Bruins Capture Two Championships
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Casual Gaming
Casual gaming KW Cheng [email protected] VU Amsterdam January 28, 2011 Abstract Common elements in the design of casual games include [TRE10]: Casual games have started to get a large player - Rules and goals must be clear. base in the last decade. In this paper we are - Players need to be able to quickly reach profi- going to have a basic look at the technology in- ciency. volved in creating casual games, common game - Casual gameplay adapts to a players life and mechanics, and the influence of social media on schedule. casual games. - Game concepts borrow familiar content and themes from life. 1 Introduction 1.2 History In this paper we are going to look at how ca- sual games are being created. This will include The start of casual gaming began in 1990 when useful tools, and commonly used programming Microsoft started bundling Windows Solitaire with languages. The main part of this paper will look Windows. Many people were still getting used at some game mechanics which are at the core to the idea of using a mouse to navigate through of casual games. We will pick out some popular a graphical user interface. Microsoft used Win- games and look at which mechanics are crucial to dows Solitaire to train people to use the mouse a successful gameplay. We will also look at the and to soothe people intimidated by the operat- influence of how social media introduced more ing system. [LEV08] The reason why Windows people to casual games. Solitaire is successful is because it is accessible, you do not have to install anything, because it 1.1 What are casual games comes with your operating system. -
Level 1: Run for Your Life Free
FREE LEVEL 1: RUN FOR YOUR LIFE PDF Stephen Waller | 32 pages | 08 Feb 2009 | Pearson Education Limited | 9781405869706 | English | Harlow, United Kingdom Level 1: Run For Your Life Book and CD Pack : Stephen Waller : Cookies are used to provide, analyse and improve our services; provide chat tools; and show you relevant content on advertising. You can learn more about our use of cookies here. Are you happy to accept all cookies? Accept all Manage Cookies Cookie Preferences We use cookies and similar tools, including those used by approved third parties collectively, "cookies" for the purposes described below. You can learn more about how we plus approved third parties use cookies and how to change your settings by visiting the Cookies notice. The choices you make here will apply to your interaction with this service on this device. Essential We use cookies to provide our servicesfor example, to keep track of items stored in your shopping basket, Level 1: Run For Your Life fraudulent activity, improve the security of our services, keep track of your specific preferences e. These cookies are necessary to provide our site and services and therefore cannot be disabled. For example, we use cookies to conduct research and diagnostics to improve our content, products and services, and to measure and analyse the performance of our services. Show less Show more Advertising ON OFF We use cookies to serve you certain types of adsincluding ads relevant to your interests on Book Depository and to work with approved third parties in the process of delivering ad content, including ads relevant to your interests, to measure the effectiveness of their ads, and to perform services on behalf of Book Depository. -
Parody As Brand: the Case of [Adult Swim]'S Paracasual Advergames
Article Convergence: The International Journal of Research into Parody as brand: The New Media Technologies 2016, Vol. 22(2) 177–198 ª The Author(s) 2014 case of [adult swim]’s Reprints and permission: sagepub.co.uk/journalsPermissions.nav paracasual advergames DOI: 10.1177/1354856514546097 con.sagepub.com David Gurney Texas A&M University – Corpus Christi, USA Matthew Thomas Payne University of Alabama, USA Abstract Advergames – a neologism for video games designed to advertise a product or service – are marketing devices employed to impact consumers’ purchasing decisions and, more frequently, shape their impressions of a promoted brand. The online advergames of the programming block- turned media brand [adult swim] (AS) present a clear case in which the games act as rich signifiers of brand aesthetics even if they are not directly connected to the content of the brand’s television shows, live events, and other assorted merchandise. Although these ‘casual’-style titles have game- play mechanics that are accessible to broad audiences, these advergames often exhibit a critical stance toward other games, which differentiates them from the vast majority of casual games on the market. But rather than being anti-casual, we argue that these games are best understood as being paracasual because they use parody to both trouble prevailing definitions of casual games and advergames, and deploy an aesthetic disposition that further helps define the brand. Further- more, they are an increasingly visible and vital component of a constellation of texts and practices that function as what James Paul Gee calls an ‘affinity space’ for a lucrative audience demographic. -
Empirical Evaluation of Metadata for Video Games and Interactive Media
Empirical Evaluation of Metadata for Video Games and Interactive Media Jin Ha Lee Information School, University of Washington, Mary Gates Hall, Suite 370, Seattle, WA 98195. E-mail: [email protected] Rachel Ivy Clarke Information School, University of Washington, Mary Gates Hall, Suite 370, Seattle, WA 98195. E-mail: [email protected] Andrew Perti Seattle Interactive Media Museum, 305 Harrison Street, Seattle, WA 98109. E-mail: [email protected] Despite increasing interest in and acknowledgment of Introduction the significance of video games, current descriptive practices are not sufficiently robust to support search- Video games are of increasing importance to American ing, browsing, and other access behaviors from diverse society as objects of economic stimulus as well as cultural user groups. To address this issue, the Game Metadata heritage. Because of this increased interest in games for Research Group at the University of Washington consumer entertainment as well as historical, cultural, and Information School, in collaboration with the Seattle Interactive Media Museum, worked to create a standard- scientific study, many cultural heritage institutions have ized metadata schema. This metadata schema was established collections of video games and related media. empirically evaluated using multiple approaches— The Library of Congress collects, preserves, and offers collaborative review, schema testing, semi-structured access to two main types of video games: educational games user interview, and a large-scale survey. Reviewing and that support the Library’s initiatives and controversial games testing the schema revealed issues and challenges in sourcing the metadata for particular elements, determin- collected to support legislation related to sex and violence in ing the level of granularity for data description, and video games (Owens, 2012). -
Designing and Developing a Mobile Game
Hemmo Latvala Designing and Developing a Mobile Game Metropolia University of Applied Sciences Bachelor of Engineering Media Technology Bachelor’s Thesis 9 April 2015 Tiivistelmä Tekijä Hemmo Latvala Otsikko Mobiilipelin suunnittelu ja kehitys Sivumäärä 34 sivua + 6 liitettä Aika 9.4.2015 Tutkinto Insinööri (AMK) Koulutusohjelma Mediatekniikka Suuntautumisvaihtoehto Digitaalinen media Ohjaajat Toimitusjohtaja Aki Kolehmainen Lehtori Antti Laiho Insinöörityössä pyrittiin kehittämään ominaisuuksiltaan valmis mobiilipelin prototyyppi. Ta- voitteena oli saada peli kehitettyä vaiheeseen, josta sen saisi vähällä työllä julkaisukelpoi- seksi. Lopullinen peli tulee olemaan paljon suorituskykyisempi ja monipuolisempi. Mobiilipelit eroavat konsoli- ja tietokonepeleistä monella tapaa. Matkapuhelin pelialustana tarjoaa uniikkeja mahdollisuuksia, mutta myös rajaa pois ratkaisumalleja, jotka toimivat moitteitta muilla alustoilla. Tämän takia kehittäjän täytyy tarvittaessa kyetä poikkeamaan tutuista käyttöliittymäkonventioista. Pelin kehityksessä pyrittiin tarkastelemaan käytetyn pelinkehitysympäristön tarjoamia omi- naisuuksia. Kehitysprosessi oli iteratiivinen ja sovelsi Lean Startup -metodologiaa, jotta peli saisi mahdollisimman paljon testausta ja palautetta alusta lähtien. Jokaisella iteraatiolla peliä pyrittiin saamaan helpommin lähestyttäväksi ja viihdyttävämmäksi pelaajalle. Pelin laadun ja viihdearvon varmistamiseksi työssä painottuivat erityisesti käyttäjäpalaute ja iteratiivinen kehittäminen. Puolessa välissä kehitystä peli ei saanut hetkeen -
Examining Popular Video Game Reviews Through a Comparative Content Analysis
Cleveland State University EngagedScholarship@CSU ETD Archive 2013 Reviewing the Critics: Examining Popular Video Game Reviews Through a Comparative Content Analysis Ben Gifford Cleveland State University Follow this and additional works at: https://engagedscholarship.csuohio.edu/etdarchive Part of the Communication Commons How does access to this work benefit ou?y Let us know! Recommended Citation Gifford, Ben, "Reviewing the Critics: Examining Popular Video Game Reviews Through a Comparative Content Analysis" (2013). ETD Archive. 578. https://engagedscholarship.csuohio.edu/etdarchive/578 This Thesis is brought to you for free and open access by EngagedScholarship@CSU. It has been accepted for inclusion in ETD Archive by an authorized administrator of EngagedScholarship@CSU. For more information, please contact [email protected]. REVIEWING THE CRITICS: EXAMINING POPULAR VIDEO GAME REVIEWS THROUGH A COMPARATIVE CONTENT ANALYSIS BEN GIFFORD Bachelor of Arts in Journalism Cleveland State University, Cleveland, OH May, 2009 submitted in partial fulfillment of requirements for the degree MASTER OF APPLIED COMMUNICATION THEORY AND METHODOLOGY at the CLEVELAND STATE UNIVERSITY May, 2013 THESIS APPROVAL SCHOOL OF COMMUNICATION This thesis has been approved for the School of Communication and the College of Graduate Studies by: ________________________________________________________________________ Thesis Committee Chairperson – print name ________________________________________________________________________ Signature School of Communication