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Flexible Games by Which I Mean Digital Game Systems That Can Accommodate Rule-Changing and Rule-Bending
Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2013 Reading Committee: David Hendry, Chair David McDonald Nicolas Ducheneaut Jennifer Turns Program Authorized to Offer Degree: Information School ©Copyright 2013 Gifford Cheung 2 University of Washington Abstract Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung Chair of the Supervisory Committee: Associate Professor David Hendry Information School In this dissertation, I explore the idea of designing “flexible game systems”. A flexible game system allows players (not software designers) to decide on what rules to enforce, who enforces them, and when. I explore this in the context of digital card games and introduce two design strategies for promoting flexibility. The first strategy is “robustness”. When players want to change the rules of a game, a robust system is able to resist extreme breakdowns that the new rule would provoke. The second is “versatility”. A versatile system can accommodate multiple use-scenarios and can support them very well. To investigate these concepts, first, I engage in reflective design inquiry through the design and implementation of Card Board, a highly flexible digital card game system. Second, via a user study of Card Board, I analyze how players negotiate the rules of play, take ownership of the game experience, and communicate in the course of play. Through a thematic and grounded qualitative analysis, I derive rich descriptions of negotiation, play, and communication. I offer contributions that include criteria for flexibility with sub-principles of robustness and versatility, design recommendations for flexible systems, 3 novel dimensions of design for gameplay and communications, and rich description of game play and rule-negotiation over flexible systems. -
Shady Side Academy Senior School Summer Reading 2018 Summer Reading Is an Opportunity for You to Explore Some Contemporary Or Cl
Shady Side Academy Senior School Summer Reading 2018 Summer Reading is an opportunity for you to explore some contemporary or classic books, challenging yourself with new ideas or becoming immersed in a gripping plot. You should choose a book that appeals to you and enjoy the process of reading. This is not the time to choose the shortest book or scurry onto the internet for a bland and superficial summary; this is not a time to follow someone else’s expert recommendation. Rather, this is a time for you to lose yourself in a story, under a tree or near a body of water, basking in the beautiful summer. Dig in and enjoy! You will read two (2) books over the summer. You are required to read a book from the lower-form (III and IV) list or upper-form (V and VI) list as your form in the fall dictates, plus a second book of your own choosing that you have not previously read. This second book can be a work of non-fiction or fiction, and all literary genres are welcome. The only requirement is that the selection be age-appropriate — nothing for much younger readers, please. Upon returning to school, students will be asked to deliver a short talk on this book in their English classes during the first week or so. This talk must include a brief summary, but it should focus primarily on an evaluation of the book — what about it was most and least effective, enjoyable, confusing, inspiring, etc., supported by specific evidence. More information on the presentations will be provided in the fall, but students should know in advance that each talk will last approximately five minutes and be followed by a short question-and-answer session. -
10 for $10 Pak Table of Contents Minimum System Requirements
10 FOR $10 PAK TABLE OF CONTENTS MINIMUM SYSTEM REQUIREMENTS ........................................................................ l WINDOWS 95 USERS...................................................................................................... 2 INSTALLATION ................................................................................................................ 2 STARTING A GAME ........................................................................................................ 3 USING THE ON-LINE DOCUMENTATION ................................................................ 4 CHUCK YEAGER'S AIR COMBAT.................................................................................. 6 EXTREME PINBALL ........................................................................................................ 