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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. -
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 -
Reporting from a Video Game Industry in Transition, 2003 – 2011
Save Point Reporting from a video game industry in transition, 2003 – 2011 Kyle Orland Carnegie Mellon University: ETC Press Pittsburgh, PA Save Point: Reporting from a video game industry in transition, 2003— 2011 by Carnegie Mellon University: ETC Press is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License, except where otherwise noted. Copyright by ETC Press 2021 http://press.etc.cmu.edu/ ISBN: 9-781304-268426 (eBook) TEXT: The text of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/licenses/by-nc-nd/2.5/) IMAGES: The images of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/licenses/by-nc-nd/2.5/) Table of Contents Introduction COMMUNITY Infinite Princesses WebGame 2.0 @TopHatProfessor Layton and the Curious Twitter Accounts Madden in the Mist Pinball Wizards: A Visual Tour of the Pinball World Championships A Zombie of a Chance: LooKing BacK at the Left 4 Dead 2 Boycott The MaKing (and UnmaKing) of a Nintendo Fanboy Alone in the StreetPass Crowd CRAFT Steel Battalion and the Future of Direct-InVolVement Games A Horse of a Different Color Sympathy for the DeVil The Slow Death of the Game OVer The Game at the End of the Bar The World in a Chain Chomp Retro-Colored Glasses Do ArKham City’s Language Critics HaVe A Right To 'Bitch'? COMMERCE Hard DriVin’, Hard Bargainin’: InVestigating Midway’s ‘Ghost Racer’ Patent Indie Game Store Holiday Rush What If? MaKing a “Bundle” off of Indie Gaming Portal Goes Potato: How ValVe And Indie DeVs Built a Meta-Game Around Portal 2’s Launch Introduction As I write this introduction in 2021, we’re just about a year away from the 50th anniVersary of Pong, the first commercially successful video game and probably the simplest point to mark the start of what we now consider “the video game industry.” That makes video games one of the newest distinct artistic mediums out there, but not exactly new anymore. -
Cloud Gaming
Cloud Gaming Cristobal Barreto[0000-0002-0005-4880] [email protected] Universidad Cat´olicaNuestra Se~norade la Asunci´on Facultad de Ciencias y Tecnolog´ıa Asunci´on,Paraguay Resumen La nube es un fen´omeno que permite cambiar el modelo de negocios para ofrecer software a los clientes, permitiendo pasar de un modelo en el que se utiliza una licencia para instalar una versi´on"standalone"de alg´un programa o sistema a un modelo que permite ofrecer los mismos como un servicio basado en suscripci´on,a trav´esde alg´uncliente o simplemente el navegador web. A este modelo se le conoce como SaaS (siglas en ingles de Sofware as a Service que significa Software como un Servicio), muchas empresas optan por esta forma de ofrecer software y el mundo del gaming no se queda atr´as.De esta manera surge el GaaS (Gaming as a Servi- ce o Games as a Service que significa Juegos como Servicio), t´erminoque engloba tanto suscripciones o pases para adquirir acceso a librer´ıasde jue- gos, micro-transacciones, juegos en la nube (Cloud Gaming). Este trabajo de investigaci´onse trata de un estado del arte de los juegos en la nube, pasando por los principales modelos que se utilizan para su implementa- ci´ona los problemas que normalmente se presentan al implementarlos y soluciones que se utilizan para estos problemas. Palabras Clave: Cloud Gaming. GaaS. SaaS. Juegos en la nube 1 ´Indice 1. Introducci´on 4 2. Arquitectura 4 2.1. Juegos online . 5 2.2. RR-GaaS . 6 2.2.1. -
An Overview Study of Game Engines
