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The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
Download Resume
GEORGE DIONYSOPOULOS 3D Character Animator A dedicated professional, with over a decade of experience in rigging, skinning and animating 3D characters and creatures. Efficiently provided a vast variety of industry quality animations to the massively multiplayer online role-playing games (MMORPG) named "Darkfall" and "Darkfall Unholy Wars". Proven track record of handling a team and developing process of the game, working exclusively with animations. Growth oriented individual with ability to solve issues and problems related to projects in a creative manner, always eager to learn new skills and confront new challenges. Contact AREAS OF EXPERTISE +30 6944121658 Industry-standard 3D Character / Creature / Inanimate object animations. [email protected] Familiarity with Game Engine Asset Pipelines and importing/exporting/customizing animation states, using both industry-standard and in-house game engines and tools. Zografou 15771, Athens Greece Ability to modify existing pre-rigged characters to meet new demands and animate these characters using storyboards. Easy integration in team environments. Ease of interaction with both Animation Experts and Software Engineers, Links in order to create game character movement systems and custom animation workflows. Experience in actively pitching and being proactive in selling ideas and work to prospective customers. geodiony.com linkedin.com/in/geodiony PROFESIONAL EXPERIENCE 2003 - 2009 facebook.com/geodiony 3D Character Animator / Artist Aventurine S.A. - “Darkfall” * Animations for a vast number of playable characters and creatures. * Skinning and rigging all the necessary models. Skills * 3D prop and terrain modeling for the game environment. * 3D model unwrapping and texturing. * World Builder, Level design. Animation 2009 - 2014 3D Character Animator Aventurine S.A. -
Sistematización De Un Nuevo Paradigma Ontológico Del Videojuego: El Formativismo
UNIVERSIDAD DE SEVILLA DPTO. COMUNICACIÓN AUDIOVISUAL Y PUBLICIDAD TESIS DOCTORAL SISTEMATIZACIÓN DE UN NUEVO PARADIGMA ONTOLÓGICO DEL VIDEOJUEGO: EL FORMATIVISMO Juan José Vargas Iglesias Sevilla, 2015 SISTEMATIZACIÓN DE UN NUEVO PARADIGMA ONTOLÓGICO DEL VIDEOJUEGO: EL FORMATIVISMO 2 TESIS DOCTORAL Presentada por Juan José Vargas Iglesias bajo la dirección del Prof. Dr. D. Luis Navarrete Cardero SISTEMATIZACIÓN DE UN NUEVO PARADIGMA ONTOLÓGICO DEL VIDEOJUEGO: EL FORMATIVISMO Vº Bº del Director de la Tesis, Prof. Dr. D. Luis Navarrete Cardero Sevilla, a 13 de octubre de 2015 3 A mis padres. 4 Uno podría aventurar la afirmación de que una histeria es una caricatura de una creación artística; una neurosis obsesiva, de una religión; y un delirio paranoico, de un sistema filosófico. Sigmund Freud, Totem y tabú Mientras Dios juega viene a ser mundo. Martin Heidegger, La proposición del fundamento 5 Agradecimientos Agradezco, en primer lugar, a Luis por aceptar la dirección de esta tesis, por su genero- sidad, por su compromiso irreductible y por concederme el privilegio de su amistad. A mis alumnos y alumnas, porque no pasa un día sin que me enseñen algo nuevo. A mis compañeros y compañeras del Departamento, y a quienes componen y han com- puesto el Aula de Videojuegos. A Mario, por las conversaciones inagotables en la cumbre intemporal de las Abstrac- ciones, por su galvanizante entusiasmo y su brillantez inspiradora. A Alejandra, por ser capaz de redimirme con una sonrisa. Por cambiar el mundo en que vivía. Por su paciencia sin límites. Por ser Ella. A Sofi, por las horas y horas dedicadas a completar aventuras gráficas de todo pelaje cuando éramos niños. -