6 THE COMPLETE ULTIMA VII ...................................................................................... 7 GRAND SLAM BRIDGE 11 . ............. ..... ........ ..... .................................. ..... ..... ..... ..... ........ 7 POPULOUS II .................................................................................................................. 8 POWERPOKER ................................................................................................................ 8 SEAL TEAM ...................................................................................................................... 9 STRIKE COMMANDER ................................................................................................. -
Late Sixties Rock MP3 Disc Two Playlist.Pdf
Late Sixties Rock MP3 Disc Two Playlist Page One Of Three Title Artist Album 01 - Keep on Chooglin’ Creedence Clearwater Revival Bayou Country 02 - Voodoo Child (Slight Return) The Jimi Hendrix Experience Electric Ladyland 03 - Babe I’m Gonna Leave You Led Zeppelin Led Zeppelin I 04 - Move Over Janis Joplin Pearl 05 - Se a Cabo Santana Abraxas 06 - That Same Feelin’ Savoy Brown Raw Sienna 07 - Plastic Fantastic Lover Jefferson Airplane Surrealistic Pillow 08 - My Guitar Wants to Kill Your Mama Frank Zappa Single 09 - Sparks The Who Tommy 10 - Girl with No Eyes It's A Beautiful Day It's A Beautiful Day 11 - As You Said Cream Wheels of Fire 12 - Different Drum Linda Ronstadt & the Stone Poneys Evergreen, Volume 2 13 - These Boots Are Made for Walkin’ Nancy Sinatra Boots 14 - Iron Butterfly Theme Iron Butterfly Heavy 15 - Summertime Blues Blue Cheer Vincebus Eruptum 16 - Mississippi Queen Mountain Climbing! 17 - Working on the Road Ten Years After Cricklewood Green 18 - On the Road Again Canned Heat Boogie with Canned Heat! 19 - Freedom Richie Havens Woodstock 20 - Déjà Vu Crosby, Stills, Nash & Young Déjà Vu 21 - The Best Way to Travel The Moody Blues In Search of the Lost Chord 22 - Big Yellow Taxi Joni Mitchell Ladies of the Canyon 23 - If 6 Was 9 The Jimi Hendrix Experience Axis: Bold as Love 24 - Unconscious Power Iron Butterfly Heavy 25 - Break on Through (To the Other Side) The Doors The Doors 26 - I Feel Free Cream Fresh Cream 27 - I’m Free The Who Tommy 28 - Try (Just a Little Bit Harder) Janis Joplin I Got Dem 0l’ Kozmic Blues -
Journal of Games Is Here to Ask Himself, "What Design-Focused Pre- Hideo Kojima Need an Editor?" Inferiors
WE’RE PROB NVENING ABLY ALL A G AND CO BOUT V ONFERRIN IDEO GA BOUT C MES ALSO A JournalThe IDLE THUMBS of Games Ultraboost Ad Est’d. 2004 TOUCHING THE INDUSTRY IN A PROVOCATIVE PLACE FUN FACTOR Sessions of Interest Former developers Game Developers Confer We read the program. sue 3D Realms Did you? Probably not. Read this instead. Computer game entreprenuers claim by Steve Gaynor and Chris Remo Duke Nukem copyright Countdown to Tears (A history of tears?) infringement Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design by Chris Remo Two founders of long-defunct Goichi Suda a.k.a. SUDA51 Fumito Ueda British computer game developer Notable Industry Figure Skewered in Print Crumpetsoft Disk Systems have Emil Pagliarulo Mark MacDonald sued 3D Realms, claiming the lat- ter's hit game series Duke Nukem Wednesday, 10:30am - 11:30am infringes copyright of Crumpetsoft's Room 132, North Hall vintage game character, The Duke of industry session deemed completely unnewswor- Newcolmbe. Overview: What are the most impor- The character's first adventure, tant recent trends in modern game Yuan-Hao Chiang The Duke of Newcolmbe Finds Himself design? Where are games headed in the thy, insightful next few years? Drawing on their own in a Bit of a Spot, was the Walton-on- experiences as leading names in game the-Naze-based studio's thirty-sev- design, the panel will discuss their an- enth game title. Released in 1986 for swers to these questions, and how they the Amstrad CPC 6128, it features see them affecting the industry both in Japan and the West. -
Toolbox Creativo Para El Game Design De Un Videojuego Independiente