Faizi Noor Ahmad Int. Journal of Engineering Research and Applications www.ijera.com ISSN : 2248-9622, Vol. 3, Issue 5, Sep-Oct 2013, pp.1673-1693 RESEARCH ARTICLE OPEN ACCESS An Overview Study of Game Engines Faizi Noor Ahmad Student at Department of Computer Science, ACNCEMS (Mahamaya Technical University), Aligarh-202002, U.P., India ABSTRACT We live in a world where people always try to find a way to escape the bitter realities of hubbub life. This escapism gives rise to indulgences. Products of such indulgence are the video games people play. Back in the past the term ―game engine‖ did not exist. Back then, video games were considered by most adults to be nothing more than toys, and the software that made them tick was highly specialized to both the game and the hardware on which it ran. Today, video game industry is a multi-billion-dollar industry rivaling even the Hollywood. The software that drives these three dimensional worlds- the game engines-have become fully reusable software development kits. In this paper, I discuss the specifications of some of the top contenders in video game engines employed in the market today. I also try to compare up to some extent these engines and take a look at the games in which they are used. Keywords – engines comparison, engines overview, engines specification, video games, video game engines I. INTRODUCTION 1.1.2 Artists Back in the past the term ―game engine‖ did The artists produce all of the visual and audio not exist. Back then, video games were considered by content in the game, and the quality of their work can most adults to be nothing more than toys, and the literally make or break a game. -
Matthew Franklin Resume
M A T T H E W F R A N K L I N http://www.independentcreator.com SU M M AR Y Passionate about using technology to create new experiences. Works in multiple roles and across disciplines to turn the creative vision into a reality. A proven team lead, with a history of shipping unique, award-winning games including Psychonauts and Once Upon a Monster. An experienced Senior and Lead Programmer, who creates powerful and efficient systems in service of the final product. As a Gameplay Programmer and Designer, tackles challenges as high level as character design, or as low level as split-second input timing. Enjoys working closely with other teams to create a cohesive and powerful user experience. Cross-platform experience, including PC, console, and mobile. Proficient in languages including (but not limited to) C/C++, Lua, Java, Javascript, Python, PHP, and C#. E XPE R I E NCE Double Fine Productions 06 / 2010 - Present Lead Gameplay Programmer / Lead Programmer / Designer / Project Lead Spacebase DF-9: Lead Programmer on a Dwarf Fortress-like sim with deep AI and systems simulation. Adapted techniques from multiple sim genres, and created new ones, to realize a systemic, ever-changing world filled with believable characters. Twice Upon a Monster: Project Lead. Led a team in creating a well-received vertical slice showcasing new gameplay, interfaces, characters, and technology for the sequel. (Project canceled due to soft market for Kinect titles.) Once Upon a Monster: Lead Programmer; Designer. Tackled the unique challenge of an all-ages, full-body, family- friendly game for the Microsoft Kinect, with the Sesame Street license. -
Microsoft Xbox Live Arcade
