Improving Accessibility for Shooter Games an Explorative Study of the Possibility to Systematically Improve the Accessibility for Shooter Games
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												Battlefield Browser Plugin Battlefield 4 Plugin Download Battlefield 4 Crashes, Tweaks, Errors, FPS, Graphics, Lag and Fixes
battlefield browser plugin battlefield 4 plugin download Battlefield 4 Crashes, Tweaks, Errors, FPS, Graphics, Lag and Fixes. It’s time to experience the latest iteration in one of the biggest first-person shooter franchises. Battlefield 4 is here, and I am sure that PC gamers must be itching to test their machines with its jaw-dropping visuals. The game did well in the beta, and the full game is also looking good overall. However, there are small issues that can spoil the fun for you. DICE would be fixing things along, but if you are looking for workarounds, you can browse through the following listing. #1 Battlefield 4 – An Error Was Reported From EA Online Fix The developer is aware of the problem and they are working on a permanent fix. In the meanwhile, you can try out the following workaround: First, head to your Battlelog and click the Profile in the top-right corner. Select “Change Soldier,” and you should see a list of soldiers associated with your account, one of which will be Active and highlighted in green. Click the Active button next to one of your non-Active soldiers to set it as your primary, and then try to play Battlefield 4. If you still receive the above error, try setting different soldiers to active and attempting to play again. #2 Battlefield 4 – Origin Showing Overcharged Amount It was a bug in the client and EA is aware of it. The problem however, has been fixed now and you will be able to see the right amount on your bill. - 
												
												Deep Learning for Classifying Battlefield 4 Players
Deep Learning for Classifying Battlefield 4Players B Marjolein de Vries and Pieter Spronck( ) Tilburg Center for Cognition and Communication, Tilburg University, Tilburg, Netherlands [email protected], [email protected] Abstract. In our research, we aim to predict attributes of human play- ers based on observations of their gameplay. If such predictions can be made with sufficient accuracy, games can use them to automatically adapt to the player’s needs. In previous research, however, no conven- tional classification techniques have been able to achieve accuracies of sufficient height for this purpose. In the present paper, we aim to find out if deep learning networks can be used to build accurate classifiers for gameplay behaviours. We compare a deep learning network with logistic regression and random forests, to predict the platform used by Battle- field 4 players, their nationality and their gaming culture. We find that deep learning networks provide significantly higher accuracies and supe- rior generalization when compared to the more conventional techniques for some of these tasks. Keywords: Deep learning · Computer games · Player classification 1 Introduction In recent years, research into gaming and how people interact with games has received much interest. That interest stems partially from the advent of so-called “serious games”, i.e., games used for educational purposes [5]. While most serious games use a “one size fits all” approach to their users, adapting a game to a user’s personality, skills, and needs, has the potential to make the games more effective [10]. Developers have thus shown interest in modeling the characteristics and behaviours of game players [11]. - 
												
												Electronic Arts Q2 Fy12 Prepared
ELECTRONIC ARTS Q2 FY12 PREPARED COMMENTS OCTOBER 27, 2011 Rob Sison: Thank you. Welcome to EA‟s fiscal 2012 second quarter earnings call. With me on the call today is John Riccitiello, our CEO, Eric Brown, CFO, Peter Moore, COO and Studio President Frank Gibeau will join for the QA. Please note that our SEC filings and our earnings release are available at ir.ea.com. In addition, we have posted earnings slides to accompany our prepared remarks. Lastly, after the call, we will post our prepared remarks, an audio replay of this call, and a transcript. This presentation and our comments include forward-looking statements regarding future events and the future financial performance of the Company. Actual events and results may differ materially from our expectations. We refer you to our most recent Form 10-Q for a discussion of risks that could cause actual results to differ materially from those discussed today. Electronic Arts makes these statements as of October 27th, 2011 and disclaims any duty to update them. Throughout this call, we will discuss both GAAP and non-GAAP financial measures. Our earnings release and the earnings slides provide a reconciliation of our GAAP to non-GAAP measures. These non-GAAP measures are not intended to be considered in isolation from, as a substitute for, or superior to our GAAP results. We encourage investors to consider all measures before making an investment decision. All comparisons made in the course of this call are against the same period in the prior year unless otherwise stated. Now, I‟ll turn the call over to John Riccitiello. - 
												
												UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 - 
												
												Can Game Companies Help America's Children?
CAN GAME COMPANIES HELP AMERICA’S CHILDREN? The Case for Engagement & VirtuallyGood4Kids™ By Wendy Lazarus Founder and Co-President with Aarti Jayaraman September 2012 About The Children’s Partnership The Children's Partnership (TCP) is a national, nonprofit organization working to ensure that all children—especially those at risk of being left behind—have the resources and opportunities they need to grow up healthy and lead productive lives. Founded in 1993, The Children's Partnership focuses particular attention on the goals of securing health coverage for every child and on ensuring that the opportunities and benefits of digital technology reach all children. Consistent with that mission, we have educated the public and policymakers about how technology can measurably improve children's health, education, safety, and opportunities for success. We work at the state and national levels to provide research, build programs, and enact policies that extend opportunity to all children and their families. Santa Monica, CA Office Washington, DC Office 1351 3rd St. Promenade 2000 P Street, NW Suite 206 Suite 330 Santa Monica, CA 90401 Washington, DC 20036 t: 310.260.1220 t: 202.429.0033 f: 310.260.1921 f: 202.429.0974 E-Mail: [email protected] Web: www.childrenspartnership.org The Children’s Partnership is a project of Tides Center. ©2012, The Children's Partnership. Permission to copy, disseminate, or otherwise use this work is normally granted as long as ownership is properly attributed to The Children's Partnership. CAN GAME - 
												
												NIBC First Round Case NIBC Ele Ctro N Ic Arts Contents
NIBC First Round Case NIBC Ele ctro n ic Arts Contents 1. The Scenario 2. Background Information 3. Tasks & Deliverables A. Discounted Cash Flow Analysis B. Trading Comparables Analysis C. Precedent Transactions Analysis D. LBO Analysis E. Presentation 4. Valuation & Technical Guidance A. Discounted Cash Flow Analysis B. Trading Comparables Analysis C. Precedent Transactions Analysis D. LBO Analysis 5. Rules & Regulations 6. Appendix A: Industry Overview 7. Appendix B: Precedent Transactions Legal Disclaimer: The Case and all relevant materials such as spreadsheets and presentations are a copyright of the members of the NIBC Case Committee of the National Investment Banking Competition & Conference (NIBC), and intended only to be used by competitors or signed up members of the NIBC Competitor Portal. No one may copy, republish, reproduce or redistribute in any form, including electronic reproduction by “uploading” or “downloading”, without the prior written consent of the NIBC Case Committee. Any such use or violation of copyright will be prosecuted to the full extent of the law. Need for Speed Madden NFL Electronic Arts Electronic Arts Welcome Letter Dear Competitors, Thank you for choosing to compete in the National Investment Banking Competition. This year NIBC has continued to expand globally, attracting top talent from 100 leading universities across North America, Asia, and Europe. The scale of the Competition creates a unique opportunity for students to receive recognition and measure their skills against peers on an international level. To offer a realistic investment banking experience, NIBC has gained support from a growing number of former organizing team members now on the NIBC Board, who have pursued investment banking careers in New York, Hong Kong, Toronto, and Vancouver. - 
												
												Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités. - 
												
												ELECTRONIC ARTS Q2 FY16 PREPARED COMMENTS October 29, 2015 CHRIS: Thank You. Welcome to EA's Fiscal 2016 Second Quarter Earni
ELECTRONIC ARTS Q2 FY16 PREPARED COMMENTS October 29, 2015 CHRIS: Thank you. Welcome to EA’s fiscal 2016 second quarter earnings call. With me on the call today are Andrew Wilson, our CEO, and Blake Jorgensen, our CFO . Peter Moore, our COO, will be joining us for the Q&A portion of the call. Please note that our SEC filings and our earnings release are available at ir.ea.com. In addition, we have posted earnings slides to accompany our prepared remarks. Lastly, after the call, we will post our prepared remarks, an audio replay of this call, and a transcript. A quick calendar note: our Q3 earnings call is scheduled for Thursday, January 28, 2016. This presentation and our comments include forward-looking statements regarding future events and the future financial performance of the Company. Actual events and results may differ materially from our expectations. We refer you to our most recent Form 10-Q for a discussion of risks that could cause actual results to differ materially from those discussed today. Electronic Arts makes these statements as of today, October 29, 2015 and disclaims any duty to update them. During this call unless otherwise stated, the financial metrics will be presented on a non-GAAP basis. Our earnings release and the earnings slides provide a reconciliation of our GAAP to non-GAAP measures. These non-GAAP measures are not intended to be considered in isolation from, as a substitute for, or superior to our GAAP results. We encourage investors to consider all measures before making an investment decision. - 
												
