Friendly Fire Penalty in Ranked Games
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The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism
The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism by Sarah E. Thorne A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Cultural Mediations Carleton University Ottawa, Ontario © 2018, Sarah E. Thorne Abstract The past decade has seen an increase in the availability of user-friendly game development software, the result of which has been the emergence of a genre of reflexive and experimental games. Pippin Barr, La Molleindustria’s Paolo Pedercini, and Davey Wreden are exemplary in their thoughtful engagement with an ever-expanding list of subjects, including analyses and critiques of game development, popular culture, and capitalism. These works demonstrate the power of games as a site for critical media theory. This potential, however, is hindered by the player-centric trends in the game industry that limit the creative freedom of developers whose work is their livelihood. In the era of communicative capitalism, Jodi Dean argues that the commodification of communication has suspended narrative in favour of the circulation of fragmented and digestible opinions, which not only facilitates the distribution and consumption of communication, but also safeguards communicative capitalism against critique. Ultimately, the very same impulse that drives communicative capitalism is responsible for the player-centric trends that some developers view as an obstacle to their art. Critical game studies has traditionally fallen into two categories: those that emphasize the player as the locus of critique, such as McKenzie Wark’s trifler or Mary Flanagan’s critical play, and those that emphasize design, as in Alexander Galloway’s countergaming, Ian Bogost’s procedural rhetoric, and Gonzalo Frasca’s theory of simulation. -
CO-AUTHORIAL NARRATIVE Attempting to Draw a Border in the No Man’S Land That Is Emergent Narrative
nrik v He d a apa l sk Ma CO-AUTHORIAL NARRATIVE Attempting to draw a border in the no man’s land that is Emergent Narrative Master Degree Project in Media, Aesthetics and Narration A1E One year Level XX ECTS Spring semester 2021 Tim Grödem Supervisor: Lars Kristensen Examiner: Rebecca Rouse Abstract This study aims to define the area that fall in-between predetermined and emergent narratives and pitches the term of “co-authorial narrative” to describe it. Co-authorial narratives are defined by their design of splitting the responsibility of authorship between the developer and the player. The purpose of the study is to prove this concept, with the overall goal of broadening the understanding of emergent narrative. Keywords: Co-authorial narrative, emergent narrative, predetermined narrative, interactive digital storytelling, authorship in games. Acknowledgements I owe a big thanks to my dear friend Oscar Andersson who I started this journey with back in 2019 when we did our Bachelor’s thesis together. Would that we could have done this thesis work together as well, but although he could not join me in an official capacity this time around he nevertheless played a huge role in the creation of this article. I doubt I’ve had a single thought that I didn’t first float by him, and the value of his support cannot be overstated. I’d also like to thank my tutor Lars Kristensen who was the examiner of mine and Oscar’s Bachelor thesis. He always showed genuine interest in our work and he’s always encouraged us to continue. -