Microsoft Xbox Live Arcade Last Updated on September 27, 2021 Title Publisher Qty Box Man Comments 0 Day Attack on Earth Square Enix 0-D: Beat Drop Arc System Works 1942: Joint Strike Capcom 3 on 3 NHL Arcade EA Freestyle 3D Ultra Minigolf Adventures Sierra Online 3D Ultra Minigolf Adventures 2 Konami Abyss Odyssey Atlus Aces of the Galaxy Artech Studios Adventures of Shuggy, The Valcon Games Aegis Wing Microsoft After Burner Climax Sega Age of Booty Capcom AirMech Arena Ubisoft Alan Wake's American Nightmare Microsoft Alein Spidey Kalypso Media Alien Breed 2: Assault Team17 Alien Breed 3: Descent Team 17 Alien Breed Evolution: Episode 1 Team 17 Alien Hominid HD The Behemoth Alien Spidy Kalypso Media All Zombies Must Die! Square Enix Altered Beast Sega American Mensa Academy Square Enix Amy VectorCell Ancients of Ooga Microsoft Anomaly: Warzone Earth Microsoft Apples to Apples THQ Aqua Xbox LIVE Arcade Are You Smarter Than A 5th Grader? THQ Arkadian Warriors Sierra Online ARKANOID Live! Xbox LIVE Arcade Ascend: Hand of Kul Microsoft Studios Assassin's Creed: Liberation HD Ubisoft Assault Heroes Sierra Online Assault Heroes 2 Sierra Online Asteroids & Asteroids Deluxe Atari AstroPop Oberon Media Awesomenauts DTP Entertainment Axel & Pixel 2K Games Babel Rising Ubisoft Backbreaker Vengence 505 Games Band of Bugs NinjaBee Bang Bang Racing Digital Reality Software Bangai-O HD: Missile Fury D3 Publisher Banjo-Kazooie Microsoft Banjo-Tooie Microsoft Bankshot Billiards 2 PixelStorm Bastion Warner Bros. Interactive Batman: Arkham Origins Blackgate - Deluxe Edition Warner Bros. Interactive En... Battle: Los Angeles Konami BattleBlock Theater Microsoft Battlefield 1943 Electronic Arts Battlestar Galactica Sierra Online Battlezone Atari This checklist is generated using RF Generation's Database This checklist is updated daily, and it's completeness is dependent on the completeness of the database. -
THE FALL of the SEGA DREAMCAST Innovation Case Study
THE FALL OF THE SEGA DREAMCAST Innovation Case Study By Cary M. Robinson Cary M. Robinson - DMGT 702-02 - Prof. Stokes Jones 1 PURPOSE OF STUDY The purpose of this study is to explore the process of innovation by looking at the development and diffusion of the Sega Dreamcast. A branch of the Sega Corporation, this video game console lived a short span, as its failure was the relevant factor that led to Sega’s withdrawal from the consumer console business. Cary M. Robinson - DMGT 702-02 - Prof. Stokes Jones 2 WHY THIS TOPIC? A former video-game fanatic and Sega game console owner, I selected this “proclaimed” innovation because I was interesting in discovering the reason why the Sega Dreamcast was not a successful product. Cary M. Robinson - DMGT 702-02 - Prof. Stokes Jones 3 INNOVATION An innovation is the useful application of a new idea or method (Crawford 1983). Every innovation begins with an idea and is formed after this idea is envisioned, produced, and marketed successfully (Kilby 1978). Individual Characteristics •Innovativeness -Originality: the aspect of created or invented works by as being new or novel, and thus can be distinguished from reproductions, clones, forgeries, or derivative works. •Reliance on others as a source of information •Early adopter threshold (Creswell) •Need-for-change/cognition Cary M. Robinson - DMGT 702-02 - Prof. Stokes Jones 4 THE “INVENTION” The Dreamcast is a video game console made by Sega, and is the successor to the Sega Saturn. The Dreamcast was the first entry in the sixth generation of video game consoles and was released in late 1998, before its contemporaries — Sony's PlayStation 2, Microsoft's Xbox and the Nintendo GameCube. -
My Collection 12 2015