Facultad de Artes Maestría en Diseño y Dirección de Arte Toolbox creativo para el Game Design de un videojuego independiente Trabajo de titulación previo a la obtención del titulo de: Magíster en Diseño y Dirección de Arte Autor: Iván Geovanny Gavilanes Pando C.I: 0104876867 Correo: [email protected] Director: Jorge Daniel López Zamora, Mgtr. C.I: 0103720876 Cuenca – Ecuador 30-marzo-2021 Resumen Este proyecto final de maestría inicia con la pregunta: ¿Cómo las herramientas de diseño y dirección de arte pueden ser trasladadas al campo del videojuego para facilitar su desarrollo? Inquietud que contempla explorar áreas de game design desde una perspectiva de diseño que involucre procesos de inmersión y experimentación para generar material introductorio al campo del juego con el cual se puedan construir ideas sólidas en un game design document. La investigación consta de un eje reflexivo sobre aspectos teóricos, tomando como principal referencia a Macklin y Sharp con su libro Games, Design and Play, y Salen y Zimmerman con Rules of Play para sentar las bases conceptuales del proyecto, considerando elementos del diseño de juego, herramientas, estéticas y experiencia del jugador. Se reflexionaron nociones sobre autonomía y libertad creativa del indie game en contraste a la industria del triple A y se analizaron homólogos de cajas de herramientas, game design document y videojuegos. La metodología del proyecto toma un enfoque de experiencia empírica por medio de inmersión, investigación cualitativa, perfiles de usuarios y protocolos de -
Electronic Arts Inc
ELECTRONIC ARTS INC FORM 10-K (Annual Report) Filed 5/30/2007 For Period Ending 3/31/2007 Address 209 REDWOOD SHORES PARKWAY REDWOOD CITY, California 94065 Telephone 650-628-1500 CIK 0000712515 Industry Software & Programming Sector Technology Fiscal Year 03/31 Table of Contents UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 Form 10-K ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended March 31, 2007 OR TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to Commission File No. 0-17948 ELECTRONIC ARTS INC. (Exact name of registrant as specified in its charter) Delaware 94-2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) Identification No.) 209 Redwood Shores Parkway 94065 Redwood City, California (Zip Code) (Address of principal executive offices) Registrant’s telephone number, including area code: (650) 628-1500 Securities registered pursuant to Section 12(b) of the Act: Title of Each Class Name of Each Exchange on Which Registered Common Stock, $0.01 par value The NASDAQ Stock Market LLC Securities registered pursuant to Section 12(g) of the Act: None Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes No Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Act. Yes No Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. -
Guidelines on Successfully Porting Non-Immersive Games to Virtual
Guidelines on Successfully Porting Non-Immersive Games to Virtual Reality: A Case Study in Minecraft John Porter III Matthew Boyer Andrew Robb Clemson University Clemson University Clemson University Clemson, SC, USA Clemson, SC, USA Clemson, SC, USA [email protected] [email protected] [email protected] ABSTRACT top 10 best seller list on the Steam marketplace after it was Virtual reality games have grown rapidly in popularity since released for pre-ordering. the first consumer VR head-mounted displays were released When porting a game to VR, one of the major challenges faced in 2016, however comparatively little research has explored by developers is adapting the controls of the non-immersive how this new medium impacts the experience of players. In game to work in the new immersive context. Several options this paper, we present a study exploring how user experience are open to developers. At the most basic level, developers can changes when playing Minecraft on the desktop and in im- change nothing and continue to allow users to play the game mersive virtual reality. Fourteen players completed six 45 using a keyboard or a gamepad. This method relies purely on minute sessions, three played on the desktop and three in VR. indirect input, as no aspect of the player’s bodily motion is The Gaming Experience Questionnaire, the i-Group presence used to interact with the game (expect for head motion). At the questionnaire, and the Simulator Sickness Questionnaire were most advanced level, developers can completely recreate the administered after each session, and players were interviewed controls to take full advantage of the motion controls afforded at the end of the experiment. -
ELA 8Th Grade Week 3 (4/27 – 5/1) Clemens &
