Exploring Co-Creation Experience and Value in the Video Game Industry: How Gamers Create Value Through a Rule Changing Online Game That Has No Rules
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Playing, Mapping, and Power a Critical Analysis of Using Minecraft in Spatial Design • Hamza Bashandy
Playing, Mapping, and Power A Critical Analysis of Using Minecraft in Spatial Design • Hamza Bashandy Investigating the potential of video games as an aid to community mapping and participatory architectural design, the author discusses the use of the sandbox game Minecraft by the Block by Block Foundation in collaboration with Mojang Studios, Microsoft, and UN-Habitat for three projects—Model Street (Dandora Phase 2, in Nairobi, Kenya), Mind the Step (Jardim Naka- mura, in São Paulo, Brazil) and Former Marketplace (in Pristina, Kosovo). The author offers different perspectives or “lens” from which to view the projects, including as an architect (which he calls a spatial lens) and as a community member (which he dubs a player lens). Favoring agency over participant choices, he claims, the institutional forces at work can prevent true access to space making by either the foundation or the game, each of which suffers from accessibility problems for both players and the communi- ties. He argues for a need to look more closely into the politics of the Block by Block Foundation and Minecraft and seeks to make readers explicitly aware of the systemic mechanisms of exclusion. Key words: democracy and public space; marginalized communities; Minecraft; participatory design; power hierarchies; video games People around the world use digital media to aid civic participation and promote social justice. Many governmental and community organizations have changed their mission and functions as they adopt new digital tools and practices (Gordon and Mihailidis 2016). Similarly, digital games have been seen as a very potent vehicle adopted by many large-scale institutions such as the United Nations Human Settlement Program (UN-Habitat). -
Activision Acquires U.K. Game Developer Bizarre Creations
Activision Acquires U.K. Game Developer Bizarre Creations Activision Enters $1.4 Billion Racing Genre Market, Representing More than 10% of Worldwide Video Game Market SANTA MONICA, Calif., Sep 26, 2007 (BUSINESS WIRE) -- Activision, Inc. (Nasdaq:ATVI) today announced that it has acquired U.K.-based video game developer Bizarre Creations, one of the world's premier video game developers and a leader in the racing category, a $1.4 billion market that is the fourth most popular video game genre and represents more than 10% of the total video game market worldwide. This acquisition represents the latest step in Activision's ongoing strategy to enter new genres. Last year, Activision entered the music rhythm genre through its acquisition of RedOctane's Guitar Hero franchise, which is one of the fastest growing franchises in the video game industry. With more than 10 years' experience in the racing genre, Bizarre Creations is the developer of the innovative multi-million unit franchise Project Gotham Racing, a critically-acclaimed series for the Xbox® and Xbox 360®. The Project Gotham Racing franchise, which is owned by Microsoft, currently has an average game rating of 89%, according to GameRankings.com and has sold more than 4.5 million units in North America and Europe, according to The NPD Group, Charttrack and Gfk. Bizarre Creations is currently finishing development on the highly-anticipated third-person action game, The Club, for SEGA, which is due to be released early 2008. They are also the creators of the top-selling arcade game series Geometry Wars on Xbox Live Arcade®. -
Video Game Developer Pdf, Epub, Ebook
VIDEO GAME DEVELOPER PDF, EPUB, EBOOK Chris Jozefowicz | 32 pages | 15 Aug 2009 | Gareth Stevens Publishing | 9781433919589 | English | none Video Game Developer PDF Book Photo Courtesy: InnerSloth. Upon its launch, Will of the Wisps made waves for frame-rate issues and bugs, but after those were quickly patched, it was easy to fall in love with every aspect of the game. Video game designers need to have analytical knowledge as well as strong creative skills. First, make sure you have a good computer with some processing power and the right software. It takes cues from choose-your-own-adventure novels as well as some of the earliest narrative-driven video games from the '70s and '80s, including the first-known work of interactive fiction, Colossal Cave Adventure. Check out the story of the whirlwind visit and hear about our first peek at the game. From its dances to its massive tournaments, Fortnite has won over gamers around the world. Are there video games designed for moms? This phase can take as many hours as the original creation of the game. In Animal Crossing , you play as a human character who moves to a new town — in the case of New Horizons , your character moves to a deserted island at the invitation of series regular Tom Nook, a raccoon "entrepreneur. One standout aspect of the game was its music. If you've ever gotten immersed in your game character's story and movements, you've probably wondered how these creations can move so fluidly. How MotionScan Technology Works Animation just keeps getting more and more realistic, as emerging technology MotionScan demonstrates quite nicely. -
AWS Is How Game Tech Volume 2
