Games That Changeyour Mind

Total Page:16

File Type:pdf, Size:1020Kb

Games That Changeyour Mind SPECIAL PUBLICATION GAME RESEARCHUTRECHT CENTER FOR GAME RESEARCH GAMES THAT CHANGE YOUR MIND INTRO Utrecht Center for Game Research ver the past four years, Utrecht Uni- edge about games, technology, persuasion as versity has created four strategic a means of changing attitudes and behaviour, Othemes and twelve research focus learning processes, and design. The necessary areas to strengthen the focus and enhance expertise was provided by our research groups the societal impact of its research. Game from disciplines including sociology, psychol- Research is one of these research focus are- ogy, media studies, computer science, edu- as. We started the Utrecht Center for Game cation, and medicine. All faculties at Utrecht Research in 2014 to develop an integrated University were involved. approach to scientific and social questions For the years ahead, we are looking forward by linking academic excellence and funda- to implementing the university-wide objec- mental research to the university's societal tives as they were set out in its Strategic Plan: mission. 2016-2020. We will further strengthen our in- terdisciplinary research collaborations on a By organizing networking meetings, offer- local, national, and international scale; we will ing valorisation support, and allocating seed continue to contribute to the education of the money grants to interdisciplinary projects, we next generation of game scholars; and we will have strengthened our research and teaching, keep on addressing the question of how seri- expanded our research volume, and increased ous games can best be theorised, designed, societal impact, especially within the three and validated to help solve major global issues, domains of Games for Learning, Games for and by doing so contribute to a better world. Health, and Games for Change. We would like to thank Utrecht University’s Executive Board for making Game Research • Games for Learning: e.g. games for chil- one of Utrecht University’s focus areas for the dren, higher education, and professional period 2014-2018. Our special thanks go to our skills. Examples of research projects are deans, Professor Gerrit van Meer (Faculty of the use of games to develop number sense Science) and Professor Keimpe Algra (Faculty with children, and to train pharmacists in of Humanities); without their support, Utre- communication skills. cht University would not have acquired such • Games for Health: e.g. healthy living, a prominent international position in the field well-being, and rehabilitation. Our re- of Game Studies. search includes game-based enhance- ment of behaviour control, and training stroke patients in a virtual reality envi- ronment. • Games for Change: e.g. for sustainability, social inclusion, smart cities, conflict and security. We perform research, for exam- ple, on playful cities, and how games can be used for energy saving. In this magazine, we present an overview of the work we have done during the past four years. We have invested not just in research but also in a broad field of game-related edu- cation and in collaborative efforts with part- ners in government, business, society, and other universities. We achieved high-quality research results through our interdiscipli- Joost Raessens & Remco Veltkamp nary collaborations. We combined knowl- Utrecht University, September 2017 GAME RESEARCH MAGAZINE • UTRECHT UNIVERSITY • 3 INTRO Facts & Figures GAME RESEARCH MAGAZINE Editors about the Joost Raessens Remco Veltkamp [email protected] [email protected] Utrecht Center for Contributors & interviewees Wouter Boendermaker, Sasja Duijff, Jan Dirk Fijnheer, Stefan van Game Research Geelen, Alex Gekker, Coert van Gemeren, Roland Geraerts, René Glas, Stef Haarler, Teresa de la Hera, Marries van de Hoef, Johan Jeuring, Ioannis Lampropoulos, Michiel de Lange, Heidi Lesscher, Sjors Martens, Sanne Nijhof, Tom Overmans, Ronald Poppe, Nina Rosa, Stephanie de Smale, Nieske Vergunst, Joost Vervoort, Christiaan Vinkers, Jesse de Vos, Jasper van Vught, Stefan Werning, Zerrin Yumak Production, design, editing Het Redactielokaal PARTICIPATING Matthijs Dierckx 100RESEARCHERS [email protected] Eric Bartelson & Alessandra van Otterlo Additional editing Textcase