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Indoor Fireworks: the Pleasures of Digital Game Pyrotechnics
Indoor Fireworks: the Pleasures of Digital Game Pyrotechnics Simon Niedenthal Malmö University, School of Arts and Communication Malmö, Sweden [email protected] Abstract: Fireworks in games translate the sensory power of a real-world aesthetic form to the realm of digital simulation and gameplay. Understanding the role of fireworks in games can best be pursued through through a threefold aesthetic perspective that focuses on the senses, on art, and on the aesthetic experience that gives pleasure through the player’s participation in the simulation, gameplay and narrative potentials of fireworks. In games ranging from Wii Sports and Fantavision, to Okami and Assassin’s Creed II, digital fireworks are employed as a light effect, and are also the site for gameplay pleasures that include design and performance, timing and rhythm, and power and awe. Fireworks also gain narrative significance in game forms through association with specific sequences and characters. Ultimately, understanding the role of fireworks in games provokes us to reverse the scrutiny, and to consider games as fireworks, through which we experience ludic festivity and voluptuous panic. Keywords: Fireworks, Pyrotechnics, Digital Games, Game Aesthetics 1. Introduction: On March 9th, 2000, Sony released the fireworks-themed Fantavision (Sony Computer Entertainment 2000) in Japan as one of the very first titles for its then new Playstation 2. Fantavision exhibits many of the desirable qualities for good launch title: simulation properties that show off new graphic capabilities, established gameplay that is quick to grasp, a broad appeal. Though the critical reception for the game was ultimately lukewarm (a 72 rating from Metacritic.com), it is notable that Sony launched its new console with a fireworks game. -
Estudios Sega Europe
ESTUDIOS SEGA EUROPE UNITED GAME ARTISTS Ya sea con carreras de rallies o con ritmos de rock, United Game Artists (antes AM9) toca todos los terrenos. Desde sus orígenes como uno de los mejores equipos de Sega en el campo de los juegos de carreras (con títulos como Sega Rally Championship) hasta su nuevo interés por marchosos juegos musicales (con, por ejemplo, Space Channel 5), UGA ha demostrado que nadie les supera a la hora de hacer las cosas con estilo. AM9 se transformó en United Game Artists el 27 de abril de 2000 y su sede, que da cabida a 55 empleados presididos por Tetsuya Mizuguchi, se encuentra en el moderno distrito de Shibuya, en Tokio. Mizuguchi nació en Sapporo y asistió a la Facultad de Bellas de Artes de la Nihon University, para luego entrar en Sega en 1990. Su primer trabajo fue Megalopolice, película japonesa de carreras con gráficos creados por ordenador. A continuación, puso sus miras en los simuladores deportivos y en 1995 creó una obra maestra de las salas recreativas, Sega Rally Championship. Simulando el siempre resbaladizo y todoterreno mundo del rally, el juego de Sega destacó por un estilo de conducción del todo innovador para cualquier aficionado a los arcades. Entre las características de Sega Rally estaba la posibilidad de escoger 2 coches y competir en 3 pistas distintas, unos gráficos sorprendentes gracias a la placa Model 2, un sencillo sistema de control y un modo de competición. Además, se creó incluso una versión de la máquina que traía una réplica de un coche con sistema hidráulico.. -
Fighting Games, Performativity, and Social Game Play a Dissertation
The Art of War: Fighting Games, Performativity, and Social Game Play A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Todd L. Harper November 2010 © 2010 Todd L. Harper. All Rights Reserved. This dissertation titled The Art of War: Fighting Games, Performativity, and Social Game Play by TODD L. HARPER has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Mia L. Consalvo Associate Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT HARPER, TODD L., Ph.D., November 2010, Mass Communications The Art of War: Fighting Games, Performativity, and Social Game Play (244 pp.) Director of Dissertation: Mia L. Consalvo This dissertation draws on feminist theory – specifically, performance and performativity – to explore how digital game players construct the game experience and social play. Scholarship in game studies has established the formal aspects of a game as being a combination of its rules and the fiction or narrative that contextualizes those rules. The question remains, how do the ways people play games influence what makes up a game, and how those players understand themselves as players and as social actors through the gaming experience? Taking a qualitative approach, this study explored players of fighting games: competitive games of one-on-one combat. Specifically, it combined observations at the Evolution fighting game tournament in July, 2009 and in-depth interviews with fighting game enthusiasts. In addition, three groups of college students with varying histories and experiences with games were observed playing both competitive and cooperative games together. -
The Game of Tetris in Machine Learning
The Game of Tetris in Machine Learning Simon´ Algorta 1 Ozg¨ ur¨ S¸ims¸ek 2 Abstract proaches to other games and to real-world problems. In the Appendix we provide a table of the algorithms reviewed The game of Tetris is an important benchmark and a description of the features used. for research in artificial intelligence and ma- chine learning. This paper provides a histori- cal account of the algorithmic developments in 2. The Game of Tetris Tetris and discusses open challenges. Hand- Tetris is one of the most well liked video games of all time. crafted controllers, genetic algorithms, and rein- It was created by Alexey Pajitnov in the USSR in 1984. forcement learning have all contributed to good It quickly turned into a popular culture icon that ignited solutions. However, existing solutions fall far copyright battles amid the tensions of the final years of the short of what can be achieved by expert players Cold War (Temple, 2004). playing without time pressure. Further study of the game has the potential to contribute to impor- The game is played on a two-dimensional grid, initially tant areas of research, including feature discov- empty. The grid gradually fills up as pieces of different ery, autonomous learning of action hierarchies, shapes, called Tetriminos, fall from the top, one at a time. and sample-efficient reinforcement learning. The player can control how each Tetrimino lands by rotat- ing it and moving it horizontally, to the left or to the right, any number of times, as it falls one row at a time until one 1. -
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. -
The Role of Audio for Immersion in Computer Games
CAPTIVATING SOUND THE ROLE OF AUDIO FOR IMMERSION IN COMPUTER GAMES by Sander Huiberts Thesis submitted in fulfilment of the requirements for the degree of PhD at the Utrecht School of the Arts (HKU) Utrecht, The Netherlands and the University of Portsmouth Portsmouth, United Kingdom November 2010 Captivating Sound The role of audio for immersion in computer games © 2002‐2010 S.C. Huiberts Supervisor: Jan IJzermans Director of Studies: Tony Kalus Examiners: Dick Rijken, Dan Pinchbeck 2 Whilst registered as a candidate for the above degree, I have not been registered for any other research award. The results and conclusions embodied in this thesis are the work of the named candidate and have not been submitted for any other academic award. 3 Contents Abstract__________________________________________________________________________________________ 6 Preface___________________________________________________________________________________________ 7 1. Introduction __________________________________________________________________________________ 8 1.1 Motivation and background_____________________________________________________________ 8 1.2 Definition of research area and methodology _______________________________________ 11 Approach_________________________________________________________________________________ 11 Survey methods _________________________________________________________________________ 12 2. Game audio: the IEZA model ______________________________________________________________ 14 2.1 Understanding the structure -
Newagearcade.Com 5000 in One Arcade Game List!