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations Title Curating Simulated Storyworlds Permalink https://escholarship.org/uc/item/1340j5h2 Author Ryan, James Publication Date 2018 License https://creativecommons.org/licenses/by/4.0/ 4.0 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA SANTA CRUZ CURATING SIMULATED STORYWORLDS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTATIONAL MEDIA by James Ryan December 2018 The Dissertation of James Ryan is approved: Michael Mateas, Chair Noah Wardrip-Fruin Ian Horswill Jonathan Lessard Lori Kletzer Vice Provost and Dean of Graduate Studies Copyright © by James Ryan 2018 Table of Contents List of Figures viii List of Tables xi Abstract xii Dedication xiv Acknowledgments xv 1 Introduction 1 I Why and How 16 2 Defining Emergent Narrative 17 2.1 A Definition . 17 2.2 Origins of the Term . 27 2.3 Brief Overview . 34 3 The Pleasure of Emergent Narrative 37 3.1 Analogous Forms . 38 3.1.1 Analogy to Nonfiction . 38 3.1.2 Analogy to Stories of Lived Experience . 75 3.1.3 Analogy to Worldbuilding . 83 3.1.4 Analogy to Art Brut . 87 3.2 The Aesthetics of Emergent Narrative . 92 3.2.1 Aesthetics of the Actual . 92 3.2.2 Aesthetics of the Personal . 93 3.2.3 Aesthetics of a Larger Context . 93 3.2.4 Aesthetics of the Uncanny . 93 3.2.5 Aesthetics of the Unauthored . 94 iii 3.2.6 Aesthetics of the Coauthored . -
Gaming for Meaning: Video Games and Evolving Reader Response Reannon Dykehouse Northern Michigan University, [email protected]
Northern Michigan University NMU Commons All NMU Master's Theses Student Works 5-2017 Gaming for Meaning: Video Games and Evolving Reader Response Reannon Dykehouse Northern Michigan University, [email protected] Follow this and additional works at: https://commons.nmu.edu/theses Part of the Modern Literature Commons Recommended Citation Dykehouse, Reannon, "Gaming for Meaning: Video Games and Evolving Reader Response" (2017). All NMU Master's Theses. 132. https://commons.nmu.edu/theses/132 This Open Access is brought to you for free and open access by the Student Works at NMU Commons. It has been accepted for inclusion in All NMU Master's Theses by an authorized administrator of NMU Commons. For more information, please contact [email protected],[email protected]. GAMING FOR MEANING: VIDEO GAMES AND EVOLVING READER RESPONSE By Reannon Dykehouse THESIS Submitted to Northern Michigan University In partial fulfillment of the requirements For the degree of MASTER OF ARTS Office of Graduate Education and Research March 2017 SIGNATURE APPROVAL FORM GAMING FOR MEANING: VIDEO GAMES AND EVOLVING READER RESPONSE This thesis by Reannon Dykehouse is recommended for approval by the student’s Thesis Committee and Department Head in the Department of English and by the Interim Director of Graduate Education. __________________________________________________________ Committee Chair: Russell Prather Date __________________________________________________________ First Reader: Rachel May Date __________________________________________________________ -
Comparing the Structures and Characteristics of Different Game Social Networks - the Steam Case
Comparing the Structures and Characteristics of Different Game Social Networks - The Steam Case Enrica Loria Alessia Antelmi Johanna Pirker ISDS Institute Dipartimento di Informatica ISDS Institute Graz University of Technology Universita` degli Studi di Salerno Graz University of Technology Graz, Austria Salerno, Italy Graz, Austria [email protected] [email protected] [email protected] Abstract—In most games, social connections are an essential single-player games communities. Those works are generally part of the gaming experience. Players connect in communities interested in connecting social interaction patterns to players’ inside or around games and form friendships, which can be activity and engagement in the specific context without analyz- translated into other games or even in the real world. Recent research has investigated social phenomena within the player ing the community at a higher level and making a cross-game social network of several multiplayer games, yet we still know comparison. Players connect in the game, social platforms, and very little about how these networks are shaped and formed. game providers. As a result, the investigation of the social Specifically, we are unaware of how the game type and its nature of games is more complex than just analyzing in- mechanics are related to its community structure and how those game social networks. Nevertheless, we are still unaware of structures vary in different games. This paper presents an initial analysis of Steam users and how friendships on Steam are how and whether the characteristics of games reflect on the formed around 200 games. We examine the friendship graphs way players connect and which are the design elements or of these 200 games by dividing them into clusters to compare mechanics fostering more cohesive communities. -