ELA 8th Grade Week 3 (4/27 – 5/1) Clemens & Gay Name: _____________________________ Context Clues 2.2 Directions: read each sentence and determine the meaning of the word using cross sentence clues or your prior knowledge. Then, explain what clues in the sentence helped you determine the word meaning. 1. Degrade: Suzie’s mother taught her to never let anyone degrade her, so now she demands respect in all of her relationships. Definition: ___________________________________________________________________________ What clues in the sentence lead you to your definition? 2. Frivolous: My mom wanted to get the red napkins for the party and my dad wanted the blue napkins, but I’m not even concerned about such frivolous things. Definition: ___________________________________________________________________________ What clues in the sentence lead you to your definition? 3. Discontent: If we use the red napkins, my mom will be happy but my dad will be discontent. Definition: ___________________________________________________________________________ What clues in the sentence lead you to your definition? 4. Morsel: The dogs were so hungry that they would have killed one another for a morsel of meat. Definition: ___________________________________________________________________________ What clues in the sentence lead you to your definition? 5. Fretful: My mom always worries about my grades and the colleges that I’ll be able to attend, but if she were a little less fretful she’d be a lot more fun. Definition: ___________________________________________________________________________ What clues in the sentence lead you to your definition? 6. Appall: John had seen horror movies before, but when he saw Bloodcore 6, he was so appalled by the bloodshed that he wrote the newspapers warning parents not to allow their children to see this movie. -
10 Bad Ass Games DONG 3
(Oldest to Newest) DONG 1: Top 6 Scariest The Cell: http://www.gameshed.com/Adventure-Games/The-Cell/play.html The House Horror: http://www.gamezhero.com/online-games/adventure-games/thehouse-horror.html exmortis: http://www.gameson.com.br/Jogos-Online/Terror/Exmortis.html Purgatorium: http://www.gameson.com.br/Jogos-Online/Terror/Purgatorium.html Bright in the Screen: http://www.newgrounds.com/portal/view/469443 Closure: http://www.newgrounds.com/portal/view/480006 DONG 2: 10 Bad ass games Dress-up Elf: http://www.badassflashgames.com/flash-arcade-game.php?gameid=34455&gamena... Mechanical Commando: http://www.newgrounds.com/portal/view/475495 Fish like a man: http://www.i-am-bored.com/bored_link.cfm?link_id=55253 Zombie Tower Defense:http://666games.net/Violent/Flash/Play/620/Zombie_Tower_Defense_3.html Zombie Bites: http://www.hairygames.com/play-zombie-bites.html Zombie Golf Riot: http://www.addictinggames.com/zombiegolfriot.html Penguinz: http://www.kongregate.com/games/LongAnimals/penguinz Curious Weltling: http://www.newgrounds.com/portal/view/390151 Tactical Assassin Substratum: http://armorgames.com/play/2500/tactical-assassin-substratum Gangsta Bean: http://www.addictinggames.com/gangstabean.html Kill Kar II: Revenge: http://www.newgrounds.com/portal/view/519830 DONG 3: Make Harry and Herimone kiss and other online games Harry and Hermione: http://www.buzzfeed.com/ashleybaccam/harry-potter-kiss-game-battle Kill the pop-ups: http://www2.b3ta.com/realistic-internet-simulator/ I Don't Even Know: http://www.i-am-bored.com/bored_link.cfm?link_id=32676 -
We All Need to Play
Issue 49 changeagent.nelrc.org September 2019 THE CHANGE Adult Education for Social Justice: News, AGENT Issues, and Ideas We All Need to Play Everyone Needs to Play: 3 Walking is My Play: 4 Red Tricycle: 5 A Game for Learning: 6 Just This One Time: 8 Fair Play for a Fair Future: 10 The Way I Got My Dolls: 12 Fun in a Farming Village: 14 Hide-and-Seek in War: 15 Everybody Played: 16 Passing the Ball On: 18 I Still Like to Hula Hoop: 19 We Were Captains of Our Ships: 20 The Caves: 21 Not Much Time to Play: 22 Sacred Play: 24 Old Games vs. New Games: 26 Strict Mom: 27 Nothing to Compare: 28 Siri, Why Is Mom So Boring: 29 Addiction to Video Games: 30 Hooked on Video Games: 32 Play for Bodies, Minds, and Souls: 34 Who Is Allowed to Play? 36 Playtime: Not Just Fun and Games: 38 Football Taught Me to Embrace Challenges: 40 Play Sports and Learn: 41 My Tamagotchi Taught Me: 42 Imagination is the Best Play: 43 Concepción Saravia (above as a child with her baseball More than Marbles: 44 bat, and left as an adult) begged her mother to let her Be Happy—Play: 47 play baseball. Read her story on p. 8. Whole Body Development through Play: 48 ENGAGING, EMPOWERING, AND READY-TO-USE. Early Childhood Educator Career Student-generated, relevant content in print & audio at various levels of Pathway: 49 complexity—designed to teach basic skills & transform & inspire adult learners. I Wanted to Play: 50 Gamification: 52 A MAGAZINE & WEBSITE: CHANGEAGENT.NELRC.ORG The Change Agent is the bi- A Note from the Editor: annual publication of The New Our writers in this issue are from all over the world, from Mexico to Mol- England Literacy Resource Center. -
Intersomatic Awareness in Game Design
The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking.