A Feel for the Game : Exploring Gaming 'Experience'
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Concord Mcnair Scholars Research Journal
Concord McNair Scholars Research Journal Volume 9 (2006) Table of Contents Kira Bailey Mentor: Rodney Klein, Ph.D. The Effects of Violence and Competition in Sports Video Games on Aggressive Thoughts, Feelings, and Physiological Arousal Laura Canton Mentor: Tom Ford, Ph.D. The Use of Benthic Macroinvertebrates to Assess Water Quality in an Urban WV Stream Patience Hall Mentor: Tesfaye Belay, Ph.D. Gene Expression Profiles of Toll-Like Receptors (TLRs) 2 and 4 during Chlamydia Infection in a Mouse Stress Model Amanda Lawrence Mentor: Tom Ford, Ph.D. Fecal Coliforms in Brush Creek Nicholas Massey Mentor: Robert Rhodes Appalachian Health Behaviors Chivon N. Perry Mentor: David Matchen, Ph.D. Stratigraphy of the Avis Limestone Jessica Puckett Mentors: Darla Wise, Ph.D. and Darrell Crick, Ph.D. Screening of Sorrel (Oxalis spp.) for Antioxidant and Antibacterial Activity Sandra L. Rodgers Mentor: Jack Sheffler, M.F.A. Rembrandt’s Path to Master Painter Crystal Warner Mentor: Roy Ramthun, Ph.D. Social Impacts of Housing Development at the New River Gorge National River 2 Ashley L. Williams Mentor: Lethea Smith, M.Ed. Appalachian Females: Catalysts to Obtaining Doctorate Degrees Michelle (Shelley) Drake Mentor: Darrell Crick, Ph.D. Bioactivity of Extracts Prepared from Hieracium venosum 3 Running head: SPORTS VIDEO GAMES The Effects of Violence and Competition in Sports Video Games on Aggressive Thoughts, Feelings, and Physiological Arousal Kira Bailey Concord University Abstract Research over the past few decades has indicated that violent media, including video games, increase aggression (Anderson, 2004). The current study was investigating the effects that violent content and competitive scenarios in video games have on aggressive thought, feelings, and level of arousal in male college students. -
Nordic Game Is a Great Way to Do This
2 Igloos inc. / Carcajou Games / Triple Boris 2 Igloos is the result of a joint venture between Carcajou Games and Triple Boris. We decided to use the complementary strengths of both studios to create the best team needed to create this project. Once a Tale reimagines the classic tale Hansel & Gretel, with a twist. As you explore the magical forest you will discover that it is inhabited by many characters from other tales as well. Using real handmade puppets and real miniature terrains which are then 3D scanned to create a palpable, fantastic world, we are making an experience that blurs the line between video game and stop motion animated film. With a great story and stunning visuals, we want to create something truly special. Having just finished our prototype this spring, we have already been finalists for the Ubisoft Indie Serie and the Eidos Innovation Program. We want to validate our concept with the European market and Nordic Game is a great way to do this. We are looking for Publishers that yearn for great stories and games that have a deeper meaning. 2Dogs Games Ltd. Destiny’s Sword is a broad-appeal Living-Narrative Graphic Adventure where every choice matters. Players lead a squad of intergalactic peacekeepers, navigating the fallout of war and life under extreme circumstances, while exploring a breath-taking and immersive world of living, breathing, hand-painted artwork. Destiny’s Sword is filled with endless choices and unlimited possibilities—we’re taking interactive storytelling to new heights with our proprietary Insight Engine AI technology. This intricate psychology simulation provides every character with a diverse personality, backstory and desires, allowing them to respond and develop in an incredibly human fashion—generating remarkable player engagement and emotional investment, while ensuring that every playthrough is unique. -
Sample Iis Publication Page
https://doi.org/10.48009/2_iis_2020_185-195 Issues in Information Systems Volume 21, Issue 2, pp. 186-195, 2020 TOWARD A CONCEPTUAL MODEL FOR UNDERSTANDING THE RELATIONSHIPS AMONG MMORPGS, GAMERS, AND ADD-ONS Qiunan Zhang, University of Memphis, [email protected] Yuelin Zhu, University of Memphis, [email protected] Colin G. Onita, San Jose State University, [email protected] M. Shane Banks, University of North Alabama, [email protected] Xihui Zhang, University of North Alabama, [email protected] ABSTRACT The consumption of video games has become a significant economic, cultural, and entertainment phenomenon worldwide. Massively Multiplayer Online Role Playing Games (MMORPGs) are an important category of such games. In MMORPGs, gamers often play with add-ons to enhance their gaming experience. In previous research studies on MMORPGs, few of them have focused on the relationships among MMORPGs, gamers, and add-ons. This study presents a conceptual framework for use in addressing the following two questions: (1) What is the relationship between gamers and add-ons in MMORPGs? (2) How do factors (such as game quality and updates) impact gamers and add-ons and the relationship between them? In this paper, we develop a research model and describe a quantitative methodology that can be used to test and investigate the above questions. Implications for research and practice, as well as limitations and future research directions, are discussed. Keywords: MMORPGs, Motivations for Gaming, Gamers, Add-ons, Game Quality, Game Updates, Software Platform INTRODUCTION In 2017, video games became the most popular and profitable form of entertainment, producing an estimated revenue of $116 billion eclipsing TV and TV streaming services’ revenue of $105 billion (D’Argenio, 2018). -