Newagearcade.com 5,000 In One arcade game list! 1. AAE|Armor Attack 2. AAE|Asteroids Deluxe 3. AAE|Asteroids 4. AAE|Barrier 5. AAE|Boxing Bugs 6. AAE|Black Widow 7. AAE|Battle Zone 8. AAE|Demon 9. AAE|Eliminator 10. AAE|Gravitar 11. AAE|Lunar Lander 12. AAE|Lunar Battle 13. AAE|Meteorites 14. AAE|Major Havoc 15. AAE|Omega Race 16. AAE|Quantum 17. AAE|Red Baron 18. AAE|Ripoff 19. AAE|Solar Quest 20. AAE|Space Duel 21. AAE|Space Wars 22. AAE|Space Fury 23. AAE|Speed Freak 24. AAE|Star Castle 25. AAE|Star Hawk 26. AAE|Star Trek 27. AAE|Star Wars 28. AAE|Sundance 29. AAE|Tac/Scan 30. AAE|Tailgunner 31. AAE|Tempest 32. AAE|Warrior 33. AAE|Vector Breakout 34. AAE|Vortex 35. AAE|War of the Worlds 36. AAE|Zektor 37. Classic Arcades|'88 Games 38. Classic Arcades|1 on 1 Government (Japan) 39. Classic Arcades|10-Yard Fight (World, set 1) 40. Classic Arcades|1000 Miglia: Great 1000 Miles Rally (94/07/18) 41. Classic Arcades|18 Holes Pro Golf (set 1) 42. Classic Arcades|1941: Counter Attack (World 900227) 43. Classic Arcades|1942 (Revision B) 44. Classic Arcades|1943 Kai: Midway Kaisen (Japan) 45. Classic Arcades|1943: The Battle of Midway (Euro) 46. Classic Arcades|1944: The Loop Master (USA 000620) 47. Classic Arcades|1945k III 48. Classic Arcades|19XX: The War Against Destiny (USA 951207) 49. Classic Arcades|2 On 2 Open Ice Challenge (rev 1.21) 50. Classic Arcades|2020 Super Baseball (set 1) 51. -
Will It Blend? Information Systems and Computer Engineering
Will It Blend? Studying Color Mixing Perception Paulo Duarte Esperanc¸a Garcia Thesis to obtain the Master of Science Degree in Information Systems and Computer Engineering Supervisors: Prof. Dr. Daniel Jorge Viegas Gonc¸alves Prof. Dra. Sandra Pereira Gama Examination Committee Chairperson: Prof. Dr. Antonio´ Manuel Ferreira Rito da Silva Supervisor: Prof. Dr. Daniel Jorge Viegas Gonc¸alves Member of the Committee: Prof. Dr. Manuel Joao˜ Caneira Monteiro da Fonseca November 2016 Acknowledgments First, I want to thank my advisor Professor Daniel Gonc¸alves for his excellent guidance, for always having the availability to teach, help and clarify, for his enormous knowledge and expertise, and for al- ways believing in the best result possible of this Master Thesis. Then, I also want to thank my co-advisor Sandra Gama, for her more-than-valuable inputs on Information Visualization and for opening the path for this dissertation and others to come! Additionally, I would like to thank everyone which somehow contributed for this thesis to happen: everyone who participated either online, or on the laboratory sessions, specially those who did it so willingly, without looking at the rewards. Without them, there would be no validity is this thesis. I must express my very profound gratitude to my family, particularly my mother Ondina and brother Diogo, for providing me with unfailing support and continuous encouragement throughout my years of study and through the process of researching and writing this thesis. This accomplishment would not have been possible without them. Thank you! Finally, to my girlfriend Margarida, my beloved partner, my shelter and support, for all the sleepless nights, sweat and tears throughout the last seven years. -
Full Games List Pandora DX 3000 in 1