Behind great games, there’s game tech. AWS is How Game Tech Volume 2 AWS IS HOW GAME TECH EDITION Volume 2 2 Player profile Player Player ID: Eric Morales Classification: Reconnecting through tech Head of AWS Game Tech EMEA Player history Stockholm Joined Gamer since 59°32′N 18°06′E July 2015 1995 Over the past year, many of us have felt compelled to escape into a game, even if only for a few hours. Technology has been our salvation and our solace. When we’ve been forced to stay apart, tech has helped us to feel connected, whether by racing strangers through virtual cities or teaming up to battle awesome foes in Wolcen: Lords of Mayhem. There has, perhaps, never been a greater keep pushing forward on a bumpy road and instead of sticking to a plan that no longer Perhaps one of the key things we can need for the escape that gaming gives when to somersaulto a ne ont w one. fits. New ideas come through all the time learn from these studios is that adversity us. So I’d like to say an extra thank you to and you have to embrace them.” can spark the creativity we need to build Building on AWS gives studios the chance the studios we’re featuring in this issue. something truly spectacular. In many to experiment, innovate, and make For some of the developers we spoke Without you, lockdown would have been games, your character levels up and gets mistakes in order to keep forging ahead. to, the pandemic has been just one of just a little bit harder for so many millions stronger regardless of your own skill, which I’m 100 percent with Roberta Lucca many hurdles they’ve overcome. -
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Bandai Namco Entertainment Inc. and Google Partner to Bring Dragon Ball Xenoverse 2 to Stadia
FOR IMMEDIATE RELEASE BANDAI NAMCO ENTERTAINMENT INC. AND GOOGLE PARTNER TO BRING DRAGON BALL XENOVERSE 2 TO STADIA SANTA CLARA, Calif., (June 7, 2019) - Leading anime video game developer and publisher BANDAI NAMCO Entertainment America Inc. today announced that DRAGON BALL XENOVERSE™ 2 will be playable on Stadia™, the first collaboration between BANDAI NAMCO Entertainment Inc. and Google LLC. Stadia is an all new AAA gaming platform that aims to revolutionize the way people access, play, and enjoy their favorite games and brand-new titles - with instant access to play across any screen. By bringing DRAGON BALL XENOVERSE 2 to Stadia, BANDAI NAMCO Entertainment Inc. aims to deliver the opportunity to experience the richness of the Dragon Ball world to a broader audience. By supporting Stadia, BANDAI NAMCO Entertainment Inc. looks forward to new opportunities and future collaborations the platform will offer. DRAGON BALL XENOVERSE 2 is an action/fighting game initially launched on PlayStation®4, Xbox One, and PC in November 2016 and then on Nintendo Switch™ in September 2017. The game has sold millions of units globally and is supported by a highly active community thanks to the continual addition of downloadable content and regular updates. Features like avatar creation, online lobby, as well as cooperative and versus modes make DRAGON BALL XENOVERSE 2 particularly suitable for Stadia’s unique experience-sharing possibilities. “Google’s Stadia platform will surely be an exciting addition to the video game market place; presenting cutting edge technology that will open players up to even more video game experiences.” said Chris Gilbert, Senior Vice President of Sales and Marketing at BANDAI NAMCO Entertainment America Inc. -
A Study of the Video Game Industry in US Metropolitan Areas
University of Massachusetts Amherst ScholarWorks@UMass Amherst Masters Theses 1911 - February 2014 2011 A Study of The ideoV Game Industry In U.S Metropolitan Areas Using Occupational Analysis Hinlan Wong University of Massachusetts Amherst Follow this and additional works at: https://scholarworks.umass.edu/theses Part of the Economic Policy Commons, Public Policy Commons, and the Urban Studies Commons Wong, Hinlan, "A Study of The ideV o Game Industry In U.S Metropolitan Areas Using Occupational Analysis" (2011). Masters Theses 1911 - February 2014. 738. Retrieved from https://scholarworks.umass.edu/theses/738 This thesis is brought to you for free and open access by ScholarWorks@UMass Amherst. It has been accepted for inclusion in Masters Theses 1911 - February 2014 by an authorized administrator of ScholarWorks@UMass Amherst. For more information, please contact [email protected]. A STUDY OF THE VIDEO GAME INDUSTRY IN U.S METROPOLITAN AREAS USING OCCUPATIONAL ANALYSIS A Thesis Presented By HINLAN P. WONG Submitted to the Graduate School of the University of Massachusetts Amherst in partial fulfillment Of the requirements for the degree of MASTER OF REGIONAL PLANNING SEPTEMBER 2011 Department of Landscape Architecture and Regional Planning © Copyright by Hinlan P. Wong 2011 All Rights Reserved A STUDY OF THE VIDEO GAME INDUSTRY IN U.S METROPOLITAN AREAS USING OCCUPATIONAL ANALYSIS A Thesis Presented By HINLAN P. WONG Approved as to style and content by: _________________________________________ Henry C. Renski, Chair _________________________________________ -
Impressions of the GDMC AI Settlement Generation Challenge in Minecraft