Systen Adventure Act.Adv/Act.RPG RPG Strategy Shmups Flight Jump&Shot Plattformer Racing Arcade Race Street/Sport Action Beat'em Ups Brawler Rest of the pack Atari 2600 Pole Position Air See Battle Pac Man Loose cardridges Asteroids Combat Defender Phoenix SEGA Game Gear Adventure Act.Adv/Act.RPG RPG Strategy Shmups Flight Jump&Shot Plattformer Racing Arcade Race Street/Sport Action Beat'em Ups Brawler Rest of the pack Boxed PAL or US Defender of Oasis Aerial Assault Castle of Illusion G‐Loc Devilish Halley Wars Deep Duck Trouble Ms. Pacman Super Space Invaders Jungle Book PGA Golf Tour Land of Illusion Lion King Shinobi 2‐the Silent Fury Lucky Dime Caper‐Donald Duck Sonic 2 Adventure Act.Adv/Act.RPG RPG Strategy Shmups Flight Jump&Shot Plattformer Racing Arcade Race Street/Sport Action Beat'em Ups Brawler Rest of the pack Boxed Japanese Shining Force GaidGG Daisenryaku GG Aleste 2 Sailor Moon Sonic Drift 2F1 Monaco GP 2 Samurai Spirits Pengo Shining Force Final Conflict Chase H.Q. PyoPyo Adventure Act.Adv/Act.RPG RPG Strategy Shmups Flight Jump&Shot Plattformer Racing Arcade Race Street/Sport Action Beat'em Ups Brawler Rest of the pack Loose cardridges Pal or US Axe Battler Crystal Warriors Fantasy Zone GG F‐15 Strike Eagle Legend of Illusion OutRun Europe F1 (Domark) Space Harrier Streets of Rage 4 in 1 Gamepack (exept Sonic Drift = jp) Dragons Trap‐Wo Dragon Crystal Master of Darkne Sonic Drift 2 (jp) F1 Monaco GP Streets of Rage 2 Shining Force‐Sword of Haya Shinobi Super Off‐Road GP Rider Star Wars US Gold Kawasaki Superbikes Star Wars‐Return of the Jedi Tails Adventure SEGA 16‐Bit Adventure Act.Adv/Act.RPG RPG Strategy Shmups Flight Jump&Shot Plattformer Racing Arcade Race Street/Sport Action Beat'em Ups Brawler Rest of the pack Boxed MegaDrive Ecco the Dolphin Dungeons & Drag Dune II Bio Hazard Battle F15 Strike Eagle II Alien 3 Aladdin Chase H.Q. -
Diffusione Delle Avventure Grafiche E Degli Story Games Ai Primi Di Luglio 2018
Diffusione delle avventure grafiche e degli story games ai primi di luglio 2018 A seguito di una collaborazione tra più programmatori, è stato possibile, tra la fine di giugno e l'inizio del luglio 2018, estrarre il numero di giocatori attivi per titolo su Steam, basandosi sugli achievement ottenuti. Dopo il 4 luglio, Steam ha reso le cifre approssimative, segando le gambe di questo metodo. Nel frattempo tuttavia la lista è stata pubblicata qui: https://bit.ly/2u3prGU. Ho deciso di elaborare quattro classifiche, riguardanti il numero di giocatori attivi sulle avventure classiche basate su enigmi, sulle contemporanee avventure “narrative” e sui titoli pubblicati dalla Double Fine, più una megaclassifica che fondesse le prime due. Sventuratamente, questo nuovo metodo di rilevazione, pure più affidabile del vecchio di Steam Spy, si basa sugli achievement, perciò tutti i giochi che non li supportano non compaiono in lista. Ci sono illustri assenti come le avventure LucasArts non rifatte, le avventure Telltale fino al 2011 o la Special Edition del primo Monkey. NOTE IMPORTANTI Usare questi numeri per dedurre il successo economico del gioco, dell'editore e/o dello sviluppatore sarebbe un grave errore. Ecco quattro ragioni. In primis, tanti titoli di queste liste sono multipiattaforma: Steam non registra le versioni console o mobile, sempre più perseguite dagli editori (per non parlare delle copie PC vendute su altri canali come GOG). In secondo luogo, l'algoritmo non tiene conto del prezzo di vendita. Più il gioco è vecchio, più è probabile che venga venduto a meno o finisca in saldo, fino al 90%. Per questa ragione trovate indicate le date di pubblicazione: se volete confrontare le performance di due prodotti, vi consiglio di dividere le singole cifre per gli anni di permanenza sullo store: il confronto non sarà ancora affidabile al 100%, ma sarà un po' più equo. -
Guide to the Arcade Flier Collection, C. 1931-2018
Brian Sutton-Smith Library and Archives of Play Arcade Flier Collection Guide Guide to the Arcade flier collection, c. 1931-2018 Fliers are arranged by company, then alphabetized by game within the company folder(s). If the flier was acquired and cataloged as a single object, then the Object ID is also indicated. [Home and consumer electronic gaming trade sheets are housed within the library’s Electronic gaming trade sheet collection.] If a date is not specified on the flier, an approximate date is listed in brackets. Box 1 Folder 1 ACG, Ltd. • Dingo, n.d. [c. 1983] [from Atari Coin-Op] • ZOG, n.d. [c. 1980s] [from Atari Coin-Op] Folder 2 Adrenaline • Fruit Ninja FX 2, n.d. [c. 2016] [Obj ID 119.882] • Jetpack Joyride Arcade, n.d. [2014] [Obj ID 119.883] Folder 3 American Alpha, Inc. • Fearless Pinocchio/Fist Talks, 2005 [Obj ID 109.5862] • Percussion Master, 2004 [Obj ID 109.5861] • Folder 4 American Pinball, Inc. • Houdini: Master of Mystery, 2017 [Obj ID 119.869] • Houdini: Master of Mystery, 2017 [Obj ID 119.870] • Oktoberfest: Pinball on Tap, 2018 [Obj ID 119.871] Folder 5 Andamiro Co. • Pump It Up 2017 Prime 2, 2017 [Obj ID 119.843] • Spongebob Squarepants Pineapple Arcade, 2015 [Obj ID 119.845] Folder 6 Apple Industries • Guardian Storm, n.d. [c. 2005] [Obj ID 109.5863] Folder 7 Arcadia Systems, Inc. • Magic Johnson’s Fast Break Basketball, n.d. [c. 1989] [Obj ID 110.2435] • World Trophy Soccer, n.d. [c. 1989] [from Atari Coin-Op] Folder 8 Atari Games Corporation • Area 51 and Maximum Force Duo, 1997 [Obj ID 109.5864] • Area 51 -
45 Years of Arcade Gaming
WWW.OLDSCHOOLGAMERMAGAZINE.COM ISSUE #2 • JANUARY 2018 Midwest Gaming Classic midwestgamingclassic.com CTGamerCon .................. ctgamercon.com JANUARY 2018 • ISSUE #2 EVENT UPDATE BRETT’S BARGAIN BIN Portland Classic Gaming Expo Donkey Kong and Beauty and the Beast 06 BY RYAN BURGER 38BY OLD SCHOOL GAMER STAFF WE DROPPED BY FEATURE Old School Pinball and Arcade in Grimes, IA 45 Years of Arcade Gaming: 1980-1983 08 BY RYAN BURGER 40BY ADAM PRATT THE WALTER DAY REPORT THE GAME SCHOLAR When President Ronald Reagan Almost Came The Nintendo Odyssey?? 10 To Twin Galaxies 43BY LEONARD HERMAN BY WALTER DAY REVIEW NEWS I Didn’t Know My Retro Console Could Do That! 2018 Old School Event Calendar 45 BY OLD SCHOOL GAMER STAFF 12 BY RYAN BURGER FEATURE REVIEW Inside the Play Station, Enter the Dragon Nintendo 64 Anthology 46 BY ANTOINE CLERC-RENAUD 13 BY KELTON SHIFFER FEATURE WE STOPPED BY Controlling the Dragon A Gamer’s Paradise in Las Vegas 51 BY ANTOINE CLERC-RENAUD 14 BY OLD SCHOOL GAMER STAFF PUREGAMING.ORG INFO GAME AND MARKET WATCH Playstation 1 Pricer Game and Market Watch 52 BY PUREGAMING.ORG 15 BY DAN LOOSEN EVENT UPDATE Free Play Florida Publisher 20BY OLD SCHOOL GAMER STAFF Ryan Burger WESTOPPED BY Business Manager Aaron Burger The Pinball Hall of Fame BY OLD SCHOOL GAMER STAFF Design Director 22 Issue Writers Kelton Shiffer Jacy Leopold MICHAEL THOMASSON’S JUST 4 QIX Ryan Burger Michael Thomasson Design Assistant Antoine Clerc-Renaud Brett Weiss How High Can You Get? Marc Burger Walter Day BY MICHAEL THOMASSON 24 Brad Feingold Editorial Board Art Director KING OF KONG/OTTUMWA, IA Todd Friedman Dan Loosen Thor Thorvaldson Leonard Herman Doc Mack Where It All Began Dan Loosen Billy Mitchell BY SHAWN PAUL JONES + WALTER DAY Circulation Manager Walter Day 26 Kitty Harr Shawn Paul Jones Adam Pratt KING OF KONG/OTTUMWA, IA King of Kong Movie Review 28 BY BRAD FEINGOLD HOW TO REACH OLD SCHOOL GAMER: Tel / Fax: 515-986-3344 Postage paid at Grimes, IA and additional mailing KING OF KONG/OTTUMWA, IA Web: www.oldschoolgamermagazine.com locations.