By Russell Vaden, Ph.D., Assistant Professor She looked Old Man Chance Department of Foundations, Literacy and in the face and decided to push Technology, Coastal Carolina University him around a little. Someone so practical and established, so precise in every decision she had ever made Without a doubt, you have heard ways to improve brain function by decided hey, I think I want to be many people turn the phrase, “you grooming our dietary patterns more somebody else when I grow up. So, are what you eat.” When considering carefully. A healthy body brings about she quit her job, took out a student what most of us eat on a daily basis, a healthy mind.