Vertalingen [email protected] UTRECHT CENTER FOR GAME RESEARCH Faculties Executive board Project management Joost Raessens & Lisanne Walma 7 @ Remco Veltkamp L.W.B.WALMA UU.NL Heleen Groenendijk Steering committee Mirko Lukács Harold van Rijen UU Holding BV Medicine - UMC Utrecht Albert Postma Liesbeth Kester Social and Behavioural Sciences Social and Behavioural Sciences Psychology Education & Pedagogy Research domains EDUCATIONAL PROGRAMS Games for Learning Games for Change Liesbeth Kester Sustainability: Joost Raessens VII Marieke van der Schaaf Social Inclusion: Teresa de la Hera Wouter van Joolingen Smart Cities: Michiel de Lange Conflict and Security: Games for Health Roland Geraerts & Tanja Nijboer Stephanie de Smale Participating research groups Faculty of Science Faculty of Law, Economics and projects Artificial Intelligence Governance Interaction Technology School of Governance 20 Software Systems Virtual Worlds Faculty of Veterinary Medicine Behavioural Neuroscience Faculty of Humanities €5,000,000 GAP: Center for the Study of Faculty of Medicine – UMCU total funding Digital Games and Play Blended learning Faculty of Social and Faculty of Geosciences Behavioural Sciences Healthy Urban Living Education & Learning Psychology Contact Postal Address Game Research, attn. G. Leebeek Dept. of Information and Computing Sciences, Utrecht University P.O. Box 80089 • 3508 TB Utrecht, The Netherlands collaborating companies Online 50 Web: www.gameresearch.nl E-mail: [email protected] Facebook: facebook.com/groups/UtrechtGameResearch 4 • GAME RESEARCH MAGAZINE • UTRECHT UNIVERSITY Contents. CHANGE HEALTH LEARNING GAMES 6 26 36 46 Sustainability Games for Health L2TOR: the RoboTeach ‘I know that song!’ The impact of ecogames Health games –or games with a focus Child friendly tutoring Citizen science Joost Raessens, with Jan Dirk on health, healthcare, and well- Remco Veltkamp being– are interactive virtual worlds robot Fijnheer, Ioannis Lampropoulos, Language acquisition benefits from How can you persuade a sufficient Michiel de Lange, Joost Vervoort, for playing, training, and learning, large number of people to often in a form of simulation. early, personalised and interactive Stefan Werning tutoring, thus, a robot is created participate in a scientific research? Games with a focus on ecosystems to teach preschoolers a second Making separate collections of folk and sustainability improve language. Its name? L2TOR. songs and songs broadcast on early awareness of climate issues. They 28 radio accessible to the general imagine both a future world and how Annihilating alcohol public. to turn this world into a better one. abuse… with a game 38 13 Interview with Wouter The Virtual Patient 48 Boendermaker Persuasive games Preventing binge drinking among The good news about Playing the archive Games that change your adolescents? Let them play games, bad news René Glas, Jasper van Vught, Jesse de Vos Old games don’t play on modern mind but not just any. Interview with Johan Jeuring Good news: delivering bad news can equipment. To retain this part of our Interview with Teresa de la Hera cultural heritage, we took action. Games that make you think, change be trained. And thanks to a game, your behaviour, or mentally prepare 32 that training just got a whole lot you for medical treatment. Teresa To play, or not to play more accessible. 51 de la Hera helps us understand this Healthy play, better 4 PhD-candidates & phenomenon. coping 41 their research projects 16 Sanne Nijhof, Stefan van Geelen, Island of science The Graduate Stef Haarler, Sasja Duijff, Christiaan Control the crowd... Vinkers, Heidi Lesscher Go Go Gozo – a playful Programme & save the day Stimulating play through games may field course Four excellent PhD students were Roland Geraerts empower chronically ill children in Alex Gekker, René Glas, selected for this programme and Have you ever felt unsafe when their everyday lives. Stephanie de Smale present their PhD research projects. walking in a dense crowd? We have The Erasmus+ funded Go Go Gozo researched a model for simulating field course project explored the 54 crowds in big infrastructures, at links between play, mapping and Body movement events, and in computer games. mobility, delivering informal learning Detecting lies, UTRECHT UNIVERSITY through field-based methodologies. 