Impressions of the GDMC AI Settlement Generation Challenge in Minecraft Christoph Salge∗1, Claus Aranha2, Adrian Brightmoore3, Sean Butler4, Rodrigo Canaan5, Michael Cook6, Michael Cerny Green5, Hagen Fischer7, Christian Guckelsberger8,9,6, Jupiter Hadley10, Jean-Baptiste Herv´e1, Mark R Johnson11, Quinn Kybartas12,13, David Mason14, Mike Preuss15, Tristan Smith16, Ruck Thawonmas17 and Julian Togelius5 1University of Hertfordshire, UK, 2University of Tsukuba, Japan, 3theworldfoundry.com, 4University of West of England, UK, 5New York University, US, 6Queen Mary, University of London, UK, 7Pascal Gymnasium M¨unster, Germany, 8Aalto University, Finland, 9Finnish Center for Artificial Intelligence, 10jupiterhadley.com, 11University of Sydney, Australia, 12McGill University, Canada, 13Concordia University, Canada, 14University of Warwick, UK, 15Universiteit Leiden, Netherlands, 16University of Bath, UK, 17Ritsumeikan University, Japan Abstract The GDMC AI settlement generation challenge is a PCG competition about producing an algorithm that can create an \interesting" Minecraft settlement for a given map. This paper contains a collection of written experiences with this competition, by participants, judges, or- ganizers and advisors. We asked people to reflect both on the artifacts themselves, and on the competition in general. The aim of this paper is to offer a shareable and edited collection of arXiv:2108.02955v1 [cs.OH] 6 Aug 2021 experiences and qualitative feedback - which seem to contain a lot of insights on PCG and com- putational creativity, but would otherwise be lost once the output of the competition is reduced to scalar performance values. We reflect upon some organizational issues for AI competitions, and discuss the future of the GDMC competition. ∗Corresponding author, [email protected]. All other authors in alphabetical order. -
Crysis Developer Crytek Denies "Verge of Bankruptcy" Claim • Eurogamer.Net
5/17/2019 Crysis developer Crytek denies "verge of bankruptcy" claim • Eurogamer.net Sign in Connect with Facebook Create an account PC PlayStation 4 Xbox One Switch Digital Foundry News Reviews Videos Features Guides Search Highlights Deals Forum Game release dates Fortnite Fortbyte locations Minecraft Earth beta Best external PS4 hard drives Home News Homefront: The Revolution 23 June 2014 News PC / PlayStation 4 / Xbox One Crysis developer Crytek denies "verge of bankruptcy" claim But reports indicate staff have gone unpaid. Wesley Yin-Poole Deputy Editor @wyp100 Crysis developer Crytek has denied claims it is on the verge of bankruptcy. A recent report from German magazine GameStar claimed Crytek, which has its headquarters in Frankfurt, was in financial trouble and that the development of Xbox One exclusive Ryse: Son of Rome had been a "disaster". Our colleagues at Eurogamer Germany looked into the report, and gave me the following translation: "'The vultures are circling already,' so says a leading employee of one of the large publishers. Companies like this have already started making offers to the most talented people at Crytek, to hire them away. Such a brain drain can become dangerous for any studio, even a financially stable one. "A takeover of Crytek would be interesting for a company, that could use the development-experience of the Crytek and doesn't want to build up such experience itself. That is why the Belarus F2P-giant Wargaming is rumoured to be a potential buyer. "When you are reading this, there is hope that Crytek has managed to avoid disaster. A new source of money, said Avni Yerli [one of the managing directors], is in sight. -
Forensic Investigation of Cross Platform Massively Multiplayer Online Games: T Minecraft As a Case Study ⁎ D.C
Science & Justice 59 (2019) 337–348 Contents lists available at ScienceDirect Science & Justice journal homepage: www.elsevier.com/locate/scijus Forensic investigation of cross platform massively multiplayer online games: T Minecraft as a case study ⁎ D.C. Paul J. Taylora, Henry Mwikia, Ali Dehghantanhab, , Alex Akibinic, Kim Kwang Raymond Chood, Mohammad Hammoudehe, Reza Parizif a School of Computing, Science and Engineering, University of Salford, UK b Cyber Science Lab, School of Computer Science, University of Geulph, Ontario, Canada c Liverpool John Moores University, Liverpool, UK d Department of Information Systems and Cyber Security, University of Texas at San Antonio, San Antonio, TX 78249, USA e School of Computing, Mathematics and Digital Technology, Manchester Metropolitan University, UK f Kennesaw State University, Marietta, GA, USA ARTICLE INFO ABSTRACT Keywords: Minecraft, a Massively Multiplayer Online Game (MMOG), has reportedly millions of players from different age Massively multiplayer online games (MMOG) groups worldwide. With Minecraft being so popular, particularly with younger audiences, it is no surprise that Minecraft forensics the interactive nature of Minecraft has facilitated the commission of criminal activities such as denial of service MMOG forensics attacks against gamers, cyberbullying, swatting, sexual communication, and online child grooming. In this re- Game forensics search, there is a simulated scenario of a typical Minecraft setting, using a Linux Ubuntu 16.04.3 machine (acting as the MMOG server) and Windows client devices running Minecraft. Server and client devices are then ex- amined to reveal the type and extent of evidential artefacts that can be extracted. 1. Introduction Minecraft was further bolstered in September 2017 with the release of the “Better Together Update”, which allowed for players on Xbox, A Massively Multiplayer Online Game (MMOG) allows millions of Windows 10, Virtual Reality and mobile devices to play together either individual users to interact together in one gaming environment.