Sciences Du Jeu, 5
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Engaging with Videogames
INTER - DISCIPLINARY PRESS Engaging with Videogames Critical Issues Series Editors Dr Robert Fisher Lisa Howard Dr Ken Monteith Advisory Board Karl Spracklen Simon Bacon Katarzyna Bronk Stephen Morris Jo Chipperfield John Parry Ann-Marie Cook Ana Borlescu Peter Mario Kreuter Peter Twohig S Ram Vemuri Kenneth Wilson John Hochheimer A Critical Issues research and publications project. http://www.inter-disciplinary.net/critical-issues/ The Cyber Hub ‘Videogame Cultures and the Future of Interactive Entertainment’ 2014 Engaging with Videogames: Play, Theory and Practice Edited by Dawn Stobbart and Monica Evans Inter-Disciplinary Press Oxford, United Kingdom © Inter-Disciplinary Press 2014 http://www.inter-disciplinary.net/publishing/id-press/ The Inter-Disciplinary Press is part of Inter-Disciplinary.Net – a global network for research and publishing. The Inter-Disciplinary Press aims to promote and encourage the kind of work which is collaborative, innovative, imaginative, and which provides an exemplar for inter-disciplinary and multi-disciplinary publishing. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means without the prior permission of Inter-Disciplinary Press. Inter-Disciplinary Press, Priory House, 149B Wroslyn Road, Freeland, Oxfordshire. OX29 8HR, United Kingdom. +44 (0)1993 882087 ISBN: 978-1-84888-295-9 First published in the United Kingdom in eBook format in 2014. First Edition. Table of Contents Introduction ix Dawn Stobbart and Monica Evans Part 1 Gaming Practices and Education Toward a Social-Constructivist View of Serious Games: Practical Implications for the Design of a Sexual Health Education Video Game 3 Sara Mathieu-C. -
Handbuch Gameskultur Warum Games Teil Der Kultur Familie Sind Olaf Zimmermann & Felix Falk
HAND HERAUSGEBER: OLAF ZIMMERMANN UND FELIX FALK BUCH GAMES KULTUR ÜBER DIE KULTURWELTEN VON GAMES HAND BUCH GAMES KULTUR HAND BUCH GAMES KULTUR HERAUSGEBER: OLAF ZIMMERMANN UND FELIX FALK INHALT INTRO GRUNDLAGEN WARUM GAMES 1.1 SPIELEN 023 TEIL DER KULTUR JENS JUNGE FAMILIE SIND 009 1.2 GAME STUDIES 029 OLAF ZIMMERMANN & GUNDOLF S. FREYERMUTH FELIX FALK 1.3 GAMEBEGRIFFE 034 TUTORIAL 012 JOCHEN KOUBEK CHRISTIAN HUBERTS & FELIX ZIMMERMANN 1.4 GESCHICHTE 039 NICO NOLDEN 1.5 SCHNITTSTELLEN 046 TIMO SCHEMERREINHARD 1.6 ERSTE SCHRITTE 049 DANIEL HEINZ & TORBEN KOHRING 1.7 KANON 053 ÇIĞDEM UZUNOĞLU & DAS TEAM DER STIFTUNG DIGITALE SPIELEKULTUR 002 —— 003 KUNST & KULTUR VERMITTLUNG 2.1 BILDENDE KUNST 063 3.1 SERIOUS GAMES 105 STEPHAN SCHWINGELER STEFAN GÖBEL 2.2 THEATER 069 3.2 ERINNERUNGS 110 JAN FISCHER KULTUR EUGEN PFISTER & 2.3 LITERATUR 074 FELIX ZIMMERMANN LENA FALKENHAGEN 3.3 SOZIALADÄQUANZ 116 2.4 FILM & SERIE 080 JÖRG FRIEDRICH ANDREAS RAUSCHER 3.4 KULTURARCHIVE 120 2.5 MUSIK 085 SEBASTIAN MÖRING MELANIE FRITSCH 3.5 BEWAHRUNG 125 2.6 GEWALT 091 ANDREAS LANGE JÖRG VON BRINCKEN 3.6 MUSEUM 131 2.7 ÄSTHETIK 097 LINDA PFISTER, CELINA RETZ, DANIEL MARTIN FEIGE SUSANNE GRUBE, ULRICH SCHMID & SABIHA GHELLAL 3.7 JOURNALISMUS 136 MICHAEL GRAF INHALT GEMEINSCHAFT DEBATTEN 4.1 COMMUNITYS 145 5.1 KULTURPOLITIK 177 BENJAMIN STROBEL OLAF ZIMMERMANN 4.2 LET’S PLAY 151 5.2 FÖRDERUNG 182 & STREAMING FELIX FALK VERA MARIE RODEWALD 5.3 GEFÄHRLICHE 186 4.3 COSPLAY 156 MEDIEN KAREN HEINRICH MARTIN ANDREE 4.4 MODDING 160 5.4 KILLERSPIELE 193 STEFAN KÖHLER ANDREAS GARBE 4.5 ESPORT 165 5.5 JUGENDSCHUTZ 199 MARKUS BREUER & MARTIN LORBER DANIEL GÖRLICH 5.6 DIVERSITÄT 203 4.6 EVENTS 171 NINA KIEL THORSTEN S. -
Game Developer
>> POSTMORTEM TWISTED PIXEL'S THE MAW DECEMBER 2008 THE LEADING GAME INDUSTRY MAGAZINE >> INTERVIEW >> AURAL FIXATION >> GAMESCAPE YUJI NAKA TAPS COMPRESSING SOUND A HISTORY OF BOSTON HIS CREATIVITY FOR THE IPHONE GAME DEVELOPMENT 0812gd_cover_vIjf.indd 1 11/20/08 10:43:45 AM “ReplayDIRECTOR rocks. I doubt we'd have found it otherwise. It turned out to be an occasional array overwrite that would cause random memory corruption…” Meilin Wong, Developer, Crystal Dynamics BUGS. PETRIFIED. RECORD. REPLAY. FIXED. ReplayDIRECTOR™ gives you Deep Recording. This is much more than just video capture. Replay records every line of code that you execute and makes certain that it will Replay with the same path of execution through your code. Every time. Instantly Replay any bug you can find. Seriously. DEEP RECORDING. NO SOURCE MODS. download today at www.replaysolutions.com email us at [email protected] REPLAY SOLUTIONS 1600 Seaport Blvd., Suite 310, Redwood City, CA, 94063 - Tel: 650-472-2208 Fax: 650-240-0403 accelerating you to market ©Replay Solutions, LLC. All rights reserved. Product features, specifications, system requirements and availability are subject to change without notice. ReplayDIRECTOR and the Replay Solutions logo are registered trademarks of Replay Solutions, LLC in the United States and/or other countries. All other trademarks contained herein are the property of their respective owners. []CONTENTS DECEMBER 2008 VOLUME 15, NUMBER 11 FEATURES 7 WHAT WENT WRONG? Over the years, postmortems start to echo each other. The same problems are encountered, and fixed, or dealt with. Here, we've compiled the 10 most common difficulties of the last three years for your reading (and cringing) pleasure. -
October 2007
© 2007 The Dayton Microcomputer Association, Inc. TM Volume 32 Issue 8 www.DMA.org October 2007 Association of PC User Groups (APCUG) Member September 25th General Meeting Topic The State of the Club Annual Membership Meeting of the Dayton Microcomputer Association, Inc. Huber Heights Athletic Foundation Center The opinions expressed in this article are the personal opinions of the Databus editor In an effort to expedite the general meet- Featured in this and should not be interpreted as club pol- ing, I have included information and reports icy. so that the membership can be informed of Issue issues to be addressed. ts September. The September general Worse Data Breaches Ever5 Imeeting approaches. Why is this impor- In 2004, John Hargreaves, Martin Arbagi tant? September is the only meeting of the and Jim Ullom were elected to the DMA Spotlight on SIGS— full membership of the Dayton Microcom- board of trustees. They were the only indi- Digital Photography ....... 5 puter Association, Inc. It is at this meeting viduals running. I was appointed to fill the that we elect our trustees for the year and remainder of a term where the previous OTAP .............................. 6 learn what the state of the club is. It is also trustee resigned. At that time, we were your opportunity to ask questions about the leaching money at a rapid pace and the Microsoft Silverlight .......... 7 business decisions that have been made. financial status of the club was in jeopardy. Tough decisions had to be made. According to the DMA by-laws the General Microsoft Home Server ..... 8 meeting is required to follow this format: Since then we have seen the demise of Computerfest and GemAIR. -
Digital Gaming and the Media Playground
DIGITAL MEDIA AND CONVERGENCE 3 Digital Gaming and the Media Playground At least since the days of Johannes Vermeer, 75 The Development the Dutch master of photorealism painting in the of Digital Gaming seventeenth century, humans have sought to create 81 real-looking visual experiences; that is, virtual reality The Internet (VR). Part of the technical challenge has been gen- Transforms Gaming erating three-dimensional (3-D) images—something 84 Vermeer couldn’t quite do with a two-dimensional The Media Playground painting. By the 1830s, inventors had developed ste- 92 Trends and Issues reoscopes, binocular devices with left-eye and right- in Digital Gaming eye views of the same image that, when combined 99 by human vision, created the depth of a third dimen- The Business of sion. From the mid-1800s through the 1930s, view- Digital Gaming ing collections of stereo cards—of places like Egypt’s 106 Sphinx, New York’s Flatiron Building, or Yosemite Digital Gaming, Free Speech, and Valley—was a popular home entertainment. From Democracy the 1940s onward, plastic View-Master devices were popular toys for viewing a wheel of 3-D images of tourist attractions, television scenes, and cartoons. Since that time, of course, there have been advances into 3-D film (first in the 1950s, with viewers wearing cardboard glasses with red and blue lenses, and now with more advanced digital 3-D, as seen in movies like Avatar) and amusement Mark Ralston/AFP/Getty Images park experiences (which often add motion effects). CHAPTER 3 • DIGITAL GAMING AND THE MEDIA PLAYGROUND 73 3 DIGITAL GAMING AND THE MEDIA PLAYGROUND Now we have 3-D television in addition to Still, the leading edge of virtual reality has digital 3-D films. -
Kicking It New School: Applying the Fifa Regulatory Model to the Esports Industry
41803-jle_51-3 Sheet No. 63 Side A 11/07/2019 11:26:51 \\jciprod01\productn\J\JLE\51-3\JLE304.txt unknown Seq: 1 7-NOV-19 10:17 NOTE KICKING IT NEW SCHOOL: APPLYING THE FIFA REGULATORY MODEL TO THE ESPORTS INDUSTRY JAMES A. INGRAM* ABSTRACT Over the past decade, video gaming has transformed from a teenage hobby into a near-billion-dollar “eSports” industry. “ESports”—profes- sional, competitive video gaming—has grown rapidly in popularity dur- ing this time, and shows no signs of slowing down anytime soon. Many of today’s eSports companies are multi-billion dollar, publicly traded businesses. Professional organizations, which support specialized eSports teams, are becoming household names. And professional players are, by many accounts, the rock stars of a new generation. Despite the indus- try’s recent success, however, eSports continues to operate as its own Wild West, lacking uniform standards and regulations. This Note explores the problems that this has created for professional eSports players and proposes the establishment of an international regulatory body based loosely on the model used by FIFA, soccer’s worldwide governing organization. TABLE OF CONTENTS I. Introduction ......................................... 484 R II. Background .......................................... 488 R A. The ESports Industry ............................. 488 R 41803-jle_51-3 Sheet No. 63 Side A 11/07/2019 11:26:51 1. ESports by the Numbers ..................... 488 R 2. Key Stakeholders ............................. 489 R a. ESports Companies ...................... 489 R b. Professional Organizations . .............. 491 R i. Raising Revenue ..................... 492 R ii. Player Support ....................... 494 R c. Professional Players ...................... 495 R 3. ESports Tournaments ........................ 497 R 4. -
Inside the Huddle: the Phenomenology and Sociology of Team Play in Networked Computer Games
Inside the Huddle: The Phenomenology and Sociology of Team Play in Networked Computer Games Emma Kate Witkowski A DISSERTATION SUBMITTED IN PARTIAL FULFILMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY IT UNIVERSITY of COPENHAGEN DENMARK Supervisor: T.L. Taylor APRIL 2012 ii Abstract As any sports sociologist would say, sports are contested terrains. They are dynamic in practice and historically specific: They are shaped by institutions, politics, and local standards as well as formed throughout everyday actions by the range of performers on any given playing field. But what of computer games? What does it mean when these types of games are suggested to be “found” securely in the software? What and where else is the game in action? And how are these games oriented by the many things engaged in their configuration? Taking a qualitative approach, this study explores such concerns looking at the players, organizations, and technologies involved in producing networked team play from the sites World of Warcraft Arena tournament high performance competitions. Throughout three years of multi‐sited fieldwork, this study has probed at how networked team play is lived and produced, asking: What are the practices of networked team play(ers)? How are such practices shaping team play culture(s)? And how do those involved make sense of their engagements? The exploration draws on events which took place between 2008 and 2012 using qualitative research, including ad‐hoc and in‐depth interviews with players, administrators, organizers and spectators, as well as observations and field notes. I take the perspective of phenomenological sociology coupled with a decidedly Actor‐network theory approach, which assists in exploring the connections and translations made between embodiment, game cultures, and the associations between designers, software and technologies. -
THIS GAMING LIFE Digitalculturebooks Is a Collaborative Imprint of the University of Michigan Press and the University of Michigan Library
THIS GAMING LIFE digitalculturebooks is a collaborative imprint of the University of Michigan Press and the University of Michigan Library. THIS GAMING LIFE TRAVELS IN THREE CITIES Jim Rossignol The University of The University of AND > Ann Arbor Michigan Press Michigan Library Copyright © by Jim Rossignol 2008 All rights reserved Published in the United States of America by The University of Michigan Press Manufactured in the United States of America c Printed on acid-free paper 2011 2010 2009 2008 4 3 2 1 No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, or otherwise, without the written permission of the publisher. A CIP catalog record for this book is available from the British Library. Library of Congress Cataloging-in-Publication Data Rossignol, Jim, 1978– This gaming life : travels in three cities / Jim Rossignol. p. cm. ISBN-13: 978-0-472-11635-5 (cloth : alk. paper) ISBN-10: 0-472-11635-5 (cloth : alk. paper) 1. Video games—Social aspects. 2. Video games—Psychological aspects. I. Title. GV1469.34.S52R67 2008 794.8—dc22 2007052485 ISBN13 978-0-472-03397-3 (paper) ISBN13 978-0-472-02314-1 (electronic) Nobody leads a life of quiet desperation nowa- days. The mass of men was quietly desperate a million years ago because the infernal computers inside their skulls were incapable of restraint or idleness; were forever demanding more challeng- ing problems which life could not provide. > KURT VONNEGUT, Galápagos, 1985 My friend Trevor is over at my house with his nephew Donny. -
This Electronic Thesis Or Dissertation Has Been Downloaded from the King's Research Portal At
This electronic thesis or dissertation has been downloaded from the King’s Research Portal at https://kclpure.kcl.ac.uk/portal/ How realistically can contemporary platoon-level infantry combat be simulated using First-Person Shooter (FPS) video games? Bennett, James Henry Awarding institution: King's College London The copyright of this thesis rests with the author and no quotation from it or information derived from it may be published without proper acknowledgement. END USER LICENCE AGREEMENT Unless another licence is stated on the immediately following page this work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International licence. https://creativecommons.org/licenses/by-nc-nd/4.0/ You are free to copy, distribute and transmit the work Under the following conditions: Attribution: You must attribute the work in the manner specified by the author (but not in any way that suggests that they endorse you or your use of the work). Non Commercial: You may not use this work for commercial purposes. No Derivative Works - You may not alter, transform, or build upon this work. Any of these conditions can be waived if you receive permission from the author. Your fair dealings and other rights are in no way affected by the above. Take down policy If you believe that this document breaches copyright please contact [email protected] providing details, and we will remove access to the work immediately and investigate your claim. Download date: 11. Oct. 2021 How realistically can contemporary platoon-level infantry combat be simulated using First-Person Shooter (FPS) video games? James H. -
Playful Innovations
PLAYFUL INNOVATIONS Emerging Concepts in the Context of Multiplayer Videogames Dissertation zur Erlangung des Grades eines Doktors rerum politicarum der Fakultät III – Wirtschaftswissenschaften, Wirtschaftsinformatik und Wirtschaftsrecht der Universität Siegen vorgelegt von Bastian Kordyaka Erstgutachter: Univ.-Prof. Dr. Dr. Björn Niehaves Zweitgutachter: Univ.-Prof. Dr. Tim Klucken Dekan: Univ.-Prof. Dr. Marc Hassenzahl Datum der Disputation: 24. 11. 2020 Acknowledgements The publications included in this thesis would have not been possible without the exceptional aid of my mentors, fellow researchers, and colleagues whose collaborations have made this thesis a success. Here, I enumerate some of them. First and foremost, I am grateful to my PhD supervisor, Bjoern Niehaves, who provided me an atmosphere greatly conductive to research, while closely guiding me through this process of academic knowledge generation within the domains of Information Systems. This thesis is the result of his continuous encouragement in dealing with major issues, unbending will to explore new grounds, trust in his employees, and the degree of freedom he accorded. His guidance and mentorship over the last four years has been invaluable and has prepared me well for my academic career, as well as my professional development. I also want to express my gratitude to three people who substantially paved the way of this thesis in my academic journey at the FernUniversität in Hagen. I would like to express my warmest gratitude toward Agostino Mazziotta for encouraging me to pursue my interest in academic research at an earlier point of my academic career and boosting my scientific self-efficacy. I highly enjoyed the conversations we had about the added value of research and am thankful for all the inspiring conversations we had.