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In- and Out-Of-Character
Florida State University Libraries 2016 In- and Out-of-Character: The Digital Literacy Practices and Emergent Information Worlds of Active Role-Players in a New Massively Multiplayer Online Role-Playing Game Jonathan Michael Hollister Follow this and additional works at the FSU Digital Library. For more information, please contact [email protected] FLORIDA STATE UNIVERSITY COLLEGE OF COMMUNICATION & INFORMATION IN- AND OUT-OF-CHARACTER: THE DIGITAL LITERACY PRACTICES AND EMERGENT INFORMATION WORLDS OF ACTIVE ROLE-PLAYERS IN A NEW MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAME By JONATHAN M. HOLLISTER A Dissertation submitted to the School of Information in partial fulfillment of the requirements for the degree of Doctor of Philosophy 2016 Jonathan M. Hollister defended this dissertation on March 28, 2016. The members of the supervisory committee were: Don Latham Professor Directing Dissertation Vanessa Dennen University Representative Gary Burnett Committee Member Shuyuan Mary Ho Committee Member The Graduate School has verified and approved the above-named committee members, and certifies that the dissertation has been approved in accordance with university requirements. ii For Grandpa Robert and Grandma Aggie. iii ACKNOWLEDGMENTS Thank you to my committee, for their infinite wisdom, sense of humor, and patience. Don has my eternal gratitude for being the best dissertation committee chair, mentor, and co- author out there—thank you for being my friend, too. Thanks to Shuyuan and Vanessa for their moral support and encouragement. I could not have asked for a better group of scholars (and people) to be on my committee. Thanks to the other members of 3 J’s and a G, Julia and Gary, for many great discussions about theory over many delectable beers. -
Virtual Worlds, Real Leaders: Online Games Put the Future of Business Leadership on Display
cyan mag yelo black MAC Virtual Worlds, Real Leaders: Online games put the future of business leadership on display A Global INTERNATIONAL BUSINESS MACHINES CORPORATION NEW ORCHARD ROAD, ARMONK, NY 10504 Innovation ® © International Business Machines Corporation 2007 Outlook All Rights Reserved 2.0 Report SERIOSITY, INC. 2370 WATSON CT., SUITE 110, PALO ALTO, CA 94303 ™ 881832IMPO.Cover1832IMPO.Cover NNC4C4 66/20/07/20/07 112:15:522:15:52 AAMM cyan mag yelo black MAC 881832IMPO.Cover1832IMPO.Cover NNC2C2 66/20/07/20/07 112:16:082:16:08 AAMM mag yelo CG11 MAC GIO 2.0 Report “ If you want to see what business leadership may look like in three to fi ve years, look at what’s happening in online games.” — Byron Reeves, Ph.D.,≠ the Paul C. Edwards Professor of Communication at Stanford University and Co-founder of Seriosity, Inc. 1 881832IMPO.Text1832IMPO.Text NN0101 66/20/07/20/07 112:51:412:51:41 AAMM cyan mag yelo black MAC Game On As the business world becomes more distributed and virtual, do online games offer lessons on the future of leadership? 2 881832IMPO.Text1832IMPO.Text NN0202 66/20/07/20/07 112:51:422:51:42 AAMM cyan yelo black CG11 MAC GIO 2.0 Report What’s next? It’s the simple question that businesses spend millions trying to answer every year, all with the goal of learning what the business world of the future will look like. But there are some elements of this future that are already falling into place. For example, we know that business is becoming increasingly global. -
Appendix 2 Event Highlights Of
EVENT HIGHLIGHTS Singapore Expo Hall 6B 28 – 30 May 2010 11am – 9pm daily www.licence2play.com.sg Licence2Play 2010 Fact Sheet pg 1 Co-organiser: - SCOGA - (Singapore) Cybersports & Online Gaming Association Official Newspaper: - The New Paper Official Gaming Magazine: - GameAxis - HardwareMag Official Online Portal: - GameAxis.com - HardwareZone.com Anchor Partner: - Infocomm Asia Holdings (IAH) Official Broadband Access Provider: - Starhub Official Gamer PC: - Lenovo - Intel Official Gaming Gear Partner: - Razer Pte Ltd Official Prepaid Card: - FEVO Partner: - Asiasoft Online - Falcon’s Hangar - Movie Mania Sponsor: - Energizer - Seagate Licence2Play 2010 Fact Sheet pg 2 (D) Event Highlights: 1. New Game Launches i) Launch of Counter-Strike Online by Infocomm Asia Holdings (IAH) Counter-Strike Online represents a fresh update to an old Local Area Network (LAN) favourite. The new additions include massively multiplayer online role-playing game (MMORPG) elements such as character levelling and leaderboard rankings. This allows players to witness their game characters grow as they play the game, a feature absent in previous Counter-Strike games. By merging these MMORPG elements while retaining the