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Reality Inspired Games: Expanding the Lens of Games’ Claims to Authenticity
Reality Inspired Games: Expanding the Lens of Games’ Claims to Authenticity Robyn McMillan, Darshana Jayemanne, Iain Donald School of Design and Informatics, Division of Games and Arts University of Abertay Bell Street, Dundee DD1 1HG +44 1382 308000 [email protected] [email protected] [email protected] ABSTRACT This paper considers the potentials of contemporary games staking claims to realism through documentary and journalistic techniques as part of a wide-ranging cultural and technological phenomenon– ‘Reality Inspired Games’ or RIGs (Maurin, 2018). We argue that RIGs employ design techniques and strategies of legitimation that are valuable to the reactive development cycles in the indie sector, whilst also being beneficial for academic research and development. Through examining traditional documentary and the concept of Bruzzi’s performative documentary (2006) we highlight how this concept may allow developers to negotiate performativity and authenticity in their videogames. We discuss examples of such games in the realm of indie productions, such as That Dragon, Cancer (2016), This War of Mine (2014), and My Child Lebensborn (2018) and Bury Me, My Love (2017). All of which represent new ground for game design, documentary and journalistic techniques that have influenced our work on the MacMillan project. Keywords Reality Inspired Games, Documentary, Performativity, Indie “Much like photographs, paintings, literature and music are capable of transmitting the full range of the human experience from one human to another, so too can games. Due to their interactivity, games are capable of a higher form of communication, one which actively engages the participant and makes them a part of the experience rather than a passive observer” (Brathwaite & Sharp, 2010, p315). -
Crusader Kings 2 2.8.2.1 Download Free Crusader Kings II - Middle Mars V.1.0.6 - Game Mod - Download
crusader kings 2 2.8.2.1 download free Crusader Kings II - Middle Mars v.1.0.6 - Game mod - Download. The file Middle Mars v.1.0.6 is a modification for Crusader Kings II , a(n) strategy game. Download for free. file type Game mod. file size 58.1 MB. last update Tuesday, April 6, 2021. Report problems with download to [email protected] Middle Mars is a mod for Crusader Kings II , created by zombaxx. Description: Long ago, many centuries after Mars had been fully Terraformed, Earth went dark on the same day all existing electronics on Mars stopped working. All ships not in orbit fell from the sky. Mars quickly descended into chaos as society collapsed, bringing on a new Dark Age. Most of the population succumbed to famine as governments broke down and nations fractured. Around 1000 years later humanity is recovering and has entered a new Medieval Era, largely forgetting the accurate history of humanity and the disaster. No one knows if Earth is still around and is thought of as more of a holy icon and legend. Some ideologies reject the concept or existence of Earth as we know it. Extract into �My Documents\Paradox Interactive\Crusader Kings II\mods� and activate in game�s menu. Crusader Kings II - Zhiza v.6022021 - Game mod - Download. The file Zhiza v.6022021 is a modification for Crusader Kings II , a(n) strategy game. Download for free. file type Game mod. file size 1.3 MB. last update Wednesday, March 10, 2021. Report problems with download to [email protected] Zhiza is a mod for Crusader Kings II , created by modester. -
The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
Year-End Report and Quarterly Report October - December 2020-01-01 - 2020-12-31
YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2020-01-01 - 2020-12-31 YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2020-01-01 - 2020-12-31 *Please note that this is a translation for information purposes only - in case of any discrepancies between this version and the Swedish, the Swedish version shall prevail. Paradox Interactive AB (publ) • Org.nr: 556667-4759 • Magnus Ladulåsgatan 4, 118 66 Stockholm • www.paradoxinteractive.com 1 YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2020-01-01 - 2020-12-31 YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2020-01-01 - 2020-12-31 FOURTH QUARTER 2020 IMPORTANT EVENTS IN THE FOURTH QUARTER 2020 • Revenues amounted to MSEK 433.7 (MSEK 381.3), an increase by 14 % • The new game Empire of Sin, developed by Romero Games, was released compared to the same period last year. December 1, 2020. • Operating profit amounted to MSEK 79.5 (MSEK 163.5), a decrease by 51 %. • Two expansions were released during the period; Star Kings for Age of • Profit after financial items amounted to MSEK 78.6 (MSEK 156.7), and profit Wonders: Planetfall, and Battle for the Bosporus for Hearts of Iron IV. after tax amounted to MSEK 59.5 (MSEK 130.5). • The Group’s employees continue to work from home to reduce the spread of • Cash flow from operating activities amounted to MSEK 387.1 (MSEK 265.4), and Covid-19. cash flow from investing activities amounted to MSEK -207.3 (MSEK -135.4). • By the end of the period cash amounted to MSEK 767.6 (MSEK 554.2). -
Game Logic in the TV Series the Walking Dead: on Transmedial Plot Structures and Character Layouts
Open Cultural Studies 2017; 1: 359–368 Research Article Maren Lickhardt* Game Logic in the TV Series The Walking Dead: On Transmedial Plot Structures and Character Layouts https://doi.org/10.1515/culture-2017-0033 Received September 7, 2017; accepted November 20, 2017 Abstract: This paper discusses plot structures and characters of the The Walking Dead TV series which can be traced back to the influence of computer games and gameplay. It shall prove that the series’ narration as a transmedial phenomenon is characterised by ludic logic, although interactive aspects are omitted due to the intermedial change from games to a TV series. The characters’ twin layout as both civilised and archaic, the permanent necessity to make live-or-death decisions, as well as the struggle for survival, simulate aspects of adventure games in particular. The long duration of the series and its repetitive structure rely on PC gamers’ habits. Keywords: convergence culture, zombies, game studies, adventure games, intermediality Post-apocalyptic scenarios challenging humanity and social systems are frequent in the history of film and television (Voigts-Virchow; Hoffstadt), and quite often zombies are the projection screen of disruptive experiences and crises (Proctor; Kleiner; Stiglegger). The Walking Dead makes this into a seemingly interminable series (Platts 294). In eight seasons to date,1 humans fight against the undead, but more important is the fact that different characters experience the most diverse processes of personal affirmation and that different types of socialisation, e.g. democracies, dictatorships, packs of wolves, constitute and destroy themselves. In essence, the series focuses on the simple proposition that human beings are able to do anything in extreme situations (Sulimma), because there is only a thin layer of civilisation protecting us from ourselves and it cannot be taken for granted that it will be easily restored once it has become sufficiently unstable. -
Year-End Report 2019-01-01 - 2019-12-31
YEAR-END REPORT 2019-01-01 - 2019-12-31 YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2019-01-01 - 2019-12-31 *Please note that this is a translation for information purposes only - in case of any discrepancies between this version and the Swedish, the Swedish version shall prevail. Paradox Interactive AB (publ) • Org.nr: 556667-4759 • Magnus Ladulåsgatan 4, 118 66 Stockholm • www.paradoxinteractive.com 1 YEAR-END REPORT 2019-01-01 - 2019-12-31 YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER FOURTH QUARTER 2019 • Paradox convention PDXCON took place in Berlin. • Revenues amounted to SEK 381.3 (336.9) million, an increase by 13 % • The new game Crusader Kings III, developed by Paradox Development compared to the same period last year. Studio, was announced with a planned release 2020. • Operating profit amounted to SEK 163.5 (146.8) million, an increase by 11 %. • Paradox Development Studio and the publishing branch moved to new Operating profit is positively affected by a reclassification of contingent premises at Magnus Ladulåsgatan in Stockholm. considerations in connection to the acquisition of Harebrained Schemes, amounting to SEK 44.1 million. AFTER THE END OF THE PERIOD • Profit before tax amounted to SEK 156.7 (146.8) million, and profit after tax • No significant events have taken place after the end of the period. amounted to SEK 130.5 (114.3) million. • Cash flow from operating activities amounted to SEK 265.4 (151.3) million, and cash flow from investing activities amounted to SEK -135.4 (-167.9) million. • By the end of the period cash amounted to SEK 554.2 (327.0) million. -
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. -
National Historic Landmark Nomination Old San Juan
NATIONAL HISTORIC LANDMARK NOMINATION NPS Form 10-900 USDI/NPS NRHP Registration Form (Rev. 8-86) OMB No. 1024-0018 OLD SAN JUAN HISTORIC DISTRICT/DISTRITO HISTÓRICO DEL VIEJO SAN JUAN Page 1 United States Department of the Interior, National Park Service National Register of Historic Places Registration Form 1. NAME OF PROPERTY Historic Name: Old San Juan Historic District/Distrito Histórico del Viejo San Juan Other Name/Site Number: Ciudad del Puerto Rico; San Juan de Puerto Rico; Viejo San Juan; Old San Juan; Ciudad Capital; Zona Histórica de San Juan; Casco Histórico de San Juan; Antiguo San Juan; San Juan Historic Zone 2. LOCATION Street & Number: Western corner of San Juan Islet. Roughly bounded by Not for publication: Calle de Norzagaray, Avenidas Muñoz Rivera and Ponce de León, Paseo de Covadonga and Calles J. A. Corretejer, Nilita Vientos Gastón, Recinto Sur, Calle de la Tanca and del Comercio. City/Town: San Juan Vicinity: State: Puerto Rico County: San Juan Code: 127 Zip Code: 00901 3. CLASSIFICATION Ownership of Property Category of Property Private: X Building(s): ___ Public-Local: X District: _X_ Public-State: X_ Site: ___ Public-Federal: _X_ Structure: ___ Object: ___ Number of Resources within Property Contributing Noncontributing 699 128 buildings 16 6 sites 39 0 structures 7 19 objects 798 119 Total Number of Contributing Resources Previously Listed in the National Register: 772 Name of Related Multiple Property Listing: NPS Form 10-900 USDI/NPS NRHP Registration Form ((Rev. 8-86) OMB No. 1024-0018 OLD SAN JUAN HISTORIC DISTRICT/DISTRITO HISTÓRICO DEL VIEJO SAN JUAN Page 2 United States Department of the Interior, National Park Service National Register of Historic Plaaces Registration Form 4. -
Ref: 2204013 WARNING: READ BEFORE PLAYING �����������������
Ref: 2204013 WARNING: READ BEFORE PLAYING ����������������� A very small percentage of individuals may experience epileptic fits when exposed to certain light patterns or flashing lights. Exposure to certain patterns or back- grounds on a computer screen, or while playing video games, may induce an epi- leptic fit in these individuals. Certain conditions may induce previously undetected epileptic symptoms even in persons who have no history of prior fits or epilepsy. If you, or anyone in your family, have an epileptic condition, consult your doctor prior to playing. If you experience any of the following symptoms while playing a video or computer game - dizziness, altered vision, eye or muscle twitches, loss of awareness, diso- rientation, any involuntary movement, or convulsions - IMMEDIATELY discontinue use and consult your doctor before resuming play. Advertising Take The Settlers® 10th Anniversary to the next level! Join the growing The Settlers® 10th Anniversary community and get access to: • Exclusive content and information • Great competitions and prizes • Privileged offers: collectors items, limited editions... • Exclusive hints and tips • Meet new friends on the forums and get all the help you need! Join us now at http://www.thesettlers.com! ©1996 -2006 Ubisoft Entertainment. All Rights Reserved. The Settlers, Blue Byte and the Blue Byte logo are trademarks of Red Storm Entertainment in the US ������������������� and/or other countries. Ubisoft and the Ubisoft logo are trademarks of Ubisoft Entertainment in the US and/or other countries. Red Storm Entertainment Inc is a Ubisoft Entertainment company. Original Settlers II developed by Blue Byte Software. Developed by Funatics Studio Alpha.Uses Bink Video. -
Im Geschichtsunterricht & in Der Politischen Bildung
DIGITALE SPIELE IM GESCHICHTSUNTERRICHT & IN DER POLITISCHEN BILDUNG Florian Aumayr Alexander Preisinger Stefan Ancuta 1 INHALT TEIL 1: EINLEITUNGSTEXTE von Florian Aumayr und Alexander Preisinger 4 Digitale Spiele als Unterrichtsmittel 6 Digitale Spiele in den Unterricht integrieren – Ideen für die Umsetzung 8 Allgemeine und historische Spieleanalyse In der Reihe „Digitales Lernen und Politische Bildung“ bereits erschienen: Politische Bildung und Klimawandel im digitalen digitales Lernen – Institu Spiel tionen, Tools und Spiele Andreas Endl, Alexander Alexander Preisinger, Christine Preisinger. Wien: Edition polis, Ottner. Wien: Edition polis, 2018. 12 Seiten. 2019. 28 Seiten. ISBN 978-3-902659-15-6. ISBN 978-3-902659-17-0. Das Heft für Lehrkräfte stellt Die Broschüre liefert Lehr- sechs Spiele zum Klimawan- kräften Ideen für den Einsatz del vor und prüft sie auf ihre digitaler Angebote und Basis- Einsetzbarkeit im Unterricht. informationen zu entsprechenden Einrichtungen. Der Dazu haben SchülerInnen der Schumpeter BHAK/ Aufbau des Hefts gliedert sich in Institutionen, exemp- BHAS (1130 Wien) mit Experten der Universität larische Tools und digitale Spiele. Bei der Auswahl Wien (Geschichtsdidaktik) und der Wirtschafts- wurde auf die rasche Einsetzbarkeit im Unterricht, die universität Wien (Nachhaltigkeitsmanagement) ein leichte Anwendbarkeit und den nach Möglichkeit kos- Analysesetting entwickelt und an Spielen in der Praxis tenlosen Zugang geachtet. Das elektronische Angebot erprobt. Die Texte der SchülerInnen dokumentieren soll dazu anregen, nicht einfach Altbewährtes zu ihre Spielerfahrung. Möglichst einfach wird so auch digitalisieren, sondern in neuen Bearbeitungsformen NichtspielerInnen vermittelt, dass es digitalen Spielen zu denken und handlungsorientiertes Unterrichten zu gelingen kann, ein anspruchsvolles Thema wie den Kli- gewährleisten. mawandel „erfahrbar“ zu machen. Zu jedem Spiel wird www.politik-lernen.at/pbunddigitaleslernen auch eine didaktische Umsetzung vorgeschlagen. -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes. -
Zurück in Die 80Er
TITEL Spiele-Emulatoren Alte Games auf neuer Hardware Zurück in die 80er Tim Schürmann, Schwelgen Sie mit uns in Erinnerungen: Mit den vorgestellten Software-Emulatoren spielen Hans-Georg Eßer Sie alte Klassiker unter modernen Linux-Distributionen. Wir stellen ein paar Programme vor, die Computer aus den 1980ern nachahmen. or vielen, vielen Jahren scheuch- ner kleinen Zeitreise steht somit nichts mit der PlayStation aus: Bereits die erste ten Anwender einen Klempner mehr im Weg. Ausgabe von 1994 enthielt ein CD-Lauf- V namens Mario durch eine pixe- werk, und passende Spiele erhalten Sie lige, grüne Landschaft, schossen sich in Anschluss gesucht günstig auf Flohmärkten oder bei Ebay. 2-D-Welten durch Horden von Monstern Zunächst müssen Sie die alten Pro- Videospielkonsolen und Handhelds wie und versuchten, alle gelben Punkte zu gramme, Spiele und Dokumente irgendwie der Game Boy von Nintendo nutzen indi- fressen, bevor das Gespenst um die Ecke auf Ihren aktuellen Computer bringen. Für viduelle Steckmodule, und die Inhalte kam. Die alte Software aus dem vorheri- die bis Mitte der 1990er-Jahre eingesetzten wandern nur mit speziellen, selbst gebas- gen Jahrhundert läuft nicht mehr unter Disketten finden Sie vereinzelt im Handel telten Lesegeräten auf den PC. modernen Linux-Distributionen, und die oder auf Flohmärkten passende Lauf- Wenn Sie einen Computer emulieren einstigen Computer und Videospielkonso- werke. Moderne Rechner bieten allerdings möchten, benötigen Sie außerdem das len sind zudem meist defekt, verkauft keine Anschlüsse mehr dafür. Zudem ver- passende Betriebssystem. In den meisten oder gar entsorgt. wenden die alten Systeme eigene Speich- Heimcomputern aus den 1980er- Glücklicherweise gibt es Emulatoren, erformate.