Augmented and Virtual Reality: Emerging Legal Implications of the “Final Platform”
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Pokemon Go – Fact Sheet
GCSE Media Studies – Set Product Fact Sheet Pokémon Go GCSE Media Studies – Set Product Fact Sheet Pokémon Go Component 1: Exploring Media and convergence: Industries and Audiences • For an industry to survive over forty years, it has to constantly evolve and serve the needs Focus Areas: of its audiences. The video games industry Media Industries has done just that. By 2010, virtual reality and Audiences augmented reality were emerging as major Media Contexts drivers for game hardware and gameplay development. There was also a huge rise in PRODUCT CONTEXT casual gaming through mobile devices. • Produced by Niantic and in collaboration with • In 2016, the mobile gaming market was Nintendo, Pokémon Go is an augmented reality estimated to have taken $38 billion in revenue. video game for iOS and Android devices. This is where Pokémon Go stepped in. • Using the same technology as Google Maps, Pokémon Go relies on players’ GPS to allow Consider the Pokémon franchise: them to locate, capture, battle and train virtual • Pokémon is a media franchise that started in creatures called Pokémon in the real world. 1995 and the trademark is owned by Nintendo. • Pokémon Go had an extended launch, • The franchise began as a pair of video games being released in Australia, New Zealand for the Gameboy yet now spans video games, and the United States first on July 6th trading card games, animated TV shows 2016, and then in other countries (e.g. and movies, comics, books and toys. South Korea in January 2017). • It is the second best-selling video game • The game is free to download and play but franchise behind Mario and is one of the there is the possibility to spend real money highest grossing media franchises of all time. -
A Player Engagement Model for an Augmented Reality Game: a Case of Pokémon Go
A player engagement model for an augmented reality game: a case of Pokémon Go Author Pyae, Aung, Potter, Leigh Ellen Published 2016 Conference Title PROCEEDINGS OF THE 28TH AUSTRALIAN COMPUTER-HUMAN INTERACTION CONFERENCE (OZCHI 2016) Version Accepted Manuscript (AM) DOI https://doi.org/10.1145/3010915.3010960 Copyright Statement © ACM, 2016. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the 28th Australian Conference on Computer-Human Interaction, ISBN: 978-1-4503-4618-4, DOI: 10.1145/3010915.3010960. Downloaded from http://hdl.handle.net/10072/124170 Griffith Research Online https://research-repository.griffith.edu.au © ACM, 2016. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the 28th Australian Conference on Computer- Human Interaction, ISBN: 978-1-4503-4618-4, DOI: 10.1145/3010915.3010960. A Player Engagement Model for an Augmented Reality Game: A Case of Pokémon Go Aung Pyae Leigh Ellen Potter Griffith University Griffith University 170 Kessels Rd, Nathan, QLD, Australia 170 Kessels Rd, Nathan, QLD, Australia [email protected] [email protected] ABSTRACT game industry (Molla and Lepetit, 2010). There are a In this paper, we discuss players’ engagement in playing number of well-received commercial AR games such as Augmented Reality (AR) games. We present four Niantic’s Ingress, Zombies, Run!, Microsoft HoloLens concepts in playing AR games including: ‘Player’, ‘Play’, games, and Nintendo’s 3DS games. -
Player Traits and Gratifications of Casual and Hardcore Players of Pokémon GO, Harry Potter: Wizards Unite, and Ingress
Player Traits and Gratifications of Casual and Hardcore Players of Pokémon GO, Harry Potter: Wizards Unite, and Ingress JOHN DUNHAM, Niantic x RIT Geo Games and Media Research Lab, Rochester Institute of Technology, USA KONSTANTINOS PAPANGELIS, Niantic x RIT Geo Games and Media Research Lab, Rochester Institute of Technology, USA NICOLAS LALONE, University of Nebraska Omaha, USA YIHONG WANG, University of Liverpool, UK Location-based games (LBG) impose virtual spaces on top of physical locations. Studies have explored LBG from various perspectives. However, a comprehensive study of who these players are, their traits, their gratifications, and the links between them is conspicuously absent from the literature. In this paper, weaim to address this lacuna through a series of surveys with 2390 active LBG players utilizing Tondello’s Player Traits Model and Scale of Game playing Preferences, and Hamari’s scale of LBG gratifications. Our findings (1) illustrate an association between player satisfaction and social aspects of the studied games, (2) explicate how the core-loops of the studied games impact the expressed gratifications and the affine traits of players, and (3) indicate a strong distinction between hardcore and casual players based on both traits and gratifications. Overall our findings shed light into the players of LBG, their traits, and gratifications they derive fromplaying LBGs. CCS Concepts: • Human-centered computing ! Human computer interaction (HCI); Collaborative and social computing. Additional Key Words and Phrases: Location-based Games, Player Traits, Gratifications, Pokémon GO, Harry Potter: Wizards Unite, Ingress ACM Reference Format: John Dunham, Konstantinos Papangelis, Nicolas LaLone, and Yihong Wang. 2018. Player Traits and Gratifica- tions of Casual and Hardcore Players of Pokémon GO, Harry Potter: Wizards Unite, and Ingress. -
Mega Man X Release Date
Mega Man X Release Date StrobilaceousAlonso quadruplicating and burrier availingly. Moishe scaldsEd is erectly his yelk promised rediscover after reconfirm Pleiocene surely. Redmond relays his boscage modestly. The logo with mega man zx advent of the blacklist tab or its awesome collection of their money on which must learn. The value does not respect de correct syntax. Metalhead Software is a small but growing studio in downtown Victoria, BC. Basic Subsistence offers only the most essential of goods to the Pops of this species. To browse Fullset ROMs, scroll up and choose a letter or select Browse by Genre. You can buy the eight mega man titles from the x mega power ups site is a publisher did not directly. It has tons of mega links there with previ. Bury me with my money. It also provides additional functionality such a thumbnail generation in Explorer. You may have to repeat the introductory stage when an enemy drops an extra life. Like the previous legacy collections, this is a mix of some absolute masterpieces, some okay games, and some severe missteps. LEGO parts, Minifigs and sets, both new or used. Find the largest selection of Logitech Products. Mega Man broke down over time. Sony Interactive Entertainment Inc. Tell us about it! Make sure all the GA dimensions are setup and correct VAN. Sitting on this ledge is an energy capsule. Show the current Bonus Happiness value. This value should be blank. This is returned in the _vtn key of the ping. Project Zomboid is the ultimate in zombie survival. Click the button below to start this article in quick view. -
Video Games: 3Duis for the Masses Joseph J
Video Games: 3DUIs for the Masses Joseph J. LaViola Jr. Ivan Poupyrev Welcome, Introduction, & Roadmap 3DUIs 101 3DUIs 201 User Studies and 3DUIs Guidelines for Developing 3DUIs Video Games: 3DUIs for the Masses The Wii Remote and You 3DUI and the Physical Environment Beyond Visual: Shape, Haptics and Actuation in 3DUI Conclusion CHI 2009 Course Notes - LaViola | Kruijff | Bowman | Poupyrev | Stuerzlinger 163 !3DUI and Video Games – Why? ! Video games ! multi-billion dollar industry: $18.8 billion in 2007 ! major driving force in home entertainment: average gamer today is 33 years old ! advanced 3D graphics in HOME rather then universities or movies studios ! Driving force in technological innovation ! graphics algorithms and hardware, sound, AI, etc. ! technological transfer to healthcare, biomedical research defence, education (example: Folding@Home) ! Recent innovations in 3D user interfaces ! graphics is not enough anymore ! complex spatial, 3D user interfaces are coming to home (example: Nintendo Wii) ! Why 3D user interfaces for games? ! natural motion and gestures ! reduce complexity ! more immersive and engaging ! Research in 3D UI for games is exiting ! will transfer 3DUI to other practical applications, e.g. education and medicine LaViola | Kruijff | Bowman | Poupyrev | Stuerzlinger 164 - Video game industry $10.5 billions in US in 2005, $25.4 billions worldwide; -Not for kids anymore: average player is 33 years old, the most frequent game buyer is 40 years old; -Technological transfer and strong impact on other areas of technology: The poster on this slide (www.allposters.com) demonstrates a very common misconception. In fact its completely opposite, the rapid innovation in games software and hardware allows for economical and practical applications of 3D computers graphics in healthcare, biomedical research, education and other critical areas. -
Disruptive Behaviors Within Ingress. (Under the Direction of Dr
ABSTRACT HUNZAKER, MICHELLE ASHLEY. Intent or Misinterpretation? Disruptive Behaviors within Ingress. (Under the direction of Dr. Nick Taylor). Disruptive behaviors, such as trolling, have eluded definition across multiple platforms. Adding another case study and new platform to the list of past scholar definitions, this study does not define what disruptive behavior looks like in location-based mobile games (LBMG), but looks at how a community within the LBMG, Ingress, views and manages disruptive behaviors. Through the combined use of multi-cited ethnography and connective ethnography, three themes came from 11 participant interviews (8 male and 3 female) with examples from interviews and observations of public, in-game communications panes and private community messaging channels and forums and suggestions of how to manage these behaviors are noted. Additionally, suggestions are offered about how to perform future ethnographic work within hybrid