20 improving games Smart cities evolved 44 Interview with Ronald Poppe Measuring and analysing body Turning citizens into Simulations and games movement and posture helps to creators for tertiary education detect lies. The same technology can Michiel de Lange 62 Play to learn? be applied to improve serious games. Thanks to digital media technologies, Utrecht: game city Games and simulations are finding 56 our cities will become smart. How their way into the university. But to can games and play involve urban Utrecht is the home and birthplace RAGE! Europe’s prime of many Dutch game studios. what extent? And are they proper stakeholders in making the smart city? educational tools? An interfaculty ecosystem for applied 23 63 study has the answers. games Change: inclusion Activate! Our RAGE project Games have the unique quality to An overview of some of the activities Zerrin Yumak break through any of the barriers that were organised at Utrecht Social animations for virtual humans
Recommended publications
  • Egx Rezzed the Trpg
    1: An anticapitalist and 2: An inscrutably baroque 3: An autobiographical 4: A hideously early access 5: A stealth-focused Present 6: A rhythm-based 7: An “apolitical” by Grant Howitt & Nate Crowley 8: A neon-drenched 9: An impossibly long 10: A free-to-play 1: Metroidvania THE INDIE GAME YOU ARE SUPER 2: “Wholesome” EXCITED TO PLAY AT REZZED 3: Couch co-op is generated by rolling on the tables 4: Pay-to-win to the right. Each player rolls up a 5: VR YOU ARE ATTENDING REZZED, game of their own, which they’ve 6: Massively Multiplayer THE COOL AND WELL KNOWN been excited about for years: 7: Viciously difficult GAMING SHOW... 8: Bullet hell But can you make it to the You know it’s in there somewhere. 9: FMV end of the day, having played But between you and that game 10: Roguelike the one game you’re desperate you’ve salivated over for decades to play, and without bursting is the show itself: a gauntlet 1: Arena shooter in to tears from fatigue and of overenthusiastic developers, 2: Garden simulator hunger? Can you maintain the bellowing streamers, brutally 3: Metaphor for depression separation between fantasy slow refreshment vendors, and 4: Dark Souls clone and reality? cosplayers walking twelve abreast 5: Visual novel And is the monstrous through the ten miles of winding 6: Historical RTS chimera hunting you through catacombs that comprise the 7: Ambient Storytelling Experience Tobacco Dock a genuine threat, Tobacco Dock venue. And you’re 8: Factory-making game or merely your imagination? certain there’s a minotaur in there 9: Tower Defence game Let’s find out! somewhere, too.
    [Show full text]
  • Download the Press
    Curved Space Developed by Only By Midnight Ltd. Contact: [email protected] Curved Space is a smooth blend between a twin-stick and arena shooter, played on environments with a literal twist. It has tight controls, awesome music, and a ton of variation in weapons and Spiders. The arcade inspired action is quick to pick up but has surprising depth in gameplay, story, and replayability. Twin-stick Arena Shooter Curved Space gives you control over a unique ship that glides across surfaces. Intuitive controls, based on a familiar twin- stick scheme, get you right into the action. The gameplay starts with an arcade inspired twin-stick feel, such as in Geometry Wars, but quickly evolves into a more intense arena shooter. Players describe the gameplay is similar to Unreal Tournament or Doom 2016. Literal Twist Curved Space elevates its 2D mechanics by applying them to a 3D surface. Your ship, enemies, and projectiles smoothly traverse the Escher-esque environments. Curved Space is all about shooting an Energy Spider scurrying down a wall, firing a laser that bends around a curve, or sliding over the edge into a breathtaking vista. While the environments feel mind-bending, they have been carefully designed for intuitive and engaging gameplay. You never feel lost or disorientated—even while you’re chasing a spider up the wall and onto the ceiling. Tight Controls The first thing you notice playing Curved Space is it’s fun to move. The controls feel easy and intuitive to use with a familiar quality that makes them feel “just right”. The physics-based gameplay gives your movement a sense of weight and inertia.
