Gameforge AG Table of Content the Market and Industry Environments
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Cookie Clicker: Gamification
This is a repository copy of Cookie Clicker: Gamification. White Rose Research Online URL for this paper: https://eprints.whiterose.ac.uk/146788/ Version: Accepted Version Book Section: Deterding, Christoph Sebastian orcid.org/0000-0003-0033-2104 (2019) Cookie Clicker: Gamification. In: Hunteman, Nina and Payne, Mathew Thomas, (eds.) How to Play Video Games. NYU Press , New York , pp. 200-207. Reuse Items deposited in White Rose Research Online are protected by copyright, with all rights reserved unless indicated otherwise. They may be downloaded and/or printed for private study, or other acts as permitted by national copyright laws. The publisher or other rights holders may allow further reproduction and re-use of the full text version. This is indicated by the licence information on the White Rose Research Online record for the item. Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Cookie Clicker Gamification Sebastian Deterding Abstract: Incremental games like Cookie Clicker are a perfect exemplar of gamification, using progress mechanics and other game features to make a rote act like clicking compelling. Hence, this chapter reads the game Cookie Clicker for its motivating features to illustrate the logic and limits of gamification. As I type these words into my text editor, the open browser tab next to it informs me that I am currently baking 62.526 sextillion cookies per second. -
The Cloud to Drive New-Age Browser Games the Cloud to Drive New-Age Browser Games
The Cloud to Drive New-age Browser Games The Cloud to Drive New-age Browser Games Contents 1. Browser Gaming- Overview 03 1.1 A Lasting Fad- Evolution 03 1.2 Advantages 03 1.3 Challenges 04 2. Browser Cloud Gaming Solutions: Overview 05 2.1 Browser Cloud Gaming Solution: Main Pitfalls 05 2.2 The Reign of Cloud Gaming Solutions 07 2.3 MMORPGs Browser Gaming Solution Overview 07 2.4 Casual Browser Gaming Solution 11 2.5 Alibaba Cloud Advantage for Browser Cloud Gaming Solution 14 3. Browser Gaming: What the Future Holds 16 4. Conclusion 17 02 The Cloud to Drive New-age Browser Games 01 Browser Gaming-Overview Browser gaming comprises computer games played on the Internet using a web browser. In other words, they are games played online. Browser games are typically run using standard web technologies or browser plugins and encompass almost all video game genres, as well as single or multiplayer format. Browser games can be portable and paired with multiple devices, web browsers, and operating systems. The creation of browser games usually involves standard web technologies as a frontend, and other technologies as a backend. Browser games are played alone with the browser and often require no additional installation or software. Typically, they are written in browser-based languages, including JavaScript, HTML5, and PHP. Also, they may utilize some additional languages (i.e. Flash, Java, and Silverlight) for backend processes and supplementary browser plugins. Browser games can vary in genre from shooting to racing, and to complex role-playing games with a long-playing life. -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
Russian Games Market Report.Pdf
Foreword Following Newzoo’s free 42-page report on China and its games market, this report focuses on Russia. This report aims to provide understanding of the Russian market by putting it in a broader perspective. Russia is a dynamic and rapidly growing games We hope this helps to familiarize our clients and friends market, currently number 12 in the world in terms of around the globe with the intricacies of the Russian revenues generated. It is quickly becoming one of market. the most important players in the industry and its complexity warrants further attention and This report begins with some basic information on examination. The Russian market differs from its demographics, politics and cultural context, as well as European counterparts in many ways and this can be brief descriptions of the media, entertainment, telecoms traced to cultural and economic traditions, which in and internet sectors. It also contains short profiles of the some cases are comparable to their Asian key local players in these sectors, including the leading neighbours. local app stores, Search Engines and Social Networks. Russia has been a part of the Newzoo portfolio since In the second part of the report we move onto describe 2011, allowing us to witness first-hand the the games market in more detail, incorporating data unprecedented growth and potential within this from our own primary consumer research findings as market. We have accumulated a vast array of insights well as data from third party sources. on both the Russian consumers and the companies that are feeding this growth, allowing us to assist our clients with access to, and interpretation of, data on We also provide brief profiles of the top games in Russia, the Russia games market. -
A Multiplayer Learning Game Based on Mixed Reality to Enhance Awareness on Archaeology Mathieu Loiseau, Elise Lavoué, Jean-Charles Marty, Sébastien George
A Multiplayer Learning Game based on Mixed Reality to Enhance Awareness on Archaeology Mathieu Loiseau, Elise Lavoué, Jean-Charles Marty, Sébastien George To cite this version: Mathieu Loiseau, Elise Lavoué, Jean-Charles Marty, Sébastien George. A Multiplayer Learning Game based on Mixed Reality to Enhance Awareness on Archaeology. EAI Endorsed Transactions on Serious Games, ICST, 2014, 1 (3), e3. 14 p. hal-01130945 HAL Id: hal-01130945 https://hal.archives-ouvertes.fr/hal-01130945 Submitted on 12 Mar 2015 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. ICST Transactions Preprint A Multiplayer Learning Game based on Mixed Reality to Enhance Awareness on Archaeology 1, 2 3;4 5 Mathieu Loiseau ∗, Élise Lavoué , Jean-Charles Marty , Sébastien George 1LIDILEM, Université Stendhal Grenoble 3 2Magellan, IAE Lyon, Université Jean Moulin Lyon 3 3Université de Lyon, CNRS 4Université de Savoie, LIRIS, UMR5205, F-69621, France 5LUNAM Université, Université du Maine, EA 4023, LIUM, 72085 Le Mans, France Abstract Our research deals with the development of a new type of game-based learning environment: (M)MORPG based on mixed reality, applied in the archaeological domain. In this paper, we propose a learning scenario that enhances players’ motivation thanks to individual, collaborative and social activities and that offers a continuous experience between the virtual environment and real places (archaeological sites, museum). -
Game Developer Magazine
>> INSIDE: 2007 AUSTIN GDC SHOW PROGRAM SEPTEMBER 2007 THE LEADING GAME INDUSTRY MAGAZINE >>SAVE EARLY, SAVE OFTEN >>THE WILL TO FIGHT >>EXCLUSIVE INTERVIEW MAKING SAVE SYSTEMS FOR CHANGING GAME STATES HARVEY SMITH ON PLAYERS, NOT DESIGNERS IN PANDEMIC’S SABOTEUR POLITICS IN GAMES POSTMORTEM: PUZZLEINFINITE INTERACTIVE’S QUEST DISPLAY UNTIL OCTOBER 11, 2007 Using Autodeskodesk® HumanIK® middle-middle- Autodesk® ware, Ubisoftoft MotionBuilder™ grounded ththee software enabled assassin inn his In Assassin’s Creed, th the assassin to 12 centuryy boots Ubisoft used and his run-time-time ® ® fl uidly jump Autodesk 3ds Max environment.nt. software to create from rooftops to a hero character so cobblestone real you can almost streets with ease. feel the coarseness of his tunic. HOW UBISOFT GAVE AN ASSASSIN HIS SOUL. autodesk.com/Games IImmagge cocouru tteesyy of Ubiisofft Autodesk, MotionBuilder, HumanIK and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2007 Autodesk, Inc. All rights reserved. []CONTENTS SEPTEMBER 2007 VOLUME 14, NUMBER 8 FEATURES 7 SAVING THE DAY: SAVE SYSTEMS IN GAMES Games are designed by designers, naturally, but they’re not designed for designers. Save systems that intentionally limit the pick up and drop enjoyment of a game unnecessarily mar the player’s experience. This case study of save systems sheds some light on what could be done better. By David Sirlin 13 SABOTEUR: THE WILL TO FIGHT 7 Pandemic’s upcoming title SABOTEUR uses dynamic color changes—from vibrant and full, to black and white film noir—to indicate the state of allied resistance in-game. -
Developing an Interactive Web Browser Based Game
DEVELOPING AN INTERACTIVE WEB BROWSER BASED GAME A THESIS SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF Bachelor in Technology in Industrial Design By Abhay Srivastav (110ID0520) Bharat Malik (110ID0609) Under the supervision of Prof. Dhananjay Singh Bisht Department of Industrial Design National Institute of Technology, Rourkela May 2014 NATIONAL INSTITUTE OF TECHNOLOGY CERTIFICATE This is to certify that the thesis titled “Developing an interactive web browser based game” submitted by Abhay Srivastav (Roll No. 110ID0520) and Bharat Malik (Roll No. 110ID0609) in partial fulfillment of the requirements for the award of BACHELOR OF TECHNOLOGY in INDUSTRIAL DESIGN at National Institute of Technology, Rourkela is an original work carried out by them under my supervision and guidance. The matter embodied in the thesis has not been submitted to any University/ Institute for the award of any Degree. Date: 07/05/2014 Prof. Dhananjay Singh Bisht Assistant Professor Department of Industrial Design National Institute of Technology, Rourkela ACKNOWLEDGEMENT We take this opportunity to express our profound gratitude and deep regards to our guide Prof. Dhananjay Singh Bisht, Assistant Professor, Department of Industrial Design, for his exemplary guidance, monitoring and constant encouragement throughout the course of this project. His invaluable guidance, immense help, hearted cooperation and fruitful discussions throughout the semester are embodied in this dissertation. We also express our sincere gratitude to Prof. Bibhuti Bhusan Biswal, Head of Department, Department of Industrial Design, Prof. Mohd. Rajik Khan and Prof. B.B.V.L. Deepak for their keen interest and unfailing inspiration throughout the course of the project. We are obliged to the all the classmates for the valuable information provided by them and acknowledge them for their cooperation during the period of our assignment. -
An Empirically Grounded Framework for Juicy Design
Good Game Feel: An Empirically Grounded Framework for Juicy Design Kieran Hicks, Patrick Dickinson, Juicy Holopainen School of Computer Science University of Lincoln Lincoln, Lincolnshire, UK {khicks, pdickinson, jholopainen}@lincoln.ac.uk Kathrin Gerling e-Media Research Lab KU Leuven Leuven, Belgium [email protected] ABSTRACT Juicy design refers to the idea that large amounts of audiovisual feedback contribute to a positive player experience. While the concept is popular in the game design community, definitions of the concept remain vague, and it is difficult to analyze which elements contribute to whether a game is perceived as juicy. In this paper, we address this issue through a combination of industry perspectives and academic analysis to provide a more detailed understanding of contributors to juicy design. We present results from an online survey that received responses from 17 game developers, and create an affinity diagram to derive a framework that facilitates the analysis of juicy design rooted in developers’ perspectives. Through application to two commercially available games, we refine the framework, and contribute a tool that makes the idea of juiciness actionable for researchers and designers. Keywords Juiciness, Game feel, Design, Framework INTRODUCTION Juicy design refers to the idea that large amounts of audiovisual feedback contribute to a positive player experience (Gabler, 2005.; Jonasson 2012), and there is anecdotal evidence that some of its elements can contribute to positive player experience and -
Menschen Märkte Medien Management
Menschen Märkte Medien Management Berichte aus Forschung und Lehre 03/2007 Aspects of Digital Game Culture The Cases of Eastern Europe and China Sven Jöckel (Hrsg.) MMMM – 03/2007 Gaming Culture 2/111 Table of Content Foreword ...........................................................................................................................................3 Study 1 ...............................................................................................................................................5 Eastern European Gaming Cultures..........................................................................................6 1. Introduction..................................................................................................................................6 2. Digital games market in Eastern Europe..............................................................................7 3. Method of research ..................................................................................................................12 4. Results.........................................................................................................................................13 5. Conclusions ...............................................................................................................................26 6. Sources .......................................................................................................................................27 Study 2 .............................................................................................................................................28 -
Ryzom's User's Manual Rev.3
Ryzom User's Manual rev.3 Ryzom is a very well established Massively Multiplayer Online Role Playing Game (MMORPG). It runs internationally from a central internet server in France and enjoys quite active membership and support. The game itself is a type called a sandbox; you can do whatever you want in the sandbox within limits of the boundaries! Unlike other MMORPG, there is no directed plot that you must follow, no Karavan & Kamis prescribed activities that you must do in a certain order. Any avatar can accomplish any skill and go anywhere you choose. When you open Ryzom, you open a window of adventure. When you play Ryzom, you play with freedom. When you learn Ryzom, you learn interpersonal skills to keep forever. There is no final victory to finish the game. Ryzom never ends. Tribe patrol 1/34 Sommaire Download and Install the game.....................................................................................................................4 Create an Account.............................................................................................................................................4 Avatar Creation..................................................................................................................................................4 Civilization..................................................................................................................................................................4 Gender..........................................................................................................................................................................4 -
Tool Support for Computer Role-Playing Game Programming
Abstract Computer role-playing games (CRPGs) are a genre of computer games, which aim at providing similar player experience than their ancestors, paper-and- pen role-playing games. For a type of digital games, their evolution is already rather long, as the first ones were created in 1980s. Typically CRPGs em- phasize character development and to support this huge fantasy worlds and sophisticated storylines are also present. CRPG development has unique challenges, which derive from these typical features. Content creation is a continuous issue, since huge virtual worlds and long storylines must be filled with content. Personalization is also an important issue, because all fun of creating personalized character is lost if it has no effect into the game. Low starting threshold is important for successful game. It is becoming essential that the player can start playing quickly and she is not required to spent time waiting the installation to be completed. This can be achieved by web-based approach, since web-based games do not require installations. There are also other benefits, such as instant distribution, platform inde- pendence, and instant upgrades. As it is likely that in the future CRPGs are web-based, software tools for developing browser-based games are even more important in the future. However regardless of the platform the unique challenges of CRPG development remain the same. This dissertation addresses these unique challenges and simplifies CRPG development with software tool support. The software tools presented in this dissertation begin with construction of a novel game engine called CAGE. We used this game engine in the game programming course of Department of Software Systems in Tampere University of Technology as a software plat- form, and students developed their games using it. -
A Massively Multiplayer Online Game
Project Number. MLC1112 Broken World: A Massively Multiplayer Online Game A Major Qualifying Project Report submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degrees of Computer Science and Interactive Media and Game Development by Nathanael Thorn Mark Troutt and the Degree of Interactive Media and Game Development by Ethan Lawrence Date: April 26, 2012 Approved: Professor Mark Claypool, Major Advisor Professor Joshua Rosenstock, Major Advisor 1 Abstract Broken World is a non-violent, non-competitive MMO set in an expansive post-fuel world with an emphasis on building a community. The art style is drawn from the real world, using low-poly models. The game is built upon a unique peer-to-peer networking model, which allows for a low-resource server. It also features a terrain rendering system that utilizes PNGs to store landscape data efficiently. Along with the game, a suite of custom development tools were built to allow developers to insert game content quickly. Post-development, the game and its related technologies were evaluated for their effectiveness. 2 Table of Contents Abstract ........................................................................................................................................... 2 Table of Contents ............................................................................................................................ 3 1 Introduction .................................................................................................................................