Funcom Secures €5 Million in Financing from Nordic Venture Partners
Funcom secures €5 million in financing from Nordic Venture Partners Durham, USA – August 25, 2005 – Funcom, a world leading developer and publisher of subscription-based online games like ‘Anarchy Online’ and ‘Age of Conan – Hyborian Adventures’, has secured a €5 million equity investment from Nordic Venture Partners (NVP). The investment is a further testament to Funcom being a world-class developer and publisher of online games, and will further aid the company in developing and publishing online games. “This is another great recognition of Funcom as Europe’s premier developer of MMOG’s (Massively Multiplayer Online Games), and serves as a tribute to the company and the quality of our games and technology” said Torleif Ahlsand, Chairman of the Board of Directors in Funcom and Partner in Northzone Ventures. ”There is a considerable market potential for subscription- based online games, and Funcom is a leader in technology and quality within the segment. We are very glad to have NVP on board to further develop one of the most exciting creative environments in the Nordic region, and we feel confident they will aid us in becoming even better at creating world-class online products.” “Being one of the leading information and communication technology investments funds in the Nordic region we are only looking for the very best technology companies, and we feel confident Funcom fits great in our portfolio” said Claus Højbjerg Andersen, Partner in NVP and new Boardmember of Funcom. “We are convinced of Funcom’s unique quality and their world-class staff and technology. Our aim is to improve the business side of Funcom even further, thus supporting the company in realizing their creative visions. -
1300 Games in 1 Games List
1300 Games in 1 Games List 1. 1942 – (Shooting) [609] 2. 1941 : COUNTER ATTACK – (Shooting) [608] 3. 1943 : THE BATTLE OF MIDWAY – (Shooting) [610] 4. 1943 KAI : MIDWAY KAISEN – (Shooting) [611] 5. 1944 : THE LOOP MASTER – (Shooting) [521] 6. 1945KIII – (Shooting) [604] 7. 19XX : THE WAR AGAINST DESTINY – (Shooting) [612] 8. 2020 SUPER BASEBALL – (Sport) [839] 9. 3 COUNT BOUT – (Fighting) [70] 10. 4 EN RAYA – (Puzzle) [1061] 11. 4 FUN IN 1 – (Shooting) [714] 12. 4-D WARRIORS – (Shooting) [575] 13. STREET : A DETECTIVE STORY – (Action) [303] 14. 88GAMES – (Sport) [881] 15. 9 BALL SHOOTOUT – (Sport) [850] 16. 99 : THE LAST WAR – (Shooting) [813] 17. D. 2083 – (Shooting) [768] 18. ACROBAT MISSION – (Shooting) [678] 19. ACROBATIC DOG-FIGHT – (Shooting) [735] 20. ACT-FANCER CYBERNETICK HYPER WEAPON – (Action) [320] 21. ACTION HOLLYWOOOD – (Action) [283] 22. AERO FIGHTERS – (Shooting) [673] 23. AERO FIGHTERS 2 – (Shooting) [556] 24. AERO FIGHTERS 3 – (Shooting) [557] 25. AGGRESSORS OF DARK KOMBAT – (Fighting) [64] 26. AGRESS – (Puzzle) [1054] 27. AIR ATTACK – (Shooting) [669] 28. AIR BUSTER : TROUBLE SPECIALTY RAID UNIT – (Shooting) [537] 29. AIR DUEL – (Shooting) [686] 30. AIR GALLET – (Shooting) [613] 31. AIRWOLF – (Shooting) [541] 32. AKKANBEDER – (Shooting) [814c] 33. ALEX KIDD : THE LOST STARS – (Puzzle) [1248] 34. ALIBABA AND 40 THIEVES – (Puzzle) [1149] 35. ALIEN CHALLENGE – (Fighting) [87] 36. ALIEN SECTOR – (Shooting) [718] 37. ALIEN STORM – (Action) [322] 38. ALIEN SYNDROME – (Action) [374] 39. ALIEN VS. PREDATOR – (Action) [251] 40. ALIENS – (Action) [373] 41. ALLIGATOR HUNT – (Action) [278] 42. ALPHA MISSION II – (Shooting) [563] 43. ALPINE SKI – (Sport) [918] 44. AMBUSH – (Shooting) [709] 45. -
Virtual Worlds, Real Leaders: Online Games Put the Future of Business Leadership on Display
cyan mag yelo black MAC Virtual Worlds, Real Leaders: Online games put the future of business leadership on display A Global INTERNATIONAL BUSINESS MACHINES CORPORATION NEW ORCHARD ROAD, ARMONK, NY 10504 Innovation ® © International Business Machines Corporation 2007 Outlook All Rights Reserved 2.0 Report SERIOSITY, INC. 2370 WATSON CT., SUITE 110, PALO ALTO, CA 94303 ™ 881832IMPO.Cover1832IMPO.Cover NNC4C4 66/20/07/20/07 112:15:522:15:52 AAMM cyan mag yelo black MAC 881832IMPO.Cover1832IMPO.Cover NNC2C2 66/20/07/20/07 112:16:082:16:08 AAMM mag yelo CG11 MAC GIO 2.0 Report “ If you want to see what business leadership may look like in three to fi ve years, look at what’s happening in online games.” — Byron Reeves, Ph.D.,≠ the Paul C. Edwards Professor of Communication at Stanford University and Co-founder of Seriosity, Inc. 1 881832IMPO.Text1832IMPO.Text NN0101 66/20/07/20/07 112:51:412:51:41 AAMM cyan mag yelo black MAC Game On As the business world becomes more distributed and virtual, do online games offer lessons on the future of leadership? 2 881832IMPO.Text1832IMPO.Text NN0202 66/20/07/20/07 112:51:422:51:42 AAMM cyan yelo black CG11 MAC GIO 2.0 Report What’s next? It’s the simple question that businesses spend millions trying to answer every year, all with the goal of learning what the business world of the future will look like. But there are some elements of this future that are already falling into place. For example, we know that business is becoming increasingly global. -
Proquest Dissertations
mn u Ottawa L'UniversiW canadienne Canada's university ITTTT FACULTE DES ETUDES SUPERIEURES 1^=1 FACULTY OF GRADUATE AND ET POSTOCTORALES U Ottawa POSDOCTORAL STUDIES L'Universite canadienrie Canada's university Lauren Patricia Levesgue AUTEUR DE LA THESE / AUTHOR OF THESIS M.A. (Communication) GRADE/DEGREE Department of Communication FACULTE, ECOLE, DEPARTEMENT / FACULTY, SCHOOL, DEPARTMENT Media Culture, Artifact and Gender Identity: An Analysis of Bratz Dolls TITRE DE LA THESE / TITLE OF THESIS Lise Boily DIRECTEUR (DIRECTRICE) DE LA THESE / THESIS SUPERVISOR Rukhsana Ahmed CO-DIRECTEUR (CO-DIRECTRICE) DE LA THESE / THESIS CO-SUPERVISOR Sherry Ferguson C.harlene Elliott Gar.Y W- .siater Le Doyen de la Faculte des etudes superieures et postdoctorales / Dean of the Faculty of Graduate and Postdoctoral Studies Media Cuituref Artifact and Gender Identity: An Analysis of Bratz Dolls Lauren Patricia Lewesque Thesis submitted to the Faculty of Graduate and Postdoctoral Studies In partiai fulfillment of the requirements For the Master's of Arts in Communication Department of Communication Faculty of Arts University of Ottawa © Lauren Levesque, Ottawa, Canada, 2010 Library and Archives Bibliotheque et 1*1 Canada Archives Canada Published Heritage Direction du Branch Patrimoine de I'edition 395 Wellington Street 395, rue Wellington OttawaONK1A0N4 Ottawa ON K1A 0N4 Canada Canada Your file Votre reference ISBN: 978-0-494-69044-4 Our file Notre reference ISBN: 978-0-494-69044-4 NOTICE: AVIS: The author has granted a non L'auteur a accorde une -
A Current Listing of Contents
WOMEN'S SruDIES LIBRARIAN The University ofWisconsin System EMINIST ERIODICALS A CURRENT LISTING OF CONTENTS VOLUME 17, NUMBER 4 WINTER 1998 Published by Phyllis Holman Weisbard Women's Studies Librarian University of Wisconsin System 430 Memorial Library / 728 State Street Madison, Wisconsin 53706 (608) 263-5754 EMINIST ERIODICALS A CURRENT LISTING OF CONTENTS Volume 17, Number 4 Winter 1998 Periodical literature is the cutting edge ofwomen's scholarship, feminist theory, and much ofwomen's culture. Feminist Periodicals: A Current Listing ofContents is published by the Office of the University of Wisconsin System Women's Studies Librarian on a quarterly basis with the intent of increasing public awareness of feminist periodicals. It is our hope that Feminisf Periodicals will serve several purposes: to keep the reader abreast of current topics in feminist literature; to increase readers' familiarity with a wide spectrum of feminist periodicals; and to provide the requisite bibliographic information should a reader wish to subscribe to a journal or to obtain a particular article at her library or through interlibrary loan. (Users will need to be aware of the limitations of the new copyright law with regard to photocopying of copyrighted materials.) Table ofcontents pages from currentissues ofmajorfeministjournalsare reproduced in each issue ofFeminist Periodicals, preceded by a comprehensive annotated listing of all journals we have selected. As publication schedules vary enormously, not every periodical will have table of contents pages reproduced in each issue of FP. The annotated listing provides the following information on each journal: 1. Year of first publication. 2. Frequency of publication. 3. U.S. SUbscription price(s). -
Delegation Information Pack Kidscreen Summit Miami 12 - 15 February 2018
Delegation Information Pack Kidscreen Summit Miami 12 - 15 February 2018 The Three Little Superpigs Bookaboo available on © Fourth Wall Creative TRX (www.trx.tv) Boj ©Pesky Productions © Three Arrows Media 2017 Kindle © NHK · NEP · Dwango, licensed by Saltkråkan AB, The Astrid Lindgren Company Entertainment with DHX Media, Walker Productions and Supported by Screen Yorkshire’s Yorkshire Content Fund Claude © Copyright Sixteen South Limited and Walt Disney EMEA Productions Limited 2017 © KidsCave Entertainment Ltd. All rights reserved. Stickersooki Organised by: In Partnership with: Welcome to the Official UK delegation to Kidscreen 2018 2 We are a party of approximately 70 people, representing various sectors in the children’s content industries and media service providers. Company information At the InterContinental Miami Full details for all the delegation participants and their contact There are 9 tables in the UK “zone”, situated in the information are available on the UK@Kidscreen website: Delegates’ Lounge in the Grand Ballroom of the There is free WiFi in the public areas of the hotel, http://www.thechildrensmediaconference.com/events/ InterContinental Miami where the Summit takes place. including the delegates’ Lounge, and there is a power ukkidscreen-2018/delegate-profiles/ They will be backed by Dept. for International Trade supply under each table for laptop or phone charging. and UK@Kidscreen branding so that they are easily identifiable, and a video loop of your content will be Either Sarah, Greg or one of the DIT team will be in the UK@Kidscreen brochure playing on a 55” monitor. The area is on the left of the UK zone at most times of the day. -
Funcom Celebrates 25 Years!