    [Show full text]
  • Ka-Boom Licence to Thrill on a Mission LIFTING the LID on VIDEO GAMES
    ALL FORMATS LIFTING THE LID ON VIDEO GAMES Licence Ka-boom When games look to thrill like comic books Tiny studios making big licensed games On a mission The secrets of great campaign design Issue 33 £3 wfmag.cc Yacht Club’s armoured hero goes rogue 01_WF#33_Cover V3_RL_DH_VI_HK.indd 2 19/02/2020 16:45 JOIN THE PRO SQUAD! Free GB2560HSU¹ | GB2760HSU¹ | GB2760QSU² 24.5’’ 27’’ Sync Panel TN LED / 1920x1080¹, TN LED / 2560x1440² Response time 1 ms, 144Hz, FreeSync™ Features OverDrive, Black Tuner, Blue Light Reducer, Predefined and Custom Gaming Modes Inputs DVI-D², HDMI, DisplayPort, USB Audio speakers and headphone connector Height adjustment 13 cm Design edge-to-edge, height adjustable stand with PIVOT gmaster.iiyama.com Team Fortress 2: death by a thousand cuts? t may be 13 years old, but Team Fortress 2 is to stop it. Using the in-game reporting tool does still an exceptional game. A distinctive visual nothing. Reporting their Steam profiles does nothing. style with unique characters who are still Kicking them does nothing because another four will I quoted and memed about to this day, an join in their place. Even Valve’s own anti-cheat service open-ended system that lets players differentiate is useless, as it works on a delay to prevent the rapid themselves from others of the same class, well- JOE PARLOCK development of hacks that can circumvent it… at the designed maps, and a skill ceiling that feels sky-high… cost of the matches they ruin in the meantime. Joe Parlock is a even modern heavyweights like Overwatch and So for Valve to drop Team Fortress 2 when it is in freelance games Paladins struggle to stand up to Valve’s classic.
    [Show full text]
  • Atari IP Catalog 2016 IP List (Highlighted Links Are Included in Deck)
    Atari IP Catalog 2016 IP List (Highlighted Links are Included in Deck) 3D Asteroids Atari Video Cube Dodge ’Em Meebzork Realsports Soccer Stock Car * 3D Tic-Tac-Toe Avalanche * Dominos * Meltdown Realsports Tennis Street Racer A Game of Concentration Backgammon Double Dunk Micro-gammon Realsports Volleyball Stunt Cycle * Act of War: Direct Action Barroom Baseball Drag Race * Millipede Rebound * Submarine Commander Act of War: High Treason Basic Programming Fast Freddie * Mind Maze Red Baron * Subs * Adventure Basketball Fatal Run Miniature Golf Retro Atari Classics Super Asteroids & Missile Adventure II Basketbrawl Final Legacy Minimum Return to Haunted House Command Agent X * Bionic Breakthrough Fire Truck * Missile Command Roadrunner Super Baseball Airborne Ranger Black Belt Firefox * Missile Command 2 * RollerCoaster Tycoon Super Breakout Air-Sea Battle Black Jack Flag Capture Missile Command 3D Runaway * Super Bunny Breakout Akka Arrh * Black Widow * Flyball * Monstercise Saboteur Super Football Alien Brigade Boogie Demo Food Fight (Charley Chuck's) Monte Carlo * Save Mary Superbug * Alone In the Dark Booty Football Motor Psycho Scrapyard Dog Surround Alone in the Dark: Illumination Bowling Frisky Tom MotoRodeo Secret Quest Swordquest: Earthworld Alpha 1 * Boxing * Frog Pond Night Driver Sentinel Swordquest: Fireworld Anti-Aircraft * Brain Games Fun With Numbers Ninja Golf Shark Jaws * Swordquest: Waterworld Aquaventure Breakout Gerry the Germ Goes Body Off the Wall Shooting Arcade Tank * Asteroids Breakout * Poppin Orbit * Sky Diver
    [Show full text]
  • Through Her Eyes: the Gendering of Female First-Person Shooters
    Michigan Technological University Digital Commons @ Michigan Tech Dissertations, Master's Theses and Master's Reports 2020 Through Her Eyes: The Gendering of Female First-Person Shooters Elizabeth Renshaw Michigan Technological University, [email protected] Copyright 2020 Elizabeth Renshaw Recommended Citation Renshaw, Elizabeth, "Through Her Eyes: The Gendering of Female First-Person Shooters", Open Access Dissertation, Michigan Technological University, 2020. https://doi.org/10.37099/mtu.dc.etdr/1045 Follow this and additional works at: https://digitalcommons.mtu.edu/etdr Part of the Digital Humanities Commons, Other Feminist, Gender, and Sexuality Studies Commons, and the Other Film and Media Studies Commons THROUGH HER EYES: THE GENDERING OF FEMALE FIRST-PERSON SHOOTERS By Elizabeth Renshaw A DISSERTATION Submitted in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY In Rhetoric, Theory and Culture MICHIGAN TECHNOLOGICAL UNIVERSITY 2020 © 2020 Elizabeth Renshaw This dissertation has been approved in partial fulfillment of the requirements for the Degree of DOCTOR OF PHILOSOPHY in Rhetoric, Theory and Culture. Department of Humanities Dissertation Advisor: Stefka Hristova Committee Member: Carlos Amador Committee Member: Adam Crowley Committee Member: Diane Shoos Department Chair: Scott Marratto Table of Contents Acknowledgements ........................................................................................................ vi Abstract .........................................................................................................................vii
    [Show full text]
  • Designing a Hybrid Recommender System for Steam Games
    DESIGNING A HYBRID RECOMMENDER SYSTEM FOR STEAM GAMES JUSTIN V. BOON ANR: 611423 SNR: U1258630 THESIS SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE IN COMMUNICATION AND INFORMATION SCIENCES, MASTER TRACK DATA SCIENCE BUSINESS & GOVERNANCE, AT THE SCHOOL OF HUMANITIES AND DIGITAL SCIENCES OF TILBURG UNIVERSITY Thesis committee: prof. dr. ir P.M.H. Spronck dr. M.M. van Zaanen Tilburg University School of Humanities and Digital Sciences Department of Cognitive Science & Artificial Intelligence Tilburg, The Netherlands April 2019 HYBRID RECOMMENDER SYSTEM FOR STEAM Abstract As the number of available games on online distribution platforms increases every day, the complexity of matching the right game with the right user increases alongside with it. Several studies have been conducted into building a recommender system for the Steam platform, all of them incorporating collaborative filtering methods that predict playtime based on a user’s similarity to other users. Given that research suggests that combining multiple different algorithmic approaches may lead to more accurate recommendations, this study aims to provide insight into what extent the recommender system for Steam can benefit from combining a content-based filtering method with the current collaborative filtering method. Data on playtime of users was harvested using Steam’s API, whereas metadata on games was collected by web scraping tags from Steam’s website. Playtime predictions were subsequently made and hybridized, making use of two different switching hybrids. Results show that a hybrid system is, in correspondency to theory, able to outperform both a stand-alone collaborative filtering system and a stand-alone content-based system.
    [Show full text]
  • DEPARTMENT of INFORMATICS Evaluation of Different Control
    DEPARTMENT OF INFORMATICS TECHNISCHE UNIVERSITÄT MÜNCHEN Bachelor’s Thesis in Informatics: Games Engineering Evaluation of Different Control Techniques in a Mobile Jump and Run Game Oguzcan Kirmemis DEPARTMENT OF INFORMATICS TECHNISCHE UNIVERSITÄT MÜNCHEN Bachelor’s Thesis in Informatics: Games Engineering Evaluation of Different Control Techniques in a Mobile Jump and Run Game Evaluierung verschiedener Steuerungstechniken in einem mobilen Spring- und Laufspiel Author: Oguzcan Kirmemis Supervisor: Prof. Dr. Gudrun Klinker Advisor: Fabrizio Palmas Submission Date: 14.09.2020 I confirm that this bachelor’s thesis in informatics: games engineering is my own work and I have documented all sources and material used. Munich, 14.09.2020 Oguzcan Kirmemis Acknowledgments First, I would like to thank Prof. Dr. Gudrun Klinker for granting me the elaboration of this thesis. I also would like to thank my advisor Fabrizio Palmas for his continuous support and belief in the project from the very start. In addition, I would like to thank my friend Onat Inak for helping me with the organization of the study. Many thanks to all participants that took part in the study and enabled this research to be possible. Finally, my deep and sincere gratitude to my family for their continuous and unpar- alleled love, help and support. Abstract The need for quality user interfaces and controlling techniques is emerging with the mobile game market growing rapidly in the number of published games. Recent developments in mobile technology allowed games in this area to be furthermore complex. For a complex designed game to succeed in the market, it is necessary to find the optimal user interface and interaction mechanisms between the player and the game.