spaces such as LBMGs and augment reality games (ARG). © Copyright 2016 Michelle Ashley Hunzaker All Rights Reserved Intent or Misinterpretation? Disruptive Behaviors within Ingress by Michelle Ashley Hunzaker A thesis submitted to the Graduate Faculty of North Carolina State University in partial fulfillment of the requirements for the degree of Masters of Science Communications Raleigh, North Carolina 2016 APPROVED BY: ________________________________ ________________________________ Dr. Adriana de Souza e Silva Dr. Steve Wiley ________________________________ Dr. Nicholas Taylor BIOGRAPHY Michelle Hunzaker is a second year graduate student at North Carolina State University completing the thesis track of the Masters of Science in Communications program. She attended undergraduate at Fairleigh Dickinson University for a Bachelors of Arts in Broadcast Communications accompanied by a minor in Information Technology as well as competed as a student-athlete on the school’s NCAA Division I Bowling Team all years of attendance. -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
Videogames at the Library: Ahistoricalperspective
VideoGames at the Library: AHistoricalPerspective Gustavo Marfia∗,AlessandroAmoroso∗,MarcoRoccetti∗,GiulioBasile∗,ClaudioE.Palazzi† ∗ Dipartimento di Scienze dell’Informazione - Universit`adiBologna,Italia Email: {amoroso, marfia, roccetti}@cs.unibo.it † Dipartimento di Matematica Pura e Applicata - Universit`adegli Studi di Padova, Italia Email: [email protected] Abstract —We present an overview or the video games available at the Film Library of Bologna. This institution, in collaboration with the University of Bologna, has a whole collateral branch dedicated to the video games, as they can be considered a recreational activity somehow related to movies. This collection of video games conceptually starts from the ones that are strictly connected to movies, and then expands to a wider class of video games. A video game could be related with a movie either as its direct inspiration, its prequel or collateral plot, or also be created as a direct consequence of that movie. The expansion of the collection available in the Library includes a historical set of video games. In this paper we discuss the historical perspective of the relationship between technology and video games, providinga complete historical view of the video games by means of the titles and the consoles available in the Library. Several dedicated consoles are still in working conditions and could be used by the visitors of the Library. I. INTRODUCTION The collection of the Play Room of the Film Library of Bologna contains about 2000 video games, whose releases Fig. 1. Temporal distribution of games available at the Library with respect to the hardware platforms range from 1979, till the present date. -
Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship
Brigham Young University BYU ScholarsArchive Theses and Dissertations 2008-03-28 Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship Bradley R. Clark Brigham Young University - Provo Follow this and additional works at: https://scholarsarchive.byu.edu/etd Part of the Communication Commons BYU ScholarsArchive Citation Clark, Bradley R., "Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship" (2008). Theses and Dissertations. 1350. https://scholarsarchive.byu.edu/etd/1350 This Thesis is brought to you for free and open access by BYU ScholarsArchive. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of BYU ScholarsArchive. For more information, please contact [email protected], [email protected]. Using the ZMET Method 1 Running head: USING THE ZMET METHOD TO UNDERSTAND MEANINGS Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship Bradley R Clark A project submitted to the faculty of Brigham Young University in partial fulfillment of the requirements for the degree of Master of Arts Department of Communications Brigham Young University April 2008 Using the ZMET Method 2 Copyright © 2008 Bradley R Clark All Rights Reserved Using the ZMET Method 3 Using the ZMET Method 4 BRIGHAM YOUNG UNIVERSITY GRADUATE COMMITTEE APPROVAL of a project submitted by Bradley R Clark This project has been read by each member of the following graduate committee and by majority vote has been found to be satisfactory. -
Download Megaman X4 Ps2 Iso Mega Man X4 (USA) PS1 ISO
