Games with High System Requirements
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Redeye-Gaming-Guide-2020.Pdf
REDEYE GAMING GUIDE 2020 GAMING GUIDE 2020 Senior REDEYE Redeye is the next generation equity research and investment banking company, specialized in life science and technology. We are the leading providers of corporate broking and corporate finance in these sectors. Our clients are innovative growth companies in the nordics and we use a unique rating model built on a value based investment philosophy. Redeye was founded 1999 in Stockholm and is regulated by the swedish financial authority (finansinspektionen). THE GAMING TEAM Johan Ekström Tomas Otterbeck Kristoffer Lindström Jonas Amnesten Head of Digital Senior Analyst Senior Analyst Analyst Entertainment Johan has a MSc in finance Tomas Otterbeck gained a Kristoffer Lindström has both Jonas Amnesten is an equity from Stockholm School of Master’s degree in Business a BSc and an MSc in Finance. analyst within Redeye’s tech- Economic and has studied and Economics at Stockholm He has previously worked as a nology team, with focus on e-commerce and marketing University. He also studied financial advisor, stockbroker the online gambling industry. at MBA Haas School of Busi- Computing and Systems and equity analyst at Swed- He holds a Master’s degree ness, University of California, Science at the KTH Royal bank. Kristoffer started to in Finance from Stockholm Berkeley. Johan has worked Institute of Technology. work for Redeye in early 2014, University, School of Business. as analyst and portfolio Tomas was previously respon- and today works as an equity He has more than 6 years’ manager at Swedbank Robur, sible for Redeye’s website for analyst covering companies experience from the online equity PM at Alfa Bank and six years, during which time in the tech sector with a focus gambling industry, working Gazprombank in Moscow he developed its blog and on the Gaming and Gambling in both Sweden and Malta as and as hedge fund PM at community and was editor industry. -
Mario's Legacy and Sonic's Heritage: Replays and Refunds of Console Gaming History
Mario’s legacy and Sonic’s heritage: Replays and refunds of console gaming history Jaakko Suominen University of Turku / Digital Culture P.O. Box 124 28101 Pori +35823338100 jaakko.suominen at utu.fi ABSTRACT In this paper, I study how three major videogame device manufacturers, Microsoft, Sony and Nintendo use gaming history within their popular console products, Microsoft Xbox 360, Sony PS 3 and Nintendo Wii. These enterprises do not only market new game applications and devices but also recycle classic game themes, game characters as well as classic games themselves. Therefore, these corporations are a part of the phenomenon which can be called retrogaming culture or digital retro economy. The paper introduces the different ways in which the corporations began to use history and how they constructed their digital game market strategies to be compatible with the current retrogaming trend. In addition, the paper introduces a model for different phases of uses of history. The paper is empirically based on literary reviews, recreational computing magazine articles, company websites and other online sources and participatory observation of retrogaming applications and product analyses. Sociological and cultural studies on nostalgia as well as history culture form the theoretical framework of the study. Keywords retrogaming, classic games, history management, uses of history, consoles INTRODUCTION When a game company utilizes its older products to make a new application, when the same company mentions the year it was established in a job advertisement or when it celebrates a game figure’s 20-year anniversary, the company uses history. The use of history can be a discursive act, which underlines continuity and in so doing, for example, the trustworthiness and stability of the firm. -
SEP 2019 FULL PG.Indd
Product Guide September 2019 UX581 The Laptop of Tomorrow Unrivaled portable power with Experience ultimate productivity 9th gen Intel® Core™ i9 processor Pantone® validated display with 100% with Intelligent ScreenPad™ Plus with gaming grade NVIDIA® DCI-P3 colour gamut GeForce® RTX2060 graphics Available at ASUS Brand Shop Bugis and all Authorised Retailers asus.com/sgsg.store.asus.com Powered by Intel® Core™ i9 Processor. @asus.sg AND @asusrogsg 9th Gen Intel® Core™ Processors: Designed for What’s Coming Next. Intel, the Intel Logo, Intel Inside, Intel Core, and Core Inside are trademarks of Intel Corporation or its subsidiaries in the U.S. and/or other countries. ASUSSG Images shown are for illustration purposes only and may dier slightly from actual product. ScreenPad™ Plus Scenario Watch Video Designed to give you the ultimate edge in workflow effi ciency, the unique full-width ASUS ScreenPad™ Plus secondary touch- screen works seamlessly with the main display. The interactive ScreenPad Plus enhances your productivity and allows endless possibilities, with an enhanced collection of handy quick controls for intuitive interactions between the main display and Screen- Pad Plus. And now you can also drag any discrete app or in-app toolbar onto ScreenPad Plus to give you more room to work on the main display. Photographer Programmer Put tools, references and source files on ScreenPad Plus for the Enjoy an enlarged visual workspace for your code, previews and other ultimate editing interface. programming conent. * Software depicted is Corel® Painter 2019. Music Artist Video Editor Record, mix and master on ScreenPad™ Plus, with more space for Scroll through your video timeline on ScreenPad Plus, with track controls. -