Du Ludique Au Narratif. Enjeux Narratologiques Des Jeux Vidéo
Sciences du jeu 9 | 2018 Du ludique au narratif. Enjeux narratologiques des jeux vidéo Édition électronique URL : http://journals.openedition.org/sdj/894 DOI : 10.4000/sdj.894 ISSN : 2269-2657 Éditeur Laboratoire EXPERICE - Centre de Recherche Interuniversitaire Expérience Ressources Culturelles Education Référence électronique Sciences du jeu, 9 | 2018, « Du ludique au narratif. Enjeux narratologiques des jeux vidéo » [En ligne], mis en ligne le 28 mai 2018, consulté le 04 novembre 2020. URL : http://journals.openedition.org/sdj/ 894 ; DOI : https://doi.org/10.4000/sdj.894 Ce document a été généré automatiquement le 4 novembre 2020. La revue Sciences du jeu est mise à disposition selon les termes de la Licence Creative Commons Attribution - Pas d'Utilisation Commerciale - Pas de Modification 4.0 International. 1 SOMMAIRE Dossier thématique Présentation Sébastien Genvo La Focalis-action : Des savoirs narratifs aux faires vidéoludiques Hugo Montembeault et Bernard Perron Métalepses du récit vidéoludique et reviviscence du sentiment de transgression Sébastien Allain Entre jeux épisodiques et séries télévisées, l’émergence de formes de narration vidéoludique inédites ? Marida Di Crosta Temps de la chose-racontée et temps du récit vidéoludique : comment le jeu vidéo raconte ? Rémi Cayatte L’immersion fictionnelle au-delà de la narrativité Gabrielle Trépanier-Jobin et Alexane Couturier Aux frontières de la fiction : l’avatar comme opérateur de réflexivité Fanny Barnabé et Julie Delbouille La mise au jeu mise en récit Présentation du SHAC (Système -
Mark R Johnson Phd CURRICULUM VITAE Lecturer in Digital Cultures | Dept
Mark R Johnson PhD CURRICULUM VITAE Lecturer in Digital Cultures | Dept. of Media & Communications | University of Sydney [email protected] | @mrj_games | www.markrjohnsongames.com Academic Appointments 2019 - 2024 University of Sydney, Lecturer in Digital Cultures, Dept. of Media & Communications. 2017 - 2019 University of Alberta, Killam Postdoctoral Fellow, Department of Political Science. 2017 - 2017 Goldsmiths, University of London, Postdoctoral Fellow, Department of Computing. 2015 - 2017 University of York, AHRC / EPSRC Postdoctoral Fellow, Department of Sociology. Education 2011 - 2015 PhD in Science & Technology Studies, University of York (UK). 2008 - 2011 BA (Hons) Politics & Sociology (First Class), University of York (UK). Books • Johnson, M. R. (2018). The Unpredictability of Gameplay. Bloomsbury Academic: London, UK; New York, NY. Refereed Articles • Stanton, R. & Johnson, M. R. (Under Review at Games and Culture). Inclusivity and Diversity in “Actual Play”: Studying “The Adventure Zone”. • Johnson, M. R. & Jackson, N. (Under Review at Convergence). Twitch, Fish, Pokémon and Plumbers: Game Live Streaming by Nonhuman Actors. • Johnson, M. R. (Under Review at Game Studies). Depictions of Cyberwarfare and Media Manipulation in “Command and Conquer”. • Johnson, M. R. & Abarbanel, B. (Revise & Resubmit at Convergence). Ethical Judgments of Esports Spectators Regarding Cheating in Competition. • Johnson, M. R. & Woodcock, J. (In Press at Media, Culture and Society). Work, Play and Precariousness: An Overview of the Labour Ecosystem of Esports. • Anderson, S. L. & Johnson, M. R. (In Press at Information, Communication and Society). Gamer Identities of Video Game Live Streamers with Disabilities. • Brock, T. & Johnson, M. R. (In Press at Journal of Consumer Culture). Videogaming as Craft Consumption. • Johnson, M. R. (2021). Behind the Streams: The Off-Camera Labour of Twitch.tv Live Streamers. -
Araştırma Makalesi (Research Article)
Kaynak Gösterimi: Demirbaş, Y. (2019). Dijital Oyun Araştırmalarında Biçimsel Analiz ve Oyun Türleri: Hayatta Kalma Oyun Türü. Ege Üniversitesi İletişim Fakültesi Yeni Düşünceler Hakemli E-Dergisi, (12), 15-32. Araştırma Makalesi Yeni Düşünceler, 2019, 12: 15-32 (Research Article) Dijital Oyun Araştırmalarında Biçimsel Analiz ve Oyun Türleri: 1 Yavuz Demirbaş Hayatta Kalma Oyunları Türü Orcid No: 0000-0003-2424-7203 Formal Analysis and Game Genres in Digital Game Studies: Survival Games Genre 1 Dr. Araş. Gör., Marmara Üniversitesi, İletişim Fakültesi. Alınış (Received): 23.07.2019 Kabul Tarihi (Accepted): 30.12.2019 ÖZ sorumlu yazar: [email protected] Bu çalışmada hayatta kalma oyunları olarak adlandırılan tür altında ele alınan örnek dijital oyunlar biçim açısından analiz edilmiştir. Dijital oyunlar materyal, temsil, Anahtar Sözcükler: iletişim ve zihinsel katmanlar üzerinde işleyen karmaşık sistemlerdir. Oyunların analizi; Dijital Oyunlar, Yeni Medya, Ludoloji, Oyun oyuncu ile oyun bütünlüğünü göz önünde tutmayı ve oynanış esnasında ortaya çıkan anlamları oyun biçimi ile ilişkilendirerek incelemeyi gerektirmektedir. Bu doğrultuda Türleri, Hayatta Kalma Oyunları. biçim odaklı tür yaklaşımları ile örnek oyunlar ele alınmış, detaylı analiz gerektiren oyun dünyası, ihtiyaçlar, üretim, oyunun kaybı ve telafi yöntemleri gibi yönleri belirlenmiştir. Bu alt kategorilerde, varolan modellere katkı olarak yeni kavramsal Keywords: araçlar geliştirilmiş, bu araçlarla örnek oyunların tür çatısı altında ele alınabilecek oyun mekanikleri incelenmiştir. Bulgular hayatta kalma oyunları türü altındaki oyunların Digital Games, New Media, Ludology, Game birbirinden oldukça farklı mekanikleri ve bu mekaniklerin çok farklı kullanımlarını Genres, Survival Games. içerdiğini göstermektedir. Hayatta kalma oyunlarını bir bütün olarak tür mantığı içinde ele almaktansa, hayatta kalma mekaniklerine sahip oyunlar çerçevesinde görmenin daha anlamlı sonuçlar sunduğu gösterilmiştir. -
Download Intel I5 4300Y Driver, Rimworld Mods Downloading Bug
download intel i5 4300y driver, Rimworld mods downloading bug. Ask Nvidia #698 [11:13] @GreyVulpine How? #699 [11:13] http://www.nvidia.com/page/contact_information.html #700 [11:13] * usbpc [usbpc@notlogged] has joined #minecrafthelp #701 [11:13] * Snowstormer [Snowstormer… I believe also from this you can create mods and all sorts so it's. and after that create a new unity project. This tool supports Windows XP, 7, 8, 10 and MAC OSX. zip from the same release page - the year must match the version of Unity… Prison Architect for Mac, free and safe download. Prison Architect latest version: Build and maintain your own prison in this unique Prison Architect Grand Theft Auto IV Download game Ravenhearst at 7 Days to Die Nexus - Mods and community Download 7 days to die crack Simple mirroring crawlers like wget --mirror used to work very well, and you could easily get a static snapshot of most websites. Snow White And The Seven Dwarfs Coloring Pages Nameless King | Dark Souls 3 Wiki Download dwarf fortress wiki 60 free Steam Workshop RimWorld RuntimeGC In Game Cleaner for 1 0 (build 2059 2096) This mod supports the following languages English German Spanish This mod is! Free download Mashinky torrent is a well-designed simulator that fully reveals the theme of creating and managing a railway, taking into account every detail. Go to the vast world, where you will create a small whole railway empire. I only make videos on games I'm personally interested in or having fun with! Sometimes that means one video on a unique gem, or a series on something bigger! Rimworld Mod featuring zombie hordes. -