polished feel of the classic Counter-Strike, Counter-Strike Online promises to be a fan favourite. Furthermore, NEXON Corporation representatives from Korea will be at Licence2Play for interview sessions. NEXON Corporation is the developer of Counter-Strike Online and its representatives are well placed to provide insights on game development in the online gaming industry. ii) Asiasoft @Global presents Official Launch of Requiem:Alive (M18) Asiasoft set up @Global Games to provide a platform for specially localized games catering to the South East Asian players. Players on @Global Games will be able to play on a unified game server which neglects the restrictions such as IP blocks and lack of game support. -
Vampire Storytellers Handbook (3Rd Edition)
Vampire Storytellers Handbook 1 Vampire Storytellers Handbook By Bruce Baugh, Anne Sullivan Braidwood, Deird’re Brooks, Geoffrey Grabowski, Clayton Oliver and Sven Skoog Table of Contents Introduction............................................................................................................................................................................................4 The Most Important Part... ............................................................................................................................................................6 ...And the Most Important Rule .....................................................................................................................................................6 How to Use This Book...................................................................................................................................................................7 The Game as it is Played..............................................................................................................................................................7 Cool, Not Kewl ..............................................................................................................................................................................9 Violence is Prevalent but Desperate...........................................................................................................................................10 Vampire Music ............................................................................................................................................................................10 -
The Complete Guide to Social Media from the Social Media Guys
The Complete Guide to Social Media From The Social Media Guys PDF generated using the open source mwlib toolkit. See http://code.pediapress.com/ for more information. PDF generated at: Mon, 08 Nov 2010 19:01:07 UTC Contents Articles Social media 1 Social web 6 Social media measurement 8 Social media marketing 9 Social media optimization 11 Social network service 12 Digg 24 Facebook 33 LinkedIn 48 MySpace 52 Newsvine 70 Reddit 74 StumbleUpon 80 Twitter 84 YouTube 98 XING 112 References Article Sources and Contributors 115 Image Sources, Licenses and Contributors 123 Article Licenses License 125 Social media 1 Social media Social media are media for social interaction, using highly accessible and scalable publishing techniques. Social media uses web-based technologies to turn communication into interactive dialogues. Andreas Kaplan and Michael Haenlein define social media as "a group of Internet-based applications that build on the ideological and technological foundations of Web 2.0, which allows the creation and exchange of user-generated content."[1] Businesses also refer to social media as consumer-generated media (CGM). Social media utilization is believed to be a driving force in defining the current time period as the Attention Age. A common thread running through all definitions of social media is a blending of technology and social interaction for the co-creation of value. Distinction from industrial media People gain information, education, news, etc., by electronic media and print media. Social media are distinct from industrial or traditional media, such as newspapers, television, and film. They are relatively inexpensive and accessible to enable anyone (even private individuals) to publish or access information, compared to industrial media, which generally require significant resources to publish information. -
2004 February