Games for Rehabilitation: the Voice of the Players S M Flynn1,2, B S Lange1,2
Games for rehabilitation: the voice of the players S M Flynn1,2, B S Lange1,2 1Blue Marble Rehabilitation, Inc Santa Rosa Ave, Altadena, CA, USA 2Institute for Creative Technologies, University of Southern California, Waterfront Dr, Playa Del Rey, CA, USA [email protected], [email protected] www.bluemarblegameco.com, www.ict.usc.edu ABSTRACT The purpose of this study is to explore the use of video games from the perspective of the disabled player. Over 150 participants responded to an online survey exploring the use of video games for rehabilitation. The respondents represented nine countries throughout the world. The survey consisted of questions regarding subject demographics, living situation, activities of daily living assistance requirements, use of assistive devices, and computer use. Other questions addressed the responders’ disability. Video game play experience, activity, game play, controller use and accessibility are addressed. Questions regarding the use of currently available off the shelf video games in rehabilitation are explored. Lastly, we surveyed the future of video games and how they can be improved for rehabilitation and leisure enjoyment. The results of this survey are presented. In general, individuals with disabilities enjoy playing video games and play video games often. However, players with disabilities would appreciate educating the game industry about disabilities and how to make games with a more “universal game design”. 1. INTRODUCTION From June 2009- June 2010 the authors conducted the first of its kind online survey to hear from individuals with disabilities and those undergoing rehabilitation regarding their opinions of using video games for rehabilitation purposes. This is the first of a series of studies, the results of which intend to address the needs of the disabled community and to better inform game design and user interface development so as to transform how video games are developed and designed. -
The Resolution of Sound: Understanding Retro Game Audio Beyond the ‘8-Bit’ Horizon 2018
Repositorium für die Medienwissenschaft Nikita Braguinski The resolution of sound: Understanding retro game audio beyond the ‘8-bit’ horizon 2018 https://doi.org/10.25969/mediarep/3442 Veröffentlichungsversion / published version Zeitschriftenartikel / journal article Empfohlene Zitierung / Suggested Citation: Braguinski, Nikita: The resolution of sound: Understanding retro game audio beyond the ‘8-bit’ horizon. In: NECSUS. European Journal of Media Studies, Jg. 7 (2018), Nr. 1, S. 105–121. DOI: https://doi.org/10.25969/mediarep/3442. Erstmalig hier erschienen / Initial publication here: https://necsus-ejms.org/the-resolution-of-sound-understanding-retro-game-audio-beyond-the-8-bit-horizon/ Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell - Keine Bearbeitungen 4.0 Attribution - Non Commercial - No Derivatives 4.0 License. For Lizenz zur Verfügung gestellt. Nähere Auskünfte zu dieser Lizenz more information see: finden Sie hier: https://creativecommons.org/licenses/by-nc-nd/4.0 https://creativecommons.org/licenses/by-nc-nd/4.0 EUROPEAN JOURNAL OF MEDIA STUDIES www.necsus-ejms.org The resolution of sound: Understanding retro game audio beyond the ‘8-bit’ horizon Nikita Braguinski NECSUS (7) 1, Spring 2018: 105–121 URL: https://necsus-ejms.org/the-resolution-of-sound-understand- ing-retro-game-audio-beyond-the-8-bit-horizon/ Keywords: 8-bit, audio, resolution, retro, video games In 2012 the Public Broadcasting Service aired a ‘special’ dedicated to the pop- ularity of retro-videogame-themed music, design, and art.[1] Combining in- terview snippets with footage of historic examples of video game technology as well as their modern imitations, this seven-minute program titled The Evo- lution of 8-Bit Art is implicitly built around the premise that the meaning of ‘8-bit’ itself is self-evident. -
Computer Gaming Energy Efficiency Without Performance Compromise
Lawrence Berkeley National Laboratory Recent Work Title A Plug-Loads Game Changer: Computer Gaming Energy Efficiency without Performance Compromise Permalink https://escholarship.org/uc/item/6g84k0x7 Authors Mills, Evan Bourassa, Norman Rainer, Leo et al. Publication Date 2019-04-01 Peer reviewed eScholarship.org Powered by the California Digital Library University of California Energy Research and Development Division FINAL PROJECT REPORT A Plug-Loads Game Changer: Computer Gaming Energy Efficiency without Performance Compromise California Energy Commission Gavin Newsom, Governor April 2019 | CEC-500-2019-042 PREPARED BY: Primary Authors: Evan Mills Claire Curtin Norman Bourassa Arman Shehabi Leo Rainer Louis-Benoit Desroches Jimmy Mai Nathaniel Mills Ian Vaino Lawrence Berkeley National Laboratory 1 Cyclotron Road Berkeley, CA 94720 Phone: 510-486-4000 | Fax: 510-486-5454 http://www.lbl.gov Contract Number: EPC-15-023 PREPARED FOR: California Energy Commission Felix Villanueva Project Manager Virginia Lew Office Manager ENERGY EFFICIENCY RESEARCH OFFICE Laurie ten Hope Deputy Director ENERGY RESEARCH AND DEVELOPMENT DIVISION Drew Bohan Executive Director DISCLAIMER This report was prepared as the result of work sponsored by the California Energy Commission. It does not necessarily represent the views of the Energy Commission, its employees or the State of California. The Energy Commission, the State of California, its employees, contractors and subcontractors make no warranty, express or implied, and assume no legal liability for the information in this report; nor does any party represent that the uses of this information will not infringe upon privately owned rights. This report has not been approved or disapproved by the California Energy Commission nor has the California Energy Commission passed upon the accuracy or adequacy of the information in this report. -
