Gaming Habits and Self-Determination: Conscious and Non-Conscious Paths to Behavior Continuance
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Online Media Business Models: Lessons from the Video Game Sector
Komorowski, M and Delaere, S. (2016). Online Media Business Models: Lessons from the Video Game Sector. Westminster Papers in Communication and Culture, 11(1), 103–123, DOI: http://dx.doi. org/10.16997/wpcc.220 RESEARCH ARTICLE Online Media Business Models: Lessons from the Video Game Sector Marlen Komorowski and Simon Delaere imec-SMIT, Vrije Universiteit, Brussels, BE Corresponding author: Marlen Komorowski ([email protected]) Today’s media industry is characterized by disruptive changes and business models have been acknowledged as a driving force for success. Current business model research manages only to grasp static descriptions while in reality media managers are struggling with the dynamics of the industry. This article aims to close this gap by investigating a new paradigm of online media business models. Based on three video game case studies of the massively multiplayer online role-playing game genre, this article explores a novel theoretical approach to explain the changes that can be made within business models. The article highlights the importance of changing processes within online media business models and emphasises that the video game sector is at the forefront of business innovation. Finally, it demonstrates that online media business model change is in a trade-off paradigm between capturing or offering potentially higher value per player vs. accessing a potentially larger player-base. Key words: Media industry; business model; process; disruption; video game sector Introduction Today’s media industry is characterized by disruptive transformations shaped by digitization. Digitization is not only generating new business opportunities but threatens traditional commercialization strategies and is proving highly unpredictable with regards to future market development. -
Section One: Getting Started
Section One: Getting Started As you get started on your journey, you will be faced with a few decisions. Some of these will have minimal impact on your long term play, while others will play an important part in how you experience the game. This section will cover the first of those decisions – server (known as ‘shards’ in UO) selection, character creation, and an explanation of the different clients used to play the game (Classic and Enhanced). In this section we will also cover some of the most basic elements of the game that will be a foundation for understanding your new world. This will include basic movement controls, as well as how to use the overhead radar feature. Choose Your Client – Classic vs. Enhanced We will begin with an explanation of the two clients available for use with Ultima Online – the Classic Client and the Enhanced Client. Your choice of client will greatly affect how you view, and play, the game. The best part about having two different clients is that you are not bound to one or another – you are free to switch back and forth so long as you have both installed on your system. Following is a brief explanation of the differences between the two clients. Later in this section will be pictures illustrating some of the differences between the two clients. Classic Client The Classic Client is the original client used to play Ultima Online. It does not have as many features as the Enhanced Client, but is still preferred by many longtime players who favor its simpler nature and the nostalgia that comes with experiencing the game as it was originally intended. -
Virtual Values Essay by Marc De Bruijn MA Media Design Piet Zwart Institute, 2005 V Selling Your Bigger Bugfinder Blade for 15 Million Meat 01