www.myarcade.com.au Ph 0412227168 Full Games List Pandora DX 3000 in 1 1. 10-YARD FIGHT – (1/2P) – (1464) 38. ACTION 52 – (1/2P) – (2414) 2. 16 ZHANG MA JIANG – (1/2P) – 39. ACTION FIGHTER – (1/2P) – (1093) (2391) 40. ACTION HOLLYWOOOD – (1/2P) – 3. 1941 : COUNTER ATTACK – (1/2P) – (362) (860) 41. ADDAMS FAMILY VALUES – (1/2P) – 4. 1942 – (1/2P) – (861) (2431) 5. 1942 – AIR BATTLE – (1/2P) – (1140) 42. ADVENTUROUS BOY-MAO XIAN 6. 1943 : THE BATTLE OF MIDWAY – XIAO ZI – (1/2P) – (2266) (1/2P) – (862) 43. AERO FIGHTERS – (1/2P) – (927) 7. 1943 KAI : MIDWAY KAISEN – (1/2P) 44. AERO FIGHTERS 2 – (1/2P) – (810) – (863) 45. AERO FIGHTERS 3 – (1/2P) – (811) 8. 1943: THE BATTLE OF MIDWAY – 46. AERO FIGHTERS 3 BOSS – (1/2P) – (1/2P) – (1141) (812) 9. 1944 : THE LOOP MASTER – (1/2P) 47. AERO FIGHTERS- UNLIMITED LIFE – (780) – (1/2P) – (2685) 10. 1945KIII – (1/2P) – (856) 48. AERO THE ACRO-BAT – (1/2P) – 11. 19XX : THE WAR AGAINST DESTINY (2222) – (1/2P) – (864) 49. AERO THE ACRO-BAT 2 – (1/2P) – 12. 2 ON 2 OPEN ICE CHALLENGE – (2624) (1/2P) – (1415) 50. AERO THE ACRO-BAT 2 (USA) – 13. 2020 SUPER BASEBALL – (1/2P) – (1/2P) – (2221) (1215) 51. AFTER BURNER II – (1/2P) – (1142) 14. 3 COUNT BOUT – (1/2P) – (1312) 52. AGENT SUPER BOND – (1/2P) – 15. 4 EN RAYA – (1/2P) – (1612) (2022) 16. 4 FUN IN 1 – (1/2P) – (965) 53. AGGRESSORS OF DARK KOMBAT – 17. 46 OKUNEN MONOGATARI – (1/2P) (1/2P) – (106) – (2711) 54. -
Video Games Mit Eurer Kaufentscheidung Am Rung Ja Mittlerweile Erschienen Ist — Apropos, Wie Entsorgt Kiosk Bzw
iz“ he ER u NEW SR ne c Sn sw im 6/3 Silent Hill Vor EN; a Small Soldiers —-- ine 2 Tomb Raider III °‘ Das beste Spiel aller Zeiten! Zelda Ausführlicher Mega-Test. Über 50 Zeida-Tips’im ‚Heft Das Warten hat ein a a8 = Nreameast auf dem Markt Die Zukunft ist Sbsichärt 01 Ill 1:E © SIUrEJelg] 5 x Special zur Automaten-Messe in Japan * Großer Zubehör-Test zu Weihnachten INN 391062 306503 4 Be Sa IE WE SIE2 EINABIL TAT: TE NA tee LrystatiDynamıı. 1958 % The %Heartles; Pan Ei ao nern DER VERRATEN (@) DIE BRAUT GERAUBT MM) DAS HERZ ENTRISSEN Da DER Ia’a N [na 3 namuuıı MAIL Dal NUR BAz Ki] | an yi Br‘ 1: I j | Y AN N) w U; | Burn . Ad DidiNd I, Mr u => EC, (AB ENDE JANUAR GERT DIE HÖLLE LOS) eIDOoOSs a a a a nn eureka, es ist vollbracht! Wieder einmal stehen wir an kundtun. Der zweite besondere Freu-Grund betrifft die erlese- IH dem Punkt, wo wir sagen können: "Ein weiterer Jahrgang nen Gaben, die uns der Importgott beschert hat: Zelda ist end- ist komplett, zwölf Ausgaben sind unter Dach und Fach lich soweit und Segas Dreamcast ebenso — was für ein genia- gebracht" (wobei in unseren Köpfen immer von Januar-Ausga- les Fest, liebe Leut'! Außerdem trudeln im Dezember auch be bis Januar-Ausgabe gerechnet wird, da diese ja noch voll immer allerlei hübsche Glückwunschkarten sowie Jahresab- im alten Jahr produziert wird). schluß-Goodies ein. Da uns niemand nachsagen soll, wir teil- Speziell Ende 1998 mischen sich aber unter das triumphale ten unsere Schätze nicht, und weil das X-Mas-Card-Editorial Jahresende-wir-ham’s-geschafft-und-kriegen-bald-Weihnachts- vor drei Jahren schon mal so gut ankam, haben wir die fünf geld-Gefühl noch ein paar andere freudige Emotionen, Zum schönsten Einsendungen herausgepickt, eingescannt und auf einen ist da natürlich die Freude darüber, endlich ganz legal dieser Seite abgeladen. -
Japan Booth : Palais 01 - Booth 23.01 INTRODUCTION Japan Booth Is Organized by JETRO / UNIJAPAN with the Support from Agency for Cultural Affairs (Goverment of Japan)
JA P A N BOOTH 2 O 1 6 i n C A N N E S M a y 1 1 - 2 O, 2 O 1 6 Japan Booth : Palais 01 - Booth 23.01 INTRODUCTION Japan Booth is Organized by JETRO / UNIJAPAN with the support from Agency for Cultural Affairs (Goverment of Japan). JETRO, or the Japan External Trade Organization, is a government-related organization that works to promote mutual trade and investment between Japan and the rest of the world. Originally established in 1958 to promote Japanese exports abroad, JETRO’s core focus in the 21st century has shifted toward promoting foreign direct investment into Japan and helping small to medium-sized Japanese firms maximize their global business potential. UNIJAPAN is a non-profit organization established in 1957 by the Japanese film industry under the auspice of the Government of Japan for the purpose of promoting Japanese cinema abroad. Initially named “Association for the Diffusion of Japanese Film Abroad” (UniJapan Film), in 2005 it joined hands with the organizer of Tokyo International Film Festival (TIFF), to form a combined, new organization. CONTENTS 1 Asmik Ace, Inc. 2 augment5 Inc. 3 CREi Inc. 4 Digital Frontier, Inc. 5 Gold View Co., Ltd 6 Hakuhodo DY music & pictures Inc. (former SHOWGATE Inc.) 7 nondelaico 8 Open Sesame Co., Ltd. 9 POLYGONMAGIC Inc. 10 Production I.G 1 1 SDP, Inc. 12 STUDIO4˚C Co., Ltd. 13 STUDIO WAVE INC. 14 TOHOKUSHINSHA FILM CORPORATION 15 Tokyo New Cinema, Inc. 16 TSUBURAYA PRODUCTIONS CO., LTD. 17 Village INC. CATEGORY …Action …Drama …Comedy …Horror / Suspense …Documentary …Animation …Other SCREENING SCHEDULE Title Day / Starting Time / Length of the Film / Place Asmik Ace, Inc. -
Mukokuseki and the Narrative Mechanics in Japanese Games
Mukokuseki and the Narrative Mechanics in Japanese Games Hiloko Kato and René Bauer “In fact the whole of Japan is a pure invention. There is no such country, there are no such peo- ple.”1 “I do realize there’s a cultural difference be- tween what Japanese people think and what the rest of the world thinks.”2 “I just want the same damn game Japan gets to play, translated into English!”3 Space Invaders, Frogger, Pac-Man, Super Mario Bros., Final Fantasy, Street Fighter, Sonic The Hedgehog, Pokémon, Harvest Moon, Resident Evil, Silent Hill, Metal Gear Solid, Zelda, Katamari, Okami, Hatoful Boyfriend, Dark Souls, The Last Guardian, Sekiro. As this very small collection shows, Japanese arcade and video games cover the whole range of possible design and gameplay styles and define a unique way of narrating stories. Many titles are very successful and renowned, but even though they are an integral part of Western gaming culture, they still retain a certain otherness. This article explores the uniqueness of video games made in Japan in terms of their narrative mechanics. For this purpose, we will draw on a strategy which defines Japanese culture: mukokuseki (borderless, without a nation) is a concept that can be interpreted either as Japanese commod- ities erasing all cultural characteristics (“Mario does not invoke the image of Ja- 1 Wilde (2007 [1891]: 493). 2 Takahashi Tetsuya (Monolith Soft CEO) in Schreier (2017). 3 Funtime Happysnacks in Brian (@NE_Brian) (2017), our emphasis. 114 | Hiloko Kato and René Bauer pan” [Iwabuchi 2002: 94])4, or as a special way of mixing together elements of cultural origins, creating something that is new, but also hybrid and even ambig- uous.