Creating a Science of Games
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The Last Lecture by Randy Pausch Study Guide English I Please Type Your Answers in a Separate Document (.Doc) to Be Uploaded To
The Last Lecture by Randy Pausch Study Guide English I Please type your answers in a separate document (.doc) to be uploaded to turnitin.com when we begin class. You will need to keep this digital copy saved and backed up. I. THE LAST LECTURE 1. What is the purpose of the “Last Lecture” college professors? 2. Even though she had always been his “cheerleader”, why did Professor Pausch’s wife not want him to deliver a Last Lecture? 3. Why did Jai finally give in and agree that Randy could give the Last Lecture at Carnegie Mellon? 4. The professor decided that he did not want the lecture to center on his pancreatic cancer, but to center on what two things instead? 5. What did Randy Pausch decide made him unique? 6. When you think of a speech, words come to mind. What is unusual about the “speech” that Randy Pausch prepared? 7. What is “The Elephant in the Room” that Randy Pausch introduces at the beginning of his speech? 8. How does Randy demonstrate to his audience that right now he is still in relatively good health? 9. Why did the Pausch family move from Pittsburgh to Virginia? 10. How did showing the CT scans and demonstrating his good health get Randy Pausch’s speech off to a good start? II. REALLY ACHIEVING YOUR CHILDHOOD DREAMS 11. Pausch’s parents did not lavish him with gifts, trips, or niceties of any kind, yet he claims to have won the parent lottery. Why? 12. Randy Pausch’s father used to say, “Just because you are in the driver’s seat, doesn’t mean you have to run people over.” Explain what he meant by that. -
Cows, Clicks, Ciphers, and Satire
This is a repository copy of Cows, Clicks, Ciphers, and Satire. White Rose Research Online URL for this paper: http://eprints.whiterose.ac.uk/90362/ Version: Accepted Version Article: Tyler, TRJ (2015) Cows, Clicks, Ciphers, and Satire. NECSUS : European Journal of Media Studies, 4 (1). ISSN 2213-0217 Reuse Unless indicated otherwise, fulltext items are protected by copyright with all rights reserved. The copyright exception in section 29 of the Copyright, Designs and Patents Act 1988 allows the making of a single copy solely for the purpose of non-commercial research or private study within the limits of fair dealing. The publisher or other rights-holder may allow further reproduction and re-use of this version - refer to the White Rose Research Online record for this item. Where records identify the publisher as the copyright holder, users can verify any specific terms of use on the publisher’s website. 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/ Cows, Clicks, Ciphers and Satire Farmville, launched in 2009, is a social game developed by Zynga that can be played on Facebook. The game is, as its name suggests, a farming simulation which allows players to grow crops, raise animals, and produce a variety of goods. Gameplay involves clicking on land tiles in order to plough, plant and then harvest maize, carrots, cabbages or any of a huge variety of crops, both real and fantastic, as well as clicking on cows, sheep, chickens and the like to generate milk, wool, eggs and other products, all of which generates virtual income. -
Heading for a High Note 5 S L a V I C K Na M E D Ar T I S T O F Th E Ye a R , Di S P L a Y S Wo R K S a T PCA
PIPER10/08 Issue 4 I NTROSPECT I VE PROGRAMS ENHANCE FI RST -YEAR EXPER I ENCE Heading for a High Note 5 S LAV I CK NAMED ART I ST O F THE YEAR , DI SPLA Y S WORKS AT PCA 9 STUDENTS TEST UPDATED BRA I LLE WRITING TUTOR 11 RO bbi NS SPREADS MESSAGE O F UN I T Y Homecoming, Kickoff Look To The Future n Heidi Opdyke As alumni return to campus to remember the past and reacquaint themselves with the university as it is today, Dave Bohan, associate vice president for advancement and executive director of the capital campaign, hopes they also look to the future. “Alumni come back to reconnect with classmates, see former faculty and get a sense of today’s Carnegie Mellon,” Bohan said, “but we also want to show them about where the university is going.” Bohan is looking forward to “Celebrate Our Future: Carnegie Mellon’s Capital Campaign Kickoff” on Friday, PRICE OF BILLY COURTESY B I ll Y PRICE IS ONE OF THE PERFORMERS W ITH A CARNE G IE ME ll ON CONNECTION W HO W I ll BE AT THE CAPITA L CAMPAI G N Oct. 24, which promises to be a blast. K ICKOFF AT 8 P . M . FRIDAY , OCT . 24. AS PART OF HOMECOMIN G , A ll STUDENTS , FACU L TY AND STAFF ARE INVITED TO C ONTINUED ON PA G E THREE ATTEND THE PARTY AND SHOU L D RE G ISTER AT www . CMU . EDU / BTHERE . Candidates McCain, Obama Need Wide Voter Appeal, Skinner Says n Kelli McElhinny In less than a month, millions of Skinner, the Republicans and Democrats Americans will head to the polls in will need to attract voters outside of a historic election featuring the first their traditional constituencies. -
Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature
EDUCATIONAL SCIENCES: THEORY & PRACTICE eISSN: 2148-7561, ISSN: 2630-5984 Received: 28 November 2019 Revision received: 16 December 2019 Copyright © 2020 JESTP Accepted: 20 January 2020 www.jestp.com DOI 10.12738/jestp.2020.1.004 ⬧ January 2020 ⬧ 20(1) ⬧ 40-58 Review article Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature Elena Shliakhovchuk Adolfo Muñoz García Universitat Politècnica de València, Spain Universitat Politècnica de València, Spain Abstract The video-game industry has become a significant force in the business and entertainment world. Video games have become so widespread and pervasive that they are now considered a part of the mass media, a common method of storytelling and representation. Despite the massive popularity of video games, their increasing variety, and the diversification of the player base, until very recently little attention was devoted to understanding how playing video games affects the way people think and collaborate across cultures. This paper examines the recent literature regarding the impact of video games on players from an intercultural perspective. Sixty-two studies are identified whose aim is to analyze behavioral-change, content understanding, knowledge acquisition, and perceptional impacts. Their findings suggest that video games have the potential to help to acquire cultural knowledge and develop intercultural literacy, socio-cultural literacy, cultural awareness, self-awareness, and the cultural understanding of different geopolitical spaces, to reinforce or weaken stereotypes, and to some extent also facilitate the development of intercultural skills. The paper provides valuable insights to the scholars, teachers, and practitioners of cultural studies, education, social studies, as well as to the researchers, pointing out areas for future research. -
Informa 2018 Full Year Results Statement
Informa LEI: 5493006VM2LKUPSEDU20 Press Release 7 March 2019 Informa PLC Results for 12 Months to 31 December 2018 2018: Combination & Creation 2019: Performance & Growth KEY FINANCIAL AND OPERATING HIGHLIGHTS1 • Strong Revenue Growth: +3.7% underlying and +34.9% reported to £2,369.5m, including six months of UBM (2017: £1,756.8m) • Higher Adjusted Operating Profit: +2.3% underlying and +34.4% reported to £732.1m (2017: £544.9m) • Improved Statutory Operating Profit: £363.2m (2017: £344.7m) • Increased Adjusted Diluted Earnings per Share: +7.0% to 49.2p (2017: 46.0p); Statutory EPS of 19.7p (2017: 37.6p), with prior year including non-cash credit from US tax reforms • Attractive Free Cash Flow: £503.2m and £600m+ including a full year of UBM (2017: £400.9m) • Robust Balance Sheet, in line with plan: Net debt/EBITDA1 at 2.9x (2017: 2.5x) • Enhanced Dividend: up 7.1% to 21.90p (2017: 20.45p) London: Informa (LSE: INF.L), the International Exhibitions, Events, Information Services and Scholarly Research Group, today published its financial results for the 12 months to 31 December 2018, reporting a further period of operational progress and improving financial performance. Stephen A. Carter, Group Chief Executive, said: “In 2018, the Informa Group delivered a fifth consecutive year of improving growth, increasing adjusted profits, adjusted earnings per share, cashflow and dividends.” He added: “In 2019, our focus is on continuing Performance and Growth as we consolidate our market positions and further reduce complexity. This will enable -
Griefing, Massacres, Discrimination, and Art: the Limits of Overlapping Rule Sets in Online Games Sal Humphreys University of Adelaide (Australia)
UC Irvine Law Review Volume 2 Issue 2 Governing the Magic Circle: Regulation of Article 3 Virtual Worlds 6-2012 Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games Sal Humphreys University of Adelaide (Australia) Follow this and additional works at: https://scholarship.law.uci.edu/ucilr Part of the Contracts Commons, Internet Law Commons, and the Rule of Law Commons Recommended Citation Sal Humphreys, Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games, 2 U.C. Irvine L. Rev. 507 (2012). Available at: https://scholarship.law.uci.edu/ucilr/vol2/iss2/3 This Article is brought to you for free and open access by UCI Law Scholarly Commons. It has been accepted for inclusion in UC Irvine Law Review by an authorized editor of UCI Law Scholarly Commons. UCILR V2I2 Assembled v4 (Do Not Delete) 7/14/2012 2:14 PM Griefing, Massacres, Discrimination, and Art: The Limits of Overlapping Rule Sets in Online Games Sal Humphreys* and Melissa de Zwart** Introduction ..................................................................................................................... 507 I. Game Rules, the Magic Circle, and Heterotopias .................................................. 510 II. End User License Agreements ................................................................................ 515 III. Breaking the Rules ................................................................................................... 516 IV. Griefing ..................................................................................................................... -
A Second Chance a Short Film by Paul Hopkins & Joel Suzuki