Virtual Values Essay by Marc de Bruijn MA Media Design Piet Zwart Institute, 2005 V Selling your Bigger Bugfinder Blade for 15 million Meat 01 “You’re fighting a Protagonist This is a 12-year-old boy who has somehow become one of the most powerful warriors in the world. He’s on a quest to both save the world and somehow redeem himself from a past he doesn’t remember. Perhaps getting a little bit of a smackdown will jar his memory. He gets the jump on you. He hits you in the skull with a sword the size (and sharpness) of a cricket bat. Ouch! Ow! Ow! Ouch! Ooh! You lose 17 hit points.” (The Kingdom of Loathing, Asymmetric Publications LLC, 2005) “The Kingdom of Loathing” is a browser-based and relatively small MMORPG (Massive Multiplayer Online Role-Playing Game), or rather a parody of several MMORPGs and various other pop-culture phenomena. The game is largely text based and the graphics are hand-drawn stick-figures. The player can choose from three character classes, roughly following the typical, or even cliché, system of a online fantasy game. After creating a character the player is free to adventure in the “Kingdom of Loathing”, mostly by performing duties from the “Council of Loathing”. The currency in the Kingdom is not gold, nor dollars, pounds or euros, the valuta is “meat” and it serves several purposes – paying for items, crafting new items, etc. Small quantities of meat – sometimes accompanied by (special) items – are dropped by defeated monsters, just like the bags of gold you can loot from a corpse in a World of Warcraft. -
Player, Pirate Or Conducer? a Consideration of the Rights of Online Gamers
ARTICLE PLAYER,PIRATE OR CONDUCER? A CONSIDERATION OF THE RIGHTS OF ONLINE GAMERS MIA GARLICK I. INTRODUCTION.................................................................. 423 II. BACKGROUND ................................................................. 426 A. KEY FEATURES OF ONLINE GAMES ............................ 427 B. AGAMER’S RIGHT OF OUT-OF-GAME TRADING?......... 428 C. AGAMER’S RIGHT OF IN-GAME TECHNICAL ADVANCEMENT?......................................................... 431 D. A GAMER’S RIGHTS OF CREATIVE GAME-RELATED EXPRESSION? ............................................................ 434 III. AN INITIAL REVIEW OF LIKELY LEGAL RIGHTS IN ONLINE GAMES............................................................................ 435 A. WHO OWNS THE GAME? .............................................. 436 B. DO GAMERS HAVE RIGHTS TO IN-GAME ELEMENTS? .... 442 C. DO GAMERS CREATE DERIVATIVE WORKS?................ 444 1. SALE OF IN-GAME ITEMS - TOO COMMERCIAL? ...... 449 2. USE OF ‘CHEATS’MAY NOT INFRINGE. .................. 450 3. CREATIVE FAN EXPRESSION –ASPECTRUM OF INFRINGEMENT LIKELIHOOD?.............................. 452 IV. THE CHALLENGES GAMER RIGHTS POSE. ....................... 454 A. THE PROBLEM OF THE ORIGINAL AUTHOR. ................ 455 B. THE DERIVATIVE WORKS PARADOX............................ 458 C. THE PROBLEM OF CULTURAL SIGNIFICATION OF COPYRIGHTED MATERIALS. ....................................... 461 V. CONCLUSION .................................................................. 462 © 2005 YALE -
[Thesis Title Goes Here]
REAL ECONOMICS IN VIRTUAL WORLDS: A MASSIVELY MULTIPLAYER ONLINE GAME CASE STUDY, RUNESCAPE A Thesis Presented to the Academic Faculty by Tanla E. Bilir In Partial Fulfillment of the Requirements for the Degree Digital Media in the School of Literature, Communication, and Culture Georgia Institute of Technology December 2009 COPYRIGHT BY TANLA E. BILIR REAL ECONOMICS IN VIRTUAL WORLDS: A MASSIVELY MULTIPLAYER ONLINE GAME CASE STUDY, RUNESCAPE Approved by: Dr. Celia Pearce, Advisor Dr. Kenneth Knoespel School of Literature, Communication, and School of Literature, Communication, and Culture Culture Georgia Institute of Technology Georgia Institute of Technology Dr. Rebecca Burnett Dr. Ellen Yi-Luen Do School of