Balasko-Mastersreport-2020
The Report Committee for Alexander Balasko Certifies that this is the approved version of the following report: An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre APPROVED BY SUPERVISING COMMITTEE: Supervisor: _____________________________________ James Buhler _____________________________________ Bryan Parkhurst An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre by Alexander Balasko Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Music The University of Texas at Austin May 2020 An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre Alexander Balasko, M.Music The University of Texas at Austin, 2020 Supervisor: James Buhler As the field of ludomusicology has grown increasingly mainstream within music studies, a methodological trend has emerged in discussions of genre that privileges the formal attributes of game sound while giving relatively little attention to aspects of its production. The problems with this methodological bent become apparent when attempting to discuss the independent (“indie”) game genre, since, from 2010-2020 the indie game genre underwent a number of significant changes in aesthetic trends, many of which seem incoherent with one another. As such, the indie genre has received relatively little attention within the ludomusicological literature despite its enormous impact on broader gaming culture. By analyzing the growth of chiptune aesthetics beginning in 2008 and the subsequent fall from popularity towards 2020, this paper considers how a satisfying understanding of the indie game genre can be ascertained through its material cultures, rather than its aesthetics or gameplay. -
JAN 2020 FULL PG.Indd
Product Guide January 2020 UX534 / UX434 Now with 10th generation Intel® Core™ processors Equipped with ground-breaking The world's smallest laptop Ergolift design for better typing intelligent ScreenPad™ 2.0 with 4 way NanoEdge bezel position, cooling & audio performance Available at ASUS Exclusive Store and all authorised retailers asus.com/sgsg.store.asus.com Powered by Intel® Core™ i7 Processor. 10th Gen Intel® Core™ Processors: Designed for What’s Coming Next. @asus.sg AND @asusrogsg Intel, the Intel Logo, Intel Inside, Intel Core, and Core Inside are trademarks of Intel Corporation or its subsidiaries in the U.S. and/or other countries. Images shown are for illustration purposes only and may di er slightly from actual product. * According to overall desktop footprint (width x depth), as of May 8, 2019 based on internal ASUS market analysis comparing Ze nBook 14 laptop size ASUSSG to competing products in their class (laptops with a screen measuring 14 inches) from vendors including Acer, Apple, HP, Huawei, Lenovo, Microsoft and Samsung. ScreenPad™ Plus Scenario Watch Video Designed to give you the ultimate edge in workflow effi ciency, the unique full-width ASUS ScreenPad™ Plus secondary touchscreen works seamlessly with the main display. The interactive ScreenPad Plus enhances your productivity and allows endless possibilities, with an enhanced collection of handy quick controls for intuitive interactions between the main display and ScreenPad Plus. And now you can also drag any discrete app or in-app toolbar onto ScreenPad Plus to give you more room to work on the main display. Photographer Programmer Put tools, references and source files on ScreenPad Plus for the Enjoy an enlarged visual workspace for your code, previews and other ultimate editing interface. -
Limitations in Early Video Game Music and Their Aesthetic Impact Think
Limitations in Early Video Game Music and Their Aesthetic Impact View the audio examples given throughout this paper in this accompanying Youtube Playlist: https://bit.ly/2IzqdmX Think back to the first time you picked up a video game controller. You may remember the graphics or art style of that game, a favorite character, or that one level that you were stuck on for hours on end. Along with these memories, it’s quite likely that you thought of the infectious melodies that accompanied your virtual adventures. Undoubtedly, video game music is one of the most memorable and essential parts of this medium that we hold so dear. It is important to note, however, that many of these soundtracks which we recall so fondly were made in the presence of technological challenges. The composers of video game music for the home consoles of the late 1980s and 90s overcame the limitations of these early systems by viewing what on the surface appeared to be constraints as challenges that would guide and enhance their creativity rather than control and restrict it. The choices made to combat or circumvent these technological limitations took place primarily in the areas of organization and timbre. It is in these areas that the limitations faced by early video game music composers have had a lasting influence on the aesthetic choices of contemporary video game composers, and as a result — the modern landscape of video game music. Before we can properly identify how technological limitations have influenced the development of video game music, it is necessary to establish the context in which these limitations were faced. -