February 2004 Games and Entertainment Megan Morrone Today you can use the same machine to organize your finances, create a presentation for your boss, and defend the Earth from flesh-eating aliens. But let’s be honest: Even with the crazy advances in software, organizing your finances and creating a presentation for your boss are still not half as much fun as defending the Earth from flesh-eating aliens.That’s why we’ve devoted the entire month of February to the noble pursuit of games and entertainment for PCs, Macs, game consoles, and PDAs. I know what you’re thinking.You’re thinking that you can skip right over this chapter because you’re not a gamer. Gamers are all sweaty, pimpled, 16-year-old boys who lock themselves in their basements sustained only by complex carbohydrates and Mountain Dew for days on end, right? Wrong.Video games aren’t just for young boys anymore. Saying you don’t like video games is like saying you don’t like ice cream or cheese or television or fun.Are you trying to tell me that you don’t like fun? If you watch The Screen Savers,you know that each member of our little TV family has a uniquely different interest in games. Morgan loves a good frag fest, whereas Martin’s tastes tend toward the bizarre (think frogs in blenders or cow tossing.) Kevin knows how to throw a cutting-edge LAN party,while Joshua and Roger like to kick back with old-school retro game emulators. I like to download free and simple low-res games that you can play on even the dinkiest PC, whereas Patrick prefers to build and rebuild the perfect system for the ultimate gaming experience (see February 13).And leave it to Leo to discover the most unique new gaming experience for the consummate early adopter (see February 1). -
View Annual Report
UNITED STATES SECURITIES AND EXCHANGE COMMISSION WASHINGTON, D.C. 20549 FORM 20-F (Mark One) REGISTRATION STATEMENT PURSUANT TO SECTION 12(b) OR (g) OF THE SECURITIES EXCHANGE ACT OF 1934 OR ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended December 31, 2009 OR TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to . OR SHELL COMPANY REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 Date of event requiring this shell company report: . Commission file number: 001-34238 THE9 LIMITED (Exact name of Registrant as specified in its charter) N/A (Translation of Registrant’s name into English) Cayman Islands (Jurisdiction of incorporation or organization) Building No. 3, 690 Bibo Road Zhang Jiang Hi-Tech Park Pudong New Area, Pudong Shanghai 201203 People’s Republic of China (Address of principal executive offices) George Lai Tel: +86-21-5172-9990 Facsimile number: +86-21-5172-9903 Building No. 3, 690 Bibo Road Zhang Jiang Hi-Tech Park Pudong New Area, Pudong Shanghai 201203 People’s Republic of China (Name, Telephone, E-mail and/or Facsimile number and Address of Company Contact Person) Securities registered or to be registered pursuant to Section 12(b) of the Act. Name of each exchange and title of each class on which registered: American Depositary Shares, each representing one ordinary share, par value US$0.01 per share, Nasdaq Global Market Securities registered or to be registered pursuant to Section 12(g) of the Act. -
Welcome to Twit.Tv! If You've Stumbled Upon This Page and Are Wondering What It's All About, Read On
Huh? Welcome to TWiT.tv! If you've stumbled upon this page and are wondering what it's all about, read on. The TWiT.tv Story It all started in 1998 with a small cable network called ZDTV, a channel dedicated to covering computers, the Internet, and personal technology. The people behind this site all worked on that network as hosts, reporters, or producers. In 2004, ZDTV, then called TechTV, was sold and dismantled. Former TechTV hosts, Leo Laporte, Patrick Norton, Kevin Rose, and John C. Dvorak, and producers Robert Heron, David Prager, and Roger Chang went on to other jobs, but we stayed in touch, with each other, and with fans of the late TechTV. Those fans told us again and again how important TechTV had been in their lives, and how much they missed the channel. We missed working with each other, too. On a rainy evening in January, 2005 a few of of us got together for dinner after spending the day covering MacWorld Expo in San Francisco. Leo, who was working as a radio host, happened to have a microphone and recorder. He turned it on and recorded 20 minutes of idle chatter about the Expo and the tech world in general. He posted that recording on his web site. Within a few days tens of thousands of people had downloaded the recording. TechTV fans began clamoring for more. A few months later,TWiT was born. We originally called the show The Revenge of The Screen Savers because that was the name of the defunct TV show many of us had worked on, but the cable channel that had bought TechTV complained, so we changed the name to this WEEK in TECH, or TWiT, for short. -
What Is the Future of Massively Multiplayer Online Gaming? Richard Slater (00804443) What Is the Future of Massively Multiplayer Online Gaming?