The Effects of a Platform Digital Game-Based Learning Environment on Undergraduate Students Achievement and Motivation in a Multivariable Calculus Course
Georgia State University ScholarWorks @ Georgia State University Middle and Secondary Education Dissertations Department of Middle and Secondary Education Fall 12-21-2018 The Effects of a Platform Digital Game-Based Learning Environment on Undergraduate Students Achievement and Motivation in a Multivariable Calculus Course MALCOM W. DEVOE Georgia State University Follow this and additional works at: https://scholarworks.gsu.edu/mse_diss Recommended Citation DEVOE, MALCOM W., "The Effects of a Platform Digital Game-Based Learning Environment on Undergraduate Students Achievement and Motivation in a Multivariable Calculus Course." Dissertation, Georgia State University, 2018. https://scholarworks.gsu.edu/mse_diss/73 This Dissertation is brought to you for free and open access by the Department of Middle and Secondary Education at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Middle and Secondary Education Dissertations by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. ACCEPTANCE This dissertation, THE EFFECTS OF A PLATFORM DIGITAL GAME-BASED LEARNING ENVIRONMENT ON UNDERGRADUATE STUDENTS ACHIEVEMENT AND MOTIVATION IN A MULTIVARIABLE CALCULUS COURSE, by MALCOM W. DEVOE, was prepared under the direction of the candidate’s Dissertation Advisory Committee. It is accepted by the committee members in partial fulfillment of the requirements of the degree, Doctor of Philosophy, in the College of Education and Human Development, Georgia State University. The Dissertation Advisory Committee and the student’s Department Chairperson, as representatives of the faculty, certify that this dissertation has met all standards of excellence and scholarship as determined by the faculty. _____________________________________ _________________________________ Iman C. Chahine, Ph.D. Joseph R. -
Designing a Fantasy Bike-Based Exergame to Foster Physical Activity
pag. 21 Designing a Fantasy Bike-based Exergame to Foster Physical Activity Catherine Pons Lelardeux*, Michel Galaup**, Fabian Hall***, Pierre Lagarrigue**** *IRIT, University of Toulouse - INU Champollion, SGRL, France **EFTS, University of Toulouse - INU Champollion, SGRL, France ***University of Toulouse - INU Champollion, SGRL, France ****ICA, University of Toulouse - INU Champollion, SGRL, France [email protected] [email protected] [email protected] [email protected] Abstract Authorities recommend the practice of moderate physical activity to improve health and quality of life. "Play’n Ride" is a bike-based exergame aimed at promoting and control- ling physical activity. This paper presents the usefulness of using extrinsic fantasy and a commonplace real bike to address a wide audience. It depicts the interactive universe in which the player pedals a bike equipped with sensors to control the flight altitude of an imaginary character. During a ’Tour de France 2019’ stage, one hundred and seventy-eight fan park visitors - from youths to retirees - tested the exergame. Data were collected from an online questionnaire composed of SUS questionnaire items and from a digital tracking system attached to the game-engine in order to assess the usability, the learnability and the acceptability of the system. Analysis shows that using extrinsic fantasy makes exercising fun and it engages people of all ages regardless of their interest in video games or sports. Keywords: Bike, Exergame, Serious Game, Physical Activity, Game Design, Cycling 1 Introduction The digital revolution leads people to practice less and less physical activity and to opt for a sedentary lifestyle. -
Rise of the LEGO® Digital Creator