A Second Chance a short film by paul hopkins & joel suzuki TRAINER’S GUIDE A Second Chance a short film by paul hopkins & joel suzuki TRAINER’S GUIDE A Second Chance Trainer’s Guide © Copyright 2008 Paul Hopkins and Star Thrower Distribution. All rights reserved under International and Pan-American Copyright Conventions. No part of this book, video, DVD, or CD-ROM may be reproduced in any form, or by any means, electronic or mechanical, including photocopying, unless specifically permitted in the text or by written permission from the publisher. Address all inquiries to: Star Thrower Distribution Corporation 26 East Exchange Street, Suite 600, St. Paul, MN 55101 Toll-Free: 800.242.3220 ✤ Email: [email protected] ✤ Fax: 651.602.0037 ✤ Web: www.starthrower.com just for the trainer: why tell stories? t a deep level, if you are a trainer, you know people don’t want more information. They are up to atheir eyeballs in information. As a trainer, having a story to tell is the most valuable skill you can develop to help others learn. It is through the stories you tell that your audiences determine if they hold the same values that you do. It is through listening to your stories that they relate to your teaching. Ultimately, you should tell your own story. But we know that is not always easy. For this reason, Star Thrower has created four stories to help you “tell a story.” Each of these stories is about creating a second chance. The purpose is not to introduce more information, only to reinforce the idea that people can create a second chance. -
What We Talk About When We Talk About Game Aesthetics Simon Niedenthal Malmö University School of Arts and Communication Malmö, Sweden [email protected]
What We Talk About When We Talk About Game Aesthetics Simon Niedenthal Malmö University School of Arts and Communication Malmö, Sweden [email protected] ABSTRACT well under 4% in both 2005 and 2007. Game industry Digital games are commonly described as phenomena that discomfort with aesthetic questions is expressed in a combine aesthetic, social and technological elements, yet different manner. “Here we go again” was the resigned our understanding of the aesthetic element of games and response of one interviewee in a recent Gamasutra.com play is perhaps the least developed of all. All too often, an article on the question “Are games art?” [34]. Are we to aesthetics perspective within game studies and design conclude that an aesthetics perspective on digital games has discourses is relegated to a marginal role, by conflating fallen upon tough times? Hardly. Although the term game aesthetics with graphics and “eye candy,” or by “aesthetics” (and the implicit and explicit attitudes limiting aesthetic discussion to graphic style analysis or associated with it) needs to be critically reexamined within debates on the question “are games art?” Changing game a game studies context, changes in game technologies, as technologies, as well as arguments from within philosophy, well as arguments drawing upon philosophy, psychology, psychology, interaction design theory and cultural theory, interaction design theory and cultural studies suggest that call for us to examine the implicit and explicit assumptions an aesthetics perspective can contribute greatly to research we make when we write about aesthetics within game discourses on gaming as an embodied and pleasurable studies research, as a prelude to reclaiming a perspective experience, and can give rise to new ways of thinking about that will allow us to better understand the way in which game design. -
Remembering Randy
Remembering Randy A Celebration of the Life and Legacy of Randy Pausch September 22, 2008 4:30-6 p.m. Rangos Ballroom Carnegie Mellon University “ Brick walls are there for a reason: To prove how badly we want something.” Randy Pausch In every place he worked, Randy Pausch brought Wonderland to life. Randy invented Alice, the programming environment that taught students from middle school to college to program while telling their stories with animated characters. He created the course Building Virtual Worlds, in which students learned to work in interdisciplinary teams to create interactive worlds. He went on to co-found the Carnegie Mellon Entertainment Technology Center, where students and colleagues are inspired to combine technology and art to create new processes, tools, and vision for storytelling and entertainment. His research with colleagues in cognitive science, perception, and human-computer interaction broke new ground in understanding people’s interactions with technology. He inspired our community to be more ambitious, more collaborative, more inclusive, and to be courageous and joyful. At Carnegie Mellon, we have always known that Randy Pausch was a truly special person. Just over a year ago, millions more became aware of Randy when he delivered a lecture that made the world stop and pay attention. It became an Internet sensation viewed by millions, an inter- national media story, and a best-selling book that has been published in 35 languages. To this day, people everywhere continue to talk about Randy, share his message and put his life lessons into action in their own lives. Today, we come together on the Carnegie Mellon campus that Randy held dear to pay him tribute, to acknowledge the profound impact he has made on each of us, and to celebrate his colorful life and enduring legacy. -