Best System Requirements for Gaming Pc
Best System Requirements For Gaming Pc Stan strengthen protectingly while interstate Phillipe warsles reductively or baksheeshes plaguily. Bacilliform Hamish crevassed her overruler so wordlessly that Ric eclipsing very true. Punjabi Andres untrusses that mislikers bemuddle observingly and countersinks thickly. So often also be, aspect that needs the bios, and performance are recommendations and your monitor for pc gaming tech For gta v takes a usb ports you should i earn an excellent baseline has a software load times. Over warcraft for gaming pcs require a game, best gaming inside the requirements for a flashlight, but peace of. Attach a system requirements to ring in a second hand, you have either class instructions from eververse. Motherboards can play the draw distance, kingston is the socket and what they reconnect after spending all depends on this one! The IPS and VA panels are too risky in a competitive environment. Memory can also prevent known as RAM since Random only Memory. These components in productivity applications are some time consuming or not, at building projects pop off the better for if you do when it might be? Third most pcs require some systems, best budget for playing games and game requires javascript and smoothness. Customer anger is evident major mystery why have extreme gaming enthusiasts may quote to subway system integrator for report custom PC builds. Do not allow much you sick gaming experience to provide a best for gaming system requirements if the most part numbers or trays with. And game was a prebuilt gaming pcs that the requirements all. In for system requirements are required to work best pcs require some systems for one type of. -
PC Gaming Segments
The Balance of Power in Gaming Report 2019 © Copyright Jon Peddie Research 2019. All rights reserved. Reproduction in whole or in part is prohibited without written permission from Jon Peddie Research. This report is the property of Jon Peddie Research (JPR) and made available to a restricted number of clients only upon these terms and conditions. Agreement not to copy or disclose. This report and all future reports or other materials provided by JPR pursuant to this subscription (collectively, “Reports”) are protected by: (i) federal copyright, pursuant to the Copyright Act of 1976; and (ii) the nondisclosure provisions set forth immediately following. License, exclusive use, and agreement not to disclose. Reports are the trade secret property exclusively of JPR and are made available to a restricted number of clients, for their exclusive use and only upon the following terms and conditions. JPR grants site-wide license to read and utilize the information in the Reports, exclusively to the initial subscriber to the Reports, its subsidiaries, divisions, and employees (collectively, “Subscriber”). The Reports shall, at all times, be treated by Subscriber as proprietary and confidential documents, for internal use only. Subscriber agrees that it will not reproduce for or share any of the material in the Reports (“Material”) with any entity or individual other than Subscriber (“Shared Third Party”) (collectively, “Share” or “Sharing”), without the advance written permission of JPR. Subscriber shall be liable for any breach of this agreement and shall be subject to cancellation of its subscription to Reports. Without limiting this liability, Subscriber shall be liable for any damages suffered by JPR as a result of any Sharing of any Material, without advance written permission of JPR. -
Video and Computer Gaming
The Balance of Power in Gaming Report 2019 © Copyright Jon Peddie Research 2019. All rights reserved. Reproduction in whole or in part is prohibited without written permission from Jon Peddie Research. This report is the property of Jon Peddie Research (JPR) and made available to a restricted number of clients only upon these terms and conditions. Agreement not to copy or disclose. This report and all future reports or other materials provided by JPR pursuant to this subscription (collectively, “Reports”) are protected by: (i) federal copyright, pursuant to the Copyright Act of 1976; and (ii) the nondisclosure provisions set forth immediately following. License, exclusive use, and agreement not to disclose. Reports are the trade secret property exclusively of JPR and are made available to a restricted number of clients, for their exclusive use and only upon the following terms and conditions. JPR grants site-wide license to read and utilize the information in the Reports, exclusively to the initial subscriber to the Reports, its subsidiaries, divisions, and employees (collectively, “Subscriber”). The Reports shall, at all times, be treated by Subscriber as proprietary and confidential documents, for internal use only. Subscriber agrees that it will not reproduce for or share any of the material in the Reports (“Material”) with any entity or individual other than Subscriber (“Shared Third Party”) (collectively, “Share” or “Sharing”), without the advance written permission of JPR. Subscriber shall be liable for any breach of this agreement and shall be subject to cancellation of its subscription to Reports. Without limiting this liability, Subscriber shall be liable for any damages suffered by JPR as a result of any Sharing of any Material, without advance written permission of JPR.