Comparing the Structures and Characteristics of Different Game Social Networks - the Steam Case
Comparing the Structures and Characteristics of Different Game Social Networks - The Steam Case Enrica Loria Alessia Antelmi Johanna Pirker ISDS Institute Dipartimento di Informatica ISDS Institute Graz University of Technology Universita` degli Studi di Salerno Graz University of Technology Graz, Austria Salerno, Italy Graz, Austria [email protected] [email protected] [email protected] Abstract—In most games, social connections are an essential single-player games communities. Those works are generally part of the gaming experience. Players connect in communities interested in connecting social interaction patterns to players’ inside or around games and form friendships, which can be activity and engagement in the specific context without analyz- translated into other games or even in the real world. Recent research has investigated social phenomena within the player ing the community at a higher level and making a cross-game social network of several multiplayer games, yet we still know comparison. Players connect in the game, social platforms, and very little about how these networks are shaped and formed. game providers. As a result, the investigation of the social Specifically, we are unaware of how the game type and its nature of games is more complex than just analyzing in- mechanics are related to its community structure and how those game social networks. Nevertheless, we are still unaware of structures vary in different games. This paper presents an initial analysis of Steam users and how friendships on Steam are how and whether the characteristics of games reflect on the formed around 200 games. We examine the friendship graphs way players connect and which are the design elements or of these 200 games by dividing them into clusters to compare mechanics fostering more cohesive communities. -
Rimworld,Mothergunship,ADOM (Ancient Domains of Mystery),Dead
RimWorld Un’emergenza galattica. Una nave di linea viene distrutta, ma tre passeggeri riescono a salvarsi finendo nel pianeta più lontano della galassia. Questa è solo una delle storie diRimWorld , complesso colony sim ideato da Ludeon Studios sul modello di una vera e propria istituzione del genere come Dwarf Fortress. Partiamo con ordine, visto la complessità del titolo: la schermata iniziale di RimWorld ci pone due scelte, ovvero il tutorial, consigliato ma non indispensabile per capire i meccanismi di gioco, e il fulcro di tutto, la nuova partita. Qui potremo decidere uno dei quattro scenari che il gioco ci offre: lo scenario base, ovvero quello dei tre sopravvissuti al disastro della nave di linea, latribù perduta, con cinque umani sopravvissuti allo sterminio delle macchine, ilricco esploratore che vuole provare il brivido della sopravvivenza, e la cosiddettanaked survival, con un solo personaggio da controllare, ma completamente nudo e senza provviste. Quest’ultimo è lo scenario più difficile di tutto il gioco ed è consigliato solo a chi voglia provare un’esperienza davvero tosta, mentre crashlanded, il primo scenario, è consigliato ai novizi del titolo e a chi abbia avuto esperienze con giochi simili come Dwarf Fortress o Banished. Il prossimo passo è quello di scegliere uno dei tre narratori, che fungono anche da selezionatori di difficoltà della nostra partita: abbiamo la “normale” Cassandra Classic, adatta a un’esperienza di gioco tradizionale con una difficoltà crescente, Phoebe Chillax che, come suggerisce il nome, è adatta a una partita più rilassata e concentrata sulbuilding puro, e Randy Random, un vero e proprio anarchico capace di farci soffrire già nell’early game anche alle difficoltà più basse! La meccanica dei narratori è uno dei punti di forza del titolo, regalando al giocatore una rigiocabilità davvero ampia, soprattutto se consideriamo che RimWorld è un titolo molto aperto alle mod di ogni tipo. -
Repurposing Deleuze and Design
REPURPOSING