A Scripting Game That Leverages Fuzzy Logic As an Engaging Game Mechanic
Fuzzy Tactics: A scripting game that leverages fuzzy logic as an engaging game mechanic ⇑ Michele Pirovano a,b, Pier Luca Lanzi a, a Dipartimento di Elettronica, Informazione e Bioingegneria Politecnico di Milano, Milano, Italy b Department of Computer Science, University of Milano, Milano, Italy 1. Introduction intelligent. The award-winning game Black & White (Lionhead Studios, 2001) leverages reinforcement learning to support the Artificial intelligence in video games aims at enhancing players’ interaction with the player’s giant pet-avatar as the main core of experience in various ways (Millington, 2006; Buckland, 2004); for the gameplay. Most of the gameplay in Black & White (Lionhead instance, by providing intelligent behaviors for non-player charac- Studios, 2001) concerns teaching what is good and what is bad ters, by implementing adaptive gameplay, by generating high- to the pet, a novel mechanic enabled by the AI. In Galactic Arms quality content (e.g. missions, meshes, textures), by controlling Race (Hastings, Guha, & Stanley, 2009), the players’ weapon prefer- complex animations, by implementing tactical and strategic plan- ences form the selection mechanism of a distributed genetic algo- ning, and by supporting on-line learning. Noticeably, artificial rithm that evolves the dynamics of the particle weapons of intelligence is typically invisible to the players who become aware spaceships. The players can experience the weapons’ evolution of its presence only when it behaves badly (as demonstrated by the based on their choices. In all these games, the underlying artificial huge amount of YouTube videos showing examples of bad artificial intelligence is the main element that permeates the whole game intelligence1). -
Routledge International Handbook of Schools and Schooling in Asia
ROUTLEDGE INTERNATIONAL HANDBOOK OF SCHOOLS AND SCHOOLING IN ASIA Edited by Kerry J. Kennedy and John Chi- Kin Lee First published 2018 ISBN: 978- 1- 138- 90849- 9 (hbk) ISBN: 978- 1- 315- 69438- 2 (ebk) 37 A SYSTEMATIC LITERATURE REVIEW OF GAME- BASED LEARNING AND GAMIFICATION RESEARCH IN ASIA The synthesized fi ndings and research gap Hyo- Jeong So and Minhwi Seo (CC BY-NC-ND 4.0) First published 2018 by Routledge 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN and by Routledge 711 Third Avenue, New York, NY 10017 Routledge is an imprint of the Taylor & Francis Group, an informa business © 2018 selection and editorial matter, Kerry J. Kennedy and John Chi- Kin Lee; individual chapters, the contributors The right of Kerry J. Kennedy and John Chi- Kin Lee to be identified as the authors of the editorial material, and of the authors for their individual chapters, has been asserted in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. With the exception of Chapters 35, 36, 37, and 38, no part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Chapter 35, 36, 37, and 38 of this book are available for free in PDF format as Open Access from the individual product page at www.routledge.com. It has been made available under a Creative Commons Attribution- Non Commercial- No Derivatives 4.0 license. -
Advanced English 10 Suggested Summer Reading List “We Read to Know We Are Not Alone.” ~ C.S
Advanced English 10 Suggested Summer Reading List “We read to know we are not alone.” ~ C.S. Lewis Dear future 10th graders, In looking forward to next year, the 10th grade English team has put together a suggested summer reading list for the Advanced class. We know that a lot of people like to read over the summer, so we wanted to offer this list to you in case you would like to add one to your own summer reading list. You will be required to read, and write a paper about one of the following books. 1. Girl, Interrupted by Susanna Kaysen - “In the late 1960s, the author spent nearly two years on the ward for teenage girls at McLean Hospital, a renowned psychiatric facility. Her memoir encompasses horror and razor-edged perceptions, while providing vivid portraits of her fellow patients and their keepers.” 2. A Long Way Gone by Ishmael Beah - “The devastating story of war through the eyes of a child soldier. Beah tells how, at the age of twelve, he fled attacking rebels and wandered a land rendered unrecognizable by violence. By thirteen, he’d been picked up by the government army, and became a soldier.” 3. Fist, Stick, Knife, Gun by Geoffrey Canada - “Recreating his childhood world in the South Bronx and examining current crime legislation, the author offers an analysis of how a chain of events set in motion by 1960s drug laws has led to the child violence on the streets today.” 4. I Am Malala by Malala Yousafzai - “When the Taliban took control of the Swat Valley in Pakistan, one girl spoke out.