What is the future of Massively Multiplayer Online Gaming? Richard Slater (00804443) What is the future of Massively Multiplayer Online Gaming? Richard Slater (00804443) An undergraduate dissertation submitted in partial fulfillment of the requirements of CS335 - The Computing Dissertation module of BSc (Hons) Computer Science. I (Richard Slater) hereby certify that the content of this document has been produced solely by me in person according to the regulations set out by the University of Brighton, as such it is an original work. I so declare that any reference to non-original document or material has been properly acknowledged. Document Data Total Word Count 8944 Word Count 8090 excluding footnotes and annexes Modified 26 February 2004 By Richard Slater Revision 78 a PDF version of this document is available at http://www.richard-slater.co.uk/university/dissertation Page 1 of 28 What is the future of Massively Multiplayer Online Gaming? Richard Slater (00804443) 1) Table of Contents 1) Table of Contents................................................................................................... 2 2) Abstract................................................................................................................ 3 3) Introduction........................................................................................................... 4 3.1) Terms and Definitions.......................................................................................4 3.2) Quality of references........................................................................................5 -
Massively Multiplayer Online Games Industry: a Review and Comparison
Massively Multiplayer Online Games Industry: A Review and Comparison From Middleware to Publishing By Almuntaser Alhindawi Javed Rafiq Sim Boon Seong 2007 A Management project presented in part consideration for the degree of "General and Financial MBA". CONFIDENTIALITY STATEMENT This project has been agreed as confidential between the students, university and sponsoring organisation. This agreement runs for five years from September, 14 th , 2007. ii Acknowledgements We would like to acknowledge Monumental Games management for giving us this opportunity to gain an insight of this interesting industry. Special thanks for Sarah Davis, Thomas Chesney and the University of Nottingham Business School MBA office personnel (Elaine, Kathleen and Christinne) for their assistance and support throughout this project. We would also like to thank our families for their constant support and patience; - Abdula Alhindawi - Fatima Alhindawi - Shatha Bilbeisi - Michelle Law Seow Cha - Sim Hock Soon - Yow Lee Yong - Mohamed Rafiq - Salma Rafiq - Shama Hamid Last but not least, our project supervisor Duncan Shaw for his support and guidance throughout the duration of this management project. i Contents Executive Summary iv Terms and Definition vi 1.0 Introduction 1 1.1 Methodology 1 1.1.1 Primary Data Capture 1 1.1.2 Secondary Data Capture 2 1.2 Literature Review 4 1.2.1 Introduction 4 1.2.2 Competitive Advantage 15 1.2.3 Business Model 22 1.2.4 Strategic Market Planning Process 27 1.2.5 Value Net 32 2.0 Middleware Industry 42 2.1 Industry Overview 42 2.2 -
Dwinteraus-Manual
1988by 5~ DEMON'S WINTER DATA CARD FOR VERSIONS Commands: The keyboard commands are keyed to the first letter of the item ATARI ST, IBM PC, AMIGA, C-64 being activated. For instance, in order to enter the "Marketplace· within a city, you use the "M" key. This is true throughout the game. ATARI ST VERSION Load.Ing Instructions: Before beginning play, please make a backup copy of AMIGA VERSION the disks for play use. The disks have no physical protection so you may use the Loading Instructions: Before beginning play, please make a backup copy of normal TOS c.opy program for making these backups. Once the copies have the disks for play use. The disks have no physical protection so you may use the been made , simply put your master disks away and use the copies for play.· normal Workbench copy program for making these backups. Once the copies have been made, simply put your master disks away and use the cop'ies for play. To load your game of Demon's Winter, turn on your computer and insert your backup copy of the Game Disk. Double-click on the disk A icon and a normal To load your game of Demon's Winter, turn on your computer and boot to Kick TOS window will appear. Double-click on the DEMON.PRG icon that appears in start v1 .2 or later. Insert your backup copy of the Game Disk and the game will the that window and the game will load. The next menu that you will see offers load automatically. -
The Presentation of Self in Massively Multiplayer Online Games, to Investigate How Players Create and Maintain Versions of Self in These Environments
The Presentation of Self in Massively Multiplayer Online Games Alexander D. Meredith A thesis submitted in partial fulfilment of the requirements of Nottingham Trent University for the degree of Doctor of Philosophy October 2014 Copyright Statement This work is the intellectual property of the author. You may copy up to 5% of this work for private study, or personal, non-commercial research. Any re-use of the information contained within this document should be fully referenced, quoting the author, title, university, degree level and pagination. Queries or requests for any other use, or if a more substantial copy is required, should be directed to the owner of the Intellectual Property Rights. 1 Abstract This thesis examined the presentation of self in Massively Multiplayer Online games, to investigate how players create and maintain versions of self in these environments. Key research questions concerned the motivation for engaging in these behaviours, the impact of such activities on their offline lives and for those that did not engage in the active presentation of self, why they did not do this. There were three studies in the thesis, employing a combination of qualitative and quantitative methods. The first study consisted of interviews (n=29), analysed using Grounded theory, and the second an online focus group (n=13 participants) explored using thematic analysis. These results were combined to create a theoretical model for the presentation of self in MMOs. Based on these concept statements a third study (n=408) was created, using an online questionnaire design. Results indicated that a five factor model was the most satisfactory means of explaining the presentation of self in MMOs – with Presentation of the Existing Self, Social Interaction, Gaming Aesthetics, Presenting Different Sides of the Self, and Emotional Impact as the salient factors.