Mar 15, 2018 14:22 UTC Funcom Celebrates 25 Years! Can you believe it? It’s been twenty-five years! We’ve been making games for a quarter of a century. To celebrate this special anniversary we’ve put together a video giving you some highlights of our twenty-five year journey. Download from Funcom’s FTP | Embed from YouTube We’ve done pixel platformers on the Super Nintendo and SEGA Genesis (including Pocahontas, Casper, and Winter Gold). We’ve done racing games such as Speed Freaks for the PlayStation 1 and Racing Impact for the SEGA Saturn. We’ve made three major PC massively multiplayer online games where we’ve pioneered new gameplay mechanics such as auto-generated dungeons (Anarchy Online), dynamic combat (Age of Conan), and investigation missions (Secret World Legends). We’ve done The Longest Journey, one of the most critically acclaimed adventure games of all time. These days we’re finishing up Conan Exiles for the PC, Xbox One, and PlayStation, and we just announced that we are publishing Mutant Year Zero: Road to Eden and will be demoing it for the first time ever at GDC in San Francisco next week (you can still secure a spot for a demo: https://meetme.so/funcom2018gdc). Since those humble beginnings back in March of 1993, we’ve released over twenty-five games across a wide range of platforms. We’ve survived major shifts in the gaming industry and we’ve had to adapt to an ever-changing market. We’ve had our ups and we’ve had our downs. -
Interactive Entertainment and Internet Segments Are Converging, Entertainment Shifting the Landscape of the Traditional Video Game Market
North America TMT Internet FITT Research Company Company 31 October 2010 Fundamental, Industry, Thematic, Thought Leading Deutsche Bank’s Research Product Interactive Committee has deemed this work F.I.T.T. for investors seeking differentiated ideas. The Interactive Entertainment and Internet segments are converging, Entertainment shifting the landscape of the traditional video game market. Digital, social and mobile gaming are emerging as the next major drivers of the interactive gaming space in the US over the next several years. The social and massively multi- player segments should also offer an attractive opportunity for monetization of Extending Game Play to the virtual goods, one of the fastest-growing segments in the space. Masses... beyond the console Fundamental: Growth Driven by Penetration of the Long Tail Global Markets Research Industry: We see Nearly a $30bn US Market Opportunity by 2014 Thematic: Digital, Social and Mobile are Key Emerging Themes Thought Leading: Adoption, Engagement, and Monetization Phases We Favor Activision Blizzard for Digital Position and Google for its Android Platform for Mobile Gaming Jeetil Patel Herman Leung Matt Chesler, CFA Research Analyst Research Analyst Research Analyst (+1) 415 617-4223 (+1) 415 617-3246 (+1) 212 250-6170 [email protected] [email protected] [email protected] Deutsche Bank Securities Inc. All prices are those current at the end of the previous trading session unless otherwise indicated. Prices are sourced from local exchanges via Reuters, Bloomberg and other vendors. Data is sourced from Deutsche Bank and subject companies. Deutsche Bank does and seeks to do business with companies covered in its research reports. -
History of China: Table of Contents
History of China: Table of Contents ● Historical Setting ● The Ancient Dynasties ❍ Dawn of History ❍ Zhou Period ❍ Hundred Schools of Thought ● The Imperial Era ❍ First Imperial Period ❍ Era of Disunity ❍ Restoration of Empire ❍ Mongolian Interlude ❍ Chinese Regain Power ❍ Rise of the Manchus ● Emergence Of Modern China ❍ Western Powers Arrive First Modern Period ❍ Opium War, 1839-42 Era of Disunity ❍ Taiping Rebellion, 1851-64 ❍ Self-Strengthening Movement ❍ Hundred Days' Reform and Aftermath ❍ Republican Revolution of 1911 ● Republican China ❍ Nationalism and Communism ■ Opposing the Warlords ■ Consolidation under the Guomindang ■ Rise of the Communists ❍ Anti-Japanese War ❍ Return to Civil War ● People's Republic Of China ❍ Transition to Socialism, 1953-57 ❍ Great Leap Forward, 1958-60 ❍ Readjustment and Recovery, 1961-65 ❍ Cultural Revolution Decade, 1966-76 ■ Militant Phase, 1966-68 ■ Ninth National Party Congress to the Demise of Lin Biao, 1969-71 ■ End of the Era of Mao Zedong, 1972-76 ❍ Post-Mao Period, 1976-78 ❍ China and the Four Modernizations, 1979-82 ❍ Reforms, 1980-88 ● References for History of China [ History of China ] [ Timeline ] Historical Setting The History Of China, as documented in ancient writings, dates back some 3,300 years. Modern archaeological studies provide evidence of still more ancient origins in a culture that flourished between 2500 and 2000 B.C. in what is now central China and the lower Huang He ( orYellow River) Valley of north China. Centuries of migration, amalgamation, and development brought about a distinctive system of writing, philosophy, art, and political organization that came to be recognizable as Chinese civilization. What makes the civilization unique in world history is its continuity through over 4,000 years to the present century.