download megaman x4 ps2 iso Mega Man X4 (USA) PS1 ISO. The PlayStation (officially abbreviated to PS, and commonly known as the PS1 or its codename, PSX) is a home video game console developed and marketed by Sony Computer Entertainment. The console was released on 3 December 1994 in Japan, 9 September 1995 in North America, 29 September 1995 in Europe, and 15 November 1995 in Australia. The console was the first of the PlayStation lineup of home video game consoles. It primarily competed with the Nintendo 64 and the Sega Saturn as part of the fifth generation of video game consoles. The PlayStation is the first “computer entertainment platform” to ship 100 million units, which it had reached 9 years and 6 months after its initial launch. In July 2000, a redesigned, slim version called the PS one was released, replacing the original grey console and named appropriately to avoid confusion with its successor, the PlayStation 2. The PlayStation 2, which is backwards compatible with the PlayStation’s DualShock controller and games, was announced in 1999 and launched in 2000. The last PS one units were sold in late 2006 to early 2007 shortly after it was officially discontinued, for a total of 102 million units shipped since its launch 11 years earlier. Games for the PlayStation continued to sell until Sony ceased production of both the PlayStation and PlayStation games on 23 March 2006 – over 11 years after it had been released, and less than a year before the debut of the PlayStation 3. DOWNLOADING AND RUNNING ISO FILES: Mega Man X4 (USA) is one of the best games of PS1 console. -
Steve Peters Resume
STEVE PETERS Immersive Experience Designer | Creative Director | Consultant # (818) 422-4898 _ [email protected] > stevepeters.org + Culver City, CA SUMMARY LIFE PHILOSOPHY Emmy-winning Immersive Experience Designer, Creative "If you're really smart, you'll hide a Director, Audio Producer/Director, Storyteller and Game/Puzzle puzzle in your resume!" Designer, with extensive experience in leading creative teams, Alan Turing game design, AR/VR, location-based games, theme park installations, escape rooms, podcast production, Alternate RECENT CLIENTS Reality Games, buzz and viral marketing techniques, production, and physical installations/events. Amazon Studios With a phenomenology-based, user-first philosophy in creative Walt Disney Imagineering R&D direction and experience design, my goal is for the user experience to transcend all aspects of a project’s design and Paramount Pictures execution. Because if it's not fun, then what's the point? Niantic JOB HISTORY Google Co-Founder/Chief Creative Ocer Legendary Entertainment No Mimes Media ~ 2009 - Present + Los Angeles, CA Bank of America/Merrill Lynch Asia Immersive Media Company - Creatively oversee and design all of the immersive experiences for No The GO Game Mimes Media clients. Lone Shark Games Lead Experience Designer Niantic Labs at Google ~ 2015 - 2015 + Venice, CA LANGUAGES The Makers of Pokemon Go, Niantic leads the industry in location-based gaming. - Led a team of immersive and game designers in creating content, video, English Native mobile app integration, narrative design elements, puzzles and live player events for the ARG Endgame: Ancient Truth. Japanese Intermediate - Worked alongside the Ingress team, helping to develop content and live- event gameplay. IN MY WHEELHOUSE VP of Experience Design Fourth Wall Studios ~ 2011 - 2014 + Culver City, CA TV Theme Songs Interactive Video platform and content production - Taking a short leave from No Mimes Media, was Executive in charge of Fourth Wall Studios’ Experience Design team. -
Video Game Collection MS 17 00 Game This Collection Includes Early Game Systems and Games As Well As Computer Games
Finding Aid Report Video Game Collection MS 17_00 Game This collection includes early game systems and games as well as computer games. Many of these materials were given to the WPI Archives in 2005 and 2006, around the time Gordon Library hosted a Video Game traveling exhibit from Stanford University. As well as MS 17, which is a general video game collection, there are other game collections in the Archives, with other MS numbers. Container List Container Folder Date Title None Series I - Atari Systems & Games MS 17_01 Game This collection includes video game systems, related equipment, and video games. The following games do not work, per IQP group 2009-2010: Asteroids (1 of 2), Battlezone, Berzerk, Big Bird's Egg Catch, Chopper Command, Frogger, Laser Blast, Maze Craze, Missile Command, RealSports Football, Seaquest, Stampede, Video Olympics Container List Container Folder Date Title Box 1 Atari Video Game Console & Controllers 2 Original Atari Video Game Consoles with 4 of the original joystick controllers Box 2 Atari Electronic Ware This box includes miscellaneous electronic equipment for the Atari videogame system. Includes: 2 Original joystick controllers, 2 TAC-2 Totally Accurate controllers, 1 Red Command controller, Atari 5200 Series Controller, 2 Pong Paddle Controllers, a TV/Antenna Converter, and a power converter. Box 3 Atari Video Games This box includes all Atari video games in the WPI collection: Air Sea Battle, Asteroids (2), Backgammon, Battlezone, Berzerk (2), Big Bird's Egg Catch, Breakout, Casino, Cookie Monster Munch, Chopper Command, Combat, Defender, Donkey Kong, E.T., Frogger, Haunted House, Sneak'n Peek, Surround, Street Racer, Video Chess Box 4 AtariVideo Games This box includes the following videogames for Atari: Word Zapper, Towering Inferno, Football, Stampede, Raiders of the Lost Ark, Ms.