    [Show full text]
  • Vaf/Gamefonds Jaarverslag 2016
    VAF/GAMEFONDS JAARVERSLAG 2016 Vlaams Audiovisueel Fonds vzw Uitgegeven door het Vlaams Audiovisueel Fonds vzw Huis van de Vlaamse Film Bischoffsheimlaan 38 1000 Brussel T 02 226 06 30 [email protected] | www.vaf.be Met de steun van de Vlaamse minister van Cultuur, Media, Jeugd en Brussel en de Vlaamse minister van Onderwijs INHOUDSOPGAVE VOORWOORD VAN DE VOORZITTER .................................................................................................................... 1 VOORWOORD VAN DE DIRECTEUR-INTENDANT ................................................................................................. 3 1 SITUERING VAN HET GAMEFONDS BINNEN HET VAF .............................................................................. 5 2 FINANCIEEL .................................................................................................................................................... 7 2.1 Dotatie VAF/Gamefonds ....................................................................................................................... 7 2.2 Begrotingsuitvoering VAF/Gamefonds .................................................................................................. 8 2.2.1 Kerncijfers van de begrotingsuitvoering ..................................................................................... 8 2.2.2 Toelichting begrotingsuitvoering ................................................................................................. 8 3 STEUN AAN CREATIE ...................................................................................................................................
    [Show full text]
  • Hubert Cao - Tobias Weiher - Manuel Dahnert
    Lou Kramer - Hubert Cao - Tobias Weiher - Manuel Dahnert Computer Games Laboratory Summer 2016 Contents GAME PROPOSAL ................................ 5 ALPHA ........................................... 29 GAME DESCRIPTION ............................. 7 LOW TARGET ................................ 31 TECHNICAL ACHIEVEMENTS ...................... 9 DESIRABLE TARGET .......................... 32 BIG IDEA BULLSEYE ........................... 11 HIGH TARGET ................................ 33 DEVELOPMENT SCHEDULE ....................... 12 DESIGN REVISIONS ............................ 34 ASSESSMENT ................................... 14 CHALLENGES ................................. 34 PLAYTESTING ................................... 35 PROTOTYPE ....................................... 15 PLAYTESTING SESSION ........................ 37 PROTOTYPE IDEA ............................... 17 CHANGES ..................................... 39 EXPERIENCE ................................... 20 SUGGESTIONS ................................. 39 DESIGN REVISIONS ............................. 20 CONCLUSION ..................................... 41 SUMMARY ................................... 43 INTERIMS .......................................... 21 EXPERIENCE DURING CLASS ................... 44 FUNCTIONAL MINIMUM .......................... 23 CONCLUSION OF CLASS ....................... 45 LOW TARGET .................................. 25 VIDEO ........................................ 45 DESIRABLE TARGET ............................ 25 DESIGN REVISIONS .............................
    [Show full text]
  • Ultimate Game Design Building Game Worlds.Pdf
    Color profile: Generic CMYK printer profile Composite Default screen Blow the Lid Off! / Ultimate Game Design / Meigs / 222899-7 / Blind Folio i P:\010Comp\BlowLid\899-7\fm.vp Monday, May 05, 2003 12:25:14 PM Color profile: Generic CMYK printer profile Composite Default screen Blow the Lid Off! / Ultimate Game Design / Meigs / 222899-7 / Blind Folio ii ABOUT THE AUTHOR Tom Meigs is a game producer and designer with a decade of experience in electronic gaming. He has worked on several award-winning titles for a wide array of game platforms, including: Nintendo Game Boy, Sega Game Gear, Sega Genesis, Super Nintendo, Sega Saturn, Sony PlayStation/PlayStation 2, PC, Macintosh, mobile phones, theme park kiosks, location-based entertainment, online, and even the short-lived Bandai Pippin. Some of the game titles he has worked on include: Madden Football ‘95, Sports Illustrated Golf, Sea Quest DSV, Akira, Jungle Strike, Bassmaster’s Classic, The Mask, Angel Devoid 2, Youngblood: Search and Destroy, and several titles for Disney. Tom received an M.A. in philosophy from California State University, Long Beach. P:\010Comp\BlowLid\899-7\fm.vp Monday, May 05, 2003 12:25:14 PM Color profile: Generic CMYK printer profile Composite Default screen Blow the Lid Off! / Ultimate Game Design / Meigs / 222899-7 / Blind Folio iii Tom Meigs McGraw-Hill/Osborne New York Chicago San Francisco Lisbon London Madrid Mexico City Milan New Delhi San Juan Seoul Singapore Sydney Toronto P:\010Comp\BlowLid\899-7\fm.vp Monday, May 05, 2003 12:25:16 PM Color profile: Generic CMYK printer profile Composite Default screen Blow the Lid Off! / Ultimate Game Design / Meigs / 222899-7 / Blind Folio iv McGraw-Hill/Osborne Brandon A.
    [Show full text]
  • Copy of Copy of ACS Chapter Sampler
    Copyright Taylor & Francis Group. Not for distribution. C R C P R E S S . TAYLOR & FRANCIS Game History A Chapter Sampler 1 www.crcpress.com/games-animation Copyright Taylor & Francis Group. Not for distribution. Contents 1. From Research Labs and Academia to the Birth and Booming of a New Industry From: The Golden Age of Video Games, by Kevin Huggins 2. Super Mario World Game Design History From: Super Mario World, by C. Keith Harrison, Scott Bukstein 3. Half-Life and the History of Videogame Design From: Half-Life, by Gregory Richards 4. The Different Kinds of RPG, and How Diablo II Borrows from Them From: Diablo II, by Onur Savas, Julia Deng 5. Xbox--the First Year From: Game of X v.1: Xbox, by Jan Vanthienen, Kristof De Witte 6. Colorful Computing From: CoCo: The Colorful History of Tandy’s Underdog Computer, by Giovanni Schiuma, Daniela Carlucci Use GAME1 for 20% off books featured Please note: This discount cannot be combined with any other discount or offer and is only valid on print titles purchased directly from www.crcpress.com. Valid until December 2019. 2 www.crcpress.com/games-animation Copyright Taylor & Francis Group. Not for distribution. The Beginning The first general-purpose electronic computer is considered to be the Electronic and Numerical Integrator and Computer (ENIAC), developed secretly in the United States during World War II to compute artillery firing tables and manipulate com- plex data related to the hydrogen bomb. The huge system was made public in 1946 and, obviously, no one even thought of using it to play games.
    [Show full text]
  • Pangle Newzoo Puzzle Games JP
    2 © Newzoo 2021 1 2 3 4 © Newzoo 2021 © Newzoo 2021 6 © Newzoo 2021 7 © Newzoo 2021 8 © Newzoo 2021 Playrix 9 © Newzoo 2021 © Newzoo 2021 11 © Newzoo 2021 10-20 21-35 36-50 51-65 10-20 21-35 36-50 51-65 10-20 21-35 36-50 51-65 10-20 21-35 36-50 51-65 &TV &TV &TV &TV 12 © Newzoo 2021 13 © Newzoo 2021 HQ 14 © Newzoo 2021 15 © Newzoo 2021 16 17 © Newzoo 2021 18 © Newzoo 2021 © Newzoo 2021 © Newzoo 2021 © Newzoo 2021 22 © Newzoo 2021 © Newzoo 2021 Arcade Fighting Role Fantasy Abstract Competitive context Action Hyper Casual Playing Science Fiction Cartoon Monetization Adventure Idle Sandbox Contemporary Anime Dimensionality Battle Arena Music Simulation Historic Stylized Realism Perspective Casino Platformer Sports Horror Handicraft Game modes Educational Puzzle Strategy Mystery Pixel Art Player number Expression Racing Tabletop Other Realistic Avatar number Other Arcade Sports Survival Endless Runner Puzzle-Platformer Casino Crafting Power-Ups (temporary) Realistic Sports Action-Adventure Arcade Royale Fighting Poker Artistry Deck Building Realistic Racing Story Adventure Reflex Roguelike Slots Loot Turn-based Arcade Racing Adventure Sandbox Shoot/Beat 'Em Up Traditional Casino Sports Gacha Units (controllable) Kart Racing User-Generated Geo AR Meta Casino Tricks Combat Units (non-controllable) Build & Battle Content Board Games Adventure Casino Racing Melee Tabletop / Thinking Sports Tower Defense Match 3 Traditional Card Life Breeding Shooting Character Customization Auto Battler Puzzle & Decorate Mahjong Time Simulation Stealth Resource
    [Show full text]