Literature, Communication, and College of Architecture & College of Culture Computing Georgia Institute of Technology Georgia Institute of Technology Date Approved: July 14, 2009 ACKNOWLEDGEMENTS This thesis has been a wonderful journey. I consider myself lucky finding an opportunity to combine my background in economics with my passion for gaming. This work would not have been possible without the following individuals. First of all, I would like to thank my thesis committee members, Dr. Celia Pearce, Dr. Rebecca Burnett, Dr. Kenneth Knoespel, and Dr. Ellen Yi-Luen Do for their supervision and invaluable comments. Dr. Pearce has been an inspiration to me with her successful work in virtual worlds and multiplayer games. During my thesis progress, she always helped me with prompt feedbacks and practical solutions. I am also proud of being a member of her Mermaids research team for two years. I am deeply grateful to Dr. Knoespel for supporting me through my entire program of study. -
Module 2 Roleplaying Games
Module 3 Media Perspectives through Computer Games Staffan Björk Module 3 Learning Objectives ■ Describe digital and electronic games using academic game terms ■ Analyze how games are defined by technological affordances and constraints ■ Make use of and combine theoretical concepts of time, space, genre, aesthetics, fiction and gender Focuses for Module 3 ■ Computer Games ■ Affect on gameplay and experience due to the medium used to mediate the game ■ Noticeable things not focused upon ■ Boundaries of games ■ Other uses of games and gameplay ■ Experimental game genres First: schedule change ■ Lecture moved from Monday to Friday ■ Since literature is presented in it Literature ■ Arsenault, Dominic and Audrey Larochelle. From Euclidian Space to Albertian Gaze: Traditions of Visual Representation in Games Beyond the Surface. Proceedings of DiGRA 2013: DeFragging Game Studies. 2014. http://www.digra.org/digital- library/publications/from-euclidean-space-to-albertian-gaze-traditions-of-visual- representation-in-games-beyond-the-surface/ ■ Gazzard, Alison. Unlocking the Gameworld: The Rewards of Space and Time in Videogames. Game Studies, Volume 11 Issue 1 2011. http://gamestudies.org/1101/articles/gazzard_alison ■ Linderoth, J. (2012). The Effort of Being in a Fictional World: Upkeyings and Laminated Frames in MMORPGs. Symbolic Interaction, 35(4), 474-492. ■ MacCallum-Stewart, Esther. “Take That, Bitches!” Refiguring Lara Croft in Feminist Game Narratives. Game Studies, Volume 14 Issue 2 2014. http://gamestudies.org/1402/articles/maccallumstewart ■ Nitsche, M. (2008). Combining Interaction and Narrative, chapter 5 in Video Game Spaces : Image, Play, and Structure in 3D Worlds, MIT Press, 2008. ProQuest Ebook Central. https://chalmers.instructure.com/files/738674 ■ Vella, Daniel. Modelling the Semiotic Structure of Game Characters. -
Animes E Desenhos Ordem Alfabetica Código Valor .Hack Legend of The
Planilha1 Animes e Desenhos Ordem Alfabetica Código Valor .Hack Legend of the Twilight Dublado P7-02 R$ 7,00 .hack//ROOTS P7-01 R$ 13,00 .hack//Sign P4-15 R$ 13,00 101 Dálmatas Dublado P4-14 R$ 28,00 11 Eyes P3-06 R$ 7,00 18IF P7-30 R$ 7,00 2x2 Shinobuden P2-27 R$ 7,00 30-Sai no Hoken Taiiku P4-04 R$ 7,00 5-Toubun no Hanayome G8 R$ 7,00 801 TTS Airbats P1-27 R$ 7,00 91 Days p7-20 R$ 7,00 Filmes .Hack G.U. Trilogy Filme P7-09 R$ 7,00 5 Centímetros por Segundo Filme P7-14 R$ 7,00 Letra A Código Valor A Arca Do Zé Colméia Dublado P5-32 R$ 7,00 A Channel P6-05 R$ 7,00 A Coisa Dublado P1-05 R$ 13,00 A Corrida Maluca Dublado P3-03 R$ 20,00 A Formiga e o Tamanduá Dublado P3-11 R$ 7,00 A Lenda de Ellcia Dublado P1-04 R$ 7,00 A Lenda do Zorro Dublado P4-21 R$ 7,00 A Tale Of Melodies P4-11 R$ 7,00 A.D. Police P2-16 R$ 7,00 Abarenbou Kishi!! Matsutarou P5-08 R$ 13,00 Absolute Duo P1-25 R$ 7,00 ACCA: 13-ku Kansatsu-ka P7-19 R$ 7,00 Accel World P5-11 R$ 13,00 Acchi Kocchi P7-18 R$ 7,00 Action Heroine Cheer Fruits P7-30 R$ 7,00 Active Raid Kidou Kyoushuushitsu p7-20 R$ 7,00 Afro Samurai Dublado P6-06 R$ 7,00 After War Gundam X P7-13 R$ 28,00 Agatha Christie no Meitantei P5-26 R$ 20,00 Agente 009-1 Dublado P4-19 R$ 7,00 Agente Aika P4-19 R$ 7,00 Ah! Megami-Sama P5-14/P6-10 R$ 28,00 Ah! Megami-Sama - Mini-Goddess P3-16 R$ 7,00 Aho Girl P8-16 R$ 7,00 Ai Mai Mi P7-15 R$ 7,00 Ai No Kusabi P4-13 R$ 7,00 Ai Tenchi Muyo P7-30 R$ 13,00 Página 1 Planilha1 Ai Yori Aoshi P6-16 R$ 20,00 AIKA R-16 Virgin Mission P6-07 R$ 7,00 AiKa Zero P6-07 R$ 7,00 Air Gear P5-25 -
The Apology | the B-Side | Night School | Madonna: Rebel Heart Tour | Betting on Zero Scene & Heard
November-December 2017 VOL. 32 THE VIDEO REVIEW MAGAZINE FOR LIBRARIES N O . 6 IN THIS ISSUE One Week and a Day | Poverty, Inc. | The Apology | The B-Side | Night School | Madonna: Rebel Heart Tour | Betting on Zero scene & heard BAKER & TAYLOR’S SPECIALIZED A/V TEAM OFFERS ALL THE PRODUCTS, SERVICES AND EXPERTISE TO FULFILL YOUR LIBRARY PATRONS’ NEEDS. Learn more about Baker & Taylor’s Scene & Heard team: ELITE Helpful personnel focused exclusively on A/V products and customized services to meet continued patron demand PROFICIENT Qualified entertainment content buyers ensure frontlist and backlist titles are available and delivered on time SKILLED Supportive Sales Representatives with an average of 15 years industry experience DEVOTED Nationwide team of A/V processing staff ready to prepare your movie and music products to your shelf-ready specifications Experience KNOWLEDGEABLE Baker & Taylor is the Full-time staff of A/V catalogers, most experienced in the backed by their MLS degree and more than 43 years of media cataloging business; selling A/V expertise products to libraries since 1986. 800-775-2600 x2050 [email protected] www.baker-taylor.com Spotlight Review One Week and a Day and target houses that are likely to be empty while mourners are out. Eyal also goes to the HHH1/2 hospice where Ronnie died (and retrieves his Oscilloscope, 98 min., in Hebrew w/English son’s medical marijuana, prompting a later subtitles, not rated, DVD: scene in which he struggles to roll a joint for Publisher/Editor: Randy Pitman $34.99, Blu-ray: $39.99 the first time in his life), gets into a conflict Associate Editor: Jazza Williams-Wood Wr i t e r- d i r e c t o r with a taxi driver, and tries (unsuccessfully) to hide in the bushes when his neighbors show Editorial Assistant: Christopher Pitman Asaph Polonsky’s One Week and a Day is a up with a salad. -
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. -
Customer Order Form
#380/381 MAY/JUNE20 Name: PREVIEWS world.com ORDERS DUE JUNE 18 THE COMIC SHOP’S CATALOG PREVIEWSPREVIEWS CUSTOMER ORDER FORM Cover COF.indd 1 5/7/2020 1:41:01 PM FirstSecondAd.indd 1 5/7/2020 3:49:06 PM PREMIER COMICS BIG GIRLS #1 IMAGE COMICS LOST SOLDIERS #1 IMAGE COMICS RICK AND MORTY CHARACTER GUIDE HC DARK HORSE COMICS DADDY DAUGHTER DAY HC DARK HORSE COMICS BATMAN: THREE JOKERS #1 DC COMICS SWAMP THING: TWIN BRANCHES TP DC COMICS TEENAGE MUTANT NINJA TURTLES: THE LAST RONIN #1 IDW PUBLISHING LOCKE & KEY: …IN PALE BATTALIONS GO… #1 IDW PUBLISHING FANTASTIC FOUR: ANTITHESIS #1 MARVEL COMICS MARS ATTACKS RED SONJA #1 DYNAMITE ENTERTAINMENT SEVEN SECRETS #1 BOOM! STUDIOS MayJune20 Gem Page ROF COF.indd 1 5/7/2020 3:41:00 PM FEATURED ITEMS COMIC BOOKS & GRAPHIC NOVELS The Cimmerian: The People of the Black Circle #1 l ABLAZE 1 Sunlight GN l CLOVER PRESS, LLC The Cloven Volume 1 HC l FANTAGRAPHICS BOOKS The Big Tease: The Art of Bruce Timm SC l FLESK PUBLICATIONS Teenage Mutant Ninja Turtles: Totally Turtles Little Golden Book l GOLDEN BOOKS 1 Heavy Metal #300 l HEAVY METAL MAGAZINE Ditko Shrugged: The Uncompromising Life of the Artist l HERMES PRESS Titan SC l ONI PRESS Doctor Who: Mistress of Chaos TP l PANINI UK LTD Kerry and the Knight of the Forest GN/HC l RANDOM HOUSE GRAPHIC Masterpieces of Fantasy Art HC l TASCHEN AMERICA Jack Kirby: The Epic Life of the King of Comics Hc Gn l TEN SPEED PRESS Horizon: Zero Dawn #1 l TITAN COMICS Blade Runner 2019 #9 l TITAN COMICS Negalyod: The God Network HC l TITAN COMICS Star Wars: The Mandalorian: -
Sega Sammy Holdings Inc
Feature Article: Start of the New SEGA Group Start of the New SEGA Group In accordance with the Group structure reform, the new SEGA Group was launched in April 2015. Through Continuing to Create Moving Experiences for our customers and the construction of new business models, the new the the SEGA Group will transform into a “Game Changer” that redefines games, industries, and lifestyles in the world, and realize Group Value sustainable growth in the earnings of theBE Group. A GAMECreation is Life On April 1, 2015, upon the launch of the new SEGA Group, the SEGA Group formu- lated a Group Value we must cherish, a Mission we must accomplish, and a Vision that the SEGA Group should strive for. The SEGA Group was once a group that had a significant impact on lifestyles of CHANGERMission Vision people around the world. Each and every employee of the SEGA Group shall once Continuing to again become a Game Changer, or a revolutionary who creates products that would Be a Game move people’s hearts, and provide all kinds of entertainment. Create Moving Changer. To mark this occasion, we have presented the resolution of the SEGA Group in a Experiences video and published it on our website. Please watch it when you have the chance. http://mission-vtr.sega.jp/ Digital Game Area In the digital game area, we are rapidly heightening our market presence, through the Growth expected in our core business, the digital game area! combination of the SEGA Group’s abundant development resources and group of experts on business model construction. -
Linux Journal 23 FOSS Project Spotlight: Nitrux, a Linux Distribution with a Focus on Appimages and Atomic Upgrades by Nitrux Latinoamerican S.C
ModSecurity Globbing Edit PDFs and nginx and Regex with Xournal Since 1994: The original magazine of the Linux community Linux Gaming A Talk with Linux Game Developers | Review: Thrones of Britannia Two Portable DIY Retro Console Projects | Survey of Native Linux Games TASBot the Linux-Powered Robot Plays Games for Charity ISSUE 290 | SEPTEMBER 2018 www.linuxjournal.com SEPTEMBER 2018 CONTENTS ISSUE 290 86 DEEP DIVE: Gaming 87 Crossing Platforms: a Talk with the Developers Building Games for Linux By K.G. Orphanides Games for Linux are booming like never before. The revolution comes courtesy of cross-platform dev tools, passionate programmers and community support. 105 Would You Like to Play a Linux Game? By Marcel Gagné A look at several games native to Linux. 117 Meet TASBot, a Linux-Powered Robot Playing Video Games for Charity By Allan Cecil Can a Linux-powered robot play video games faster than you? Only if he . takes a hint from piano rolls...and the game for Linux in November 2016. Enix. Feral Interactive released and published by Square , developed by Eidos Montréal doesn’t desync. 135 Review: Thrones Shroud of the Avatar Shroud of Britannia Deus Ex: Mankind Divided By Marcel Gagné from from A look at the recent game from the Total War series on the Linux desktop Image from Portalarium’s Portalarium’s Image from thanks to Steam and Feral Interactive. Cover image 2 | September 2018 | http://www.linuxjournal.com CONTENTS 6 Letters UPFRONT 14 Clearing Out /boot By Adam McPartlan 17 VCs Are Investing Big into a New Cryptocurrency: Introducing Handshake By Petros Koutoupis 20 Edit PDFs with Xournal By Kyle Rankin 22 Patreon and Linux Journal 23 FOSS Project Spotlight: Nitrux, a Linux Distribution with a Focus on AppImages and Atomic Upgrades By Nitrux Latinoamerican S.C.