Rise of the LEGO® Digital Creator While you’ve always been able to build your own physical creations with a bucket of LEGO® bricks, the route to the same level of digital LEGO freedom for fans has taken a bit longer. The latest step in that effort sees the LEGO Group teaming up with Unity Technologies to create a system that doesn’t just allow anyone to make a LEGO video game, it teaches them the process. The Unity LEGO Microgame is the most recent microgame created by Unity with the purpose of getting people to design their own video game. But in this case, the interactive tutorial turns the act of creation into a sort of game in and of itself, allowing players to simply drag and drop LEGO bricks into a rendered scene and use them to populate their vision. Designers can even give their LEGO brick creations life with intelligent bricks that breath functionality into any model to which they’re attached. Users can even create LEGO models outside of the Unity platform using BrickLink Studio, and then simply drop them into their blossoming game. While this is just the beginning of this new Unity-powered toolset for LEGO fans, it’s destined to continue to grow. The biggest idea that could come to the Unity project is the potential ability for a fan to share their LEGO video game creations with one another and vote on which is the best, with an eye toward the LEGO Group officially adopting them and potentially releasing them with some of the profit going back to the creator. -
Video Game Archive: Nintendo 64
Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 Table of Contents…………………………………………………………………………………………. 3 Table of Figures……………………………………………………………………………………………5 Acknowledgements……………………………………………………………………………………….. 7 Executive Summary………………………………………………………………………………………. 8 1-Introduction…………………………………………………………………………………………….. 9 2-Background………………………………………………………………………………………… . 11 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 2.2 - The Console and its Competitors:………………………………………………………………. 16 Development of the Console……………………………………………………………………...16 -
Moral Disengagement Strategies in Videogame Players and Sports Players
International Journal of Cyber Behavior, Psychology and Learning Volume 8 • Issue 4 • October-December 2018 Moral Disengagement Strategies in Videogame Players and Sports Players Lavinia McLean, Technological University Dublin, Dublin, Ireland Mark D. Griffiths, Nottingham Trent University, Nottingham, UK https://orcid.org/0000-0001-8880-6524 ABSTRACT Researchintheareaofvideogameplayandsportspsychologyhassuggestedthat specificstrategiesareoftenemployedbyplayerstojustifyaggressivebehaviourused duringgameplay.Thepresentstudyinvestigatestherelationshipbetweengameplayand moraldisengagementstrategiesinagroupof605adultswhoplayedviolentvideogames orregularlyplayedcompetitivesports.Theresultssuggestthatsportsplayerswere morelikelythanviolentgameplayerstoendorsemoraldisengagementstrategies.The videogamersweremorelikelytouseaspecificsetofmoraldisengagementstrategies i.e.,cognitiverestructuring)thantheothergroupsandthismayberelatedtothe) structuralcharacteristicsofvideogames.Thefindingsaddtorecentresearchexploring themechanismsbywhichindividualsengageinaggressiveactsbothvirtuallyandin real-lifesituations.Theresultsarediscussedinrelationtosimilarrelevantresearch .inthearea,alongwithrecommendationsforfutureresearch Keywords Aggression, Competitive Sports, Moral Disengagement, Sports, Video Game Play INTRoDUCTIoN Therehasbeenmuchresearchexploringtheimpactofviolentcontentinvideogames ,onyoungpeopleintermsofaggressivecognition,behaviour,andaffect(forreviews -
Platf Orm Game First Person Shooter Strategy Game Alternatereality Game
First person shooter Platform game Alternate reality game Strategy game Platform game Strategy game The platform game (or platformer) is a video game genre Strategy video games is a video game genre that emphasizes characterized by requiring the player to jump to and from sus- skillful thinking and planning to achieve victory. They empha- pended platforms or over obstacles (jumping puzzles). It must size strategic, tactical, and sometimes logistical challenges. be possible to control these jumps and to fall from platforms Many games also offer economic challenges and exploration. or miss jumps. The most common unifying element to these These games sometimes incorporate physical challenges, but games is a jump button; other jump mechanics include swing- such challenges can annoy strategically minded players. They ing from extendable arms, as in Ristar or Bionic Commando, are generally categorized into four sub-types, depending on or bouncing from springboards or trampolines, as in Alpha whether the game is turn-based or real-time, and whether Waves. These mechanics, even in the context of other genres, the game focuses on strategy or tactics. are commonly called platforming, a verbification of platform. Games where jumping is automated completely, such as The Legend of Zelda: Ocarina of Time, fall outside of the genre. The platform game (or platformer) is a video game genre characterized by requiring the player to jump to and from sus- pended platforms or over obstacles (jumping puzzles). It must be possible to control these jumps and to fall from platforms or miss jumps. The most common unifying element to these games is a jump button; other jump mechanics include swing- ing from extendable arms, as in Ristar or Bionic Commando, or bouncing from springboards or trampolines, as in Alpha Waves. -
How the Video Game Industry Violates College Athletes' Rights of Publicity by Not Paying for Their Likenesses
Loyola of Los Angeles Entertainment Law Review Volume 21 Number 2 Article 1 1-1-2001 Gettin' Played: How the Video Game Industry Violates College Athletes' Rights of Publicity by Not Paying for Their Likenesses Matthew G. Matzkin Follow this and additional works at: https://digitalcommons.lmu.edu/elr Part of the Law Commons Recommended Citation Matthew G. Matzkin, Gettin' Played: How the Video Game Industry Violates College Athletes' Rights of Publicity by Not Paying for Their Likenesses, 21 Loy. L.A. Ent. L. Rev. 227 (2001). Available at: https://digitalcommons.lmu.edu/elr/vol21/iss2/1 This Article is brought to you for free and open access by the Law Reviews at Digital Commons @ Loyola Marymount University and Loyola Law School. It has been accepted for inclusion in Loyola of Los Angeles Entertainment Law Review by an authorized administrator of Digital Commons@Loyola Marymount University and Loyola Law School. For more information, please contact [email protected]. GETTIN' PLAYED: HOW THE VIDEO GAME INDUSTRY VIOLATES COLLEGE ATHLETES' RIGHTS OF PUBLICITY BY NOT PAYING FOR THEIR LIKENESSES Matthew G. Matzkin* I. INTRODUCTION Envision all of the action and spirit of college athletics completely packaged and available on demand. For many fans, this dream is realized annually when video game producers release the latest college sports video game titles. Not surprisingly, producing these games is a lucrative enterprise, particularly as the games' graphics, sound and playability continue to improve with advances in technology.' The combination of video games and college sports translates into revenue for both video game producers and the collegiate institutions licensing their names and logos.2 However, the video game industry relies * B.A., University of California San Diego 1997; J.D., University of Southern California, 2000. -
ISSUE #163 February 2021 February CONTENTS 2021 163
The VOICE of the FAMILY in GAMING TM Final Fantasy XVI, Monster Hunter Rise, Slide Stars, and more this is- sue. Survey Says: “Fam- ily Feud Video Game for Fami- lies!” ISSUE #163 February 2021 February CONTENTS 2021 163 Links: Home Page Section Page(s) Editor’s Desk 4 Female Side 5 Comics 7 Sound Off 8 - 10 Look Back 12 Quiz 13 Devotional 14 In The News 16 - 23 We Would Play That! 24 Reviews 25 - 37 Sports 38 - 41 Developing Games 42 - 67 Now Playing 68 - 83 Last Minute Tidbits 84 - 106 “Family Friendly Gaming” is trademarked. Contents of Family Friendly Gaming is the copyright of Paul Bury, and Yolanda Bury with the exception of trademarks and related indicia (example Digital Praise); which are prop- erty of their individual owners. Use of anything in Family Friendly Gaming that Paul and Yolanda Bury claims copyright to is a violation of federal copyright law. Contact the editor at the business address of: Family Friendly Gaming 7910 Autumn Creek Drive Cordova, TN 38018 [email protected] Trademark Notice Nintendo, Sony, Microsoft all have trademarks on their respective machines, and games. The current seal of approval, and boy/girl pics were drawn by Elijah Hughes thanks to a wonderful donation from Tim Emmerich. Peter and Noah are inspiration to their parents. Family Friendly Gaming Page 2 Page 3 Family Friendly Gaming Editor’s Desk FEMALE SIDE million that got infected with it. That was one propaganda artist trying to do damage con- Ups and Downs third of the human population at the time. -
Year 3 Home Learning Activities W/C 22Nd February 2021
Year 3 Home Learning Pack week commencing 22/02/2021 Welcome back Year 3! We hope you had a lovely relaxing half- term break and are ready for a new term of learning. This term we will be starting some new topics in science, RE, computing, French, topic and English. In maths, we have one final week of fractions to learn this term before we move on to shape and time; in English, this week we are looking at various skills we have been learning since we started year 3 and you will have various worksheets to complete; in topic, we are looking at Anglo- Saxons and Vikings; in science, we are learning about Rocks this term; in RE this week, we will be having a brief look at Humanism. We also have handwriting, computing, 60-second reading comprehensions and PE available for you too. Just print out any pages you need from this booklet if you are able. If you don’t have a printer, don’t worry, just copy any questions onto paper and write the answers alongside. • English – we have included a variety of different activities. • Maths – fractions. We have provided learning at year 3 and year 2 levels so children can access at the appropriate level. • Reading is our focus this term, so it is really important that you are reading for at least 20 minutes every day. Read when you get home and are having a snack, read whilst dinner is cooking, read before bedtime – it doesn’t matter when you read, just fit it into your daily routine and make sure your reading record is signed.