												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. - 
												
												In the Digital Games Medium
Georgia State University ScholarWorks @ Georgia State University Communication Theses Department of Communication 7-15-2009 L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium Steven Andrew Boyer Follow this and additional works at: https://scholarworks.gsu.edu/communication_theses Recommended Citation Boyer, Steven Andrew, "L337 Soccer Moms: Conceptions of "Hardcore" and "Casual" in the Digital Games Medium." Thesis, Georgia State University, 2009. https://scholarworks.gsu.edu/communication_theses/53 This Thesis is brought to you for free and open access by the Department of Communication at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Communication Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. L337 SOCCER MOMS CONCEPTIONS OF “HARDCORE” AND “CASUAL” IN THE DIGITAL GAMES MEDIUM by STEVEN BOYER Under the Direction of Ted Friedman ABSTRACT As digital games have become increasingly significant in the entertainment media landscape, the terms “casual” and “hardcore” have become the primary ways to describe gaming audiences, genres, and gameplay. However, these terms are saturated with outdated stereotypes involving gender, age, and class. Focusing on industrial discourse, this thesis examines this dichotomy, emphasizing areas of discontinuity and overlap to question why these terms have become so ubiquitous in gaming discourse and what functions they fulfill for a variety of groups including the industry, advertisers, and audience members. Ultimately, I suggest that these terms need to be replaced in order to move beyond restrictive stereotypes, proposing a new framework for digital games that takes into consideration user motivation, personal investment, and historical specificity. - 
												
												(12) United States Patent (10) Patent N0.: US 8,128,476 B1 Sidhu Et A]
USOO8128476B1 (12) United States Patent (10) Patent N0.: US 8,128,476 B1 Sidhu et a]. (45) Date of Patent: Mar. 6, 2012 (54) ELECTRONIC GAME, SUCH ASA (56) References Cited COMPUTER GAME INVOLVING REMOVING PEGS U.S. PATENT DOCUMENTS 7,169,044 B2* l/2007 Baerlocher et al. ........... .. 463/20 (75) Inventors: Sukhbir Sidhu, Seattle, WA (US); Brian Rothstein, Seattle, WA (US); Eric Tams, (Continued) Seattle, WA (US) OTHER PUBLICATIONS (73) Assignee: PopCap Games, Inc., Seattle, WA (US) “Kat i Damacy,” Sep‘ 22, 2004, Namco, manual, ( * ) Notice: Subject to any disclaimer, the term of this (Continued) patent is extended or adjusted under 35 U.S.C. 154(b) by 923 days. Primary Examiner * Dmitry Suhol (21) Appl. N0.: 12/024,604 Assistant Examiner * KevinY Kim _ (74) Attorney, Agent, or Firm * Perkins Coie LLP (22) Flled: Feb. 1, 2008 (Under 37 CFR 1.47) (57) ABSTRACT Related US. Application Data _ _ Peggle 1s a game that balances sklll and luck. The Peggle (60) PrOViSional application NO- 60/888,063, ?led on Feb- board is made up of different types of pegs, some of Which the 2, 2007- player must clear. The player begins a turn by aiming a ball at the pegs. When the player releases the ball, the ball travels (51) Int“ Cl“ through the pegs, contacting some and eventually falling to A63F 9/24 (200601) the bottom of the board. The ball may bounce off many pegs, A63F 13/00 (200601) and those pegs that the ball contacts are removed. A score is G06F 1 7/00 (200601) calculated based on the number and types of pegs hit during a G06F 19/00 (2006.01) turn. - 
												
												IGDA Online Games White Paper Full Version
IGDA Online Games White Paper Full Version Presented at the Game Developers Conference 2002 Created by the IGDA Online Games Committee Alex Jarett, President, Broadband Entertainment Group, Chairman Jon Estanislao, Manager, Media & Entertainment Strategy, Accenture, Vice-Chairman FOREWORD With the rising use of the Internet, the commercial success of certain massively multiplayer games (e.g., Asheron’s Call, EverQuest, and Ultima Online), the ubiquitous availability of parlor and arcade games on “free” game sites, the widespread use of matching services for multiplayer games, and the constant positioning by the console makers for future online play, it is apparent that online games are here to stay and there is a long term opportunity for the industry. What is not so obvious is how the independent developer can take advantage of this opportunity. For the two years prior to starting this project, I had the opportunity to host several roundtables at the GDC discussing the opportunities and future of online games. While the excitement was there, it was hard not to notice an obvious trend. It seemed like four out of five independent developers I met were working on the next great “massively multiplayer” game that they hoped to sell to some lucky publisher. I couldn’t help but see the problem with this trend. I knew from talking with folks that these games cost a LOT of money to make, and the reality is that only a few publishers and developers will work on these projects. So where was the opportunity for the rest of the developers? As I spoke to people at the roundtables, it became apparent that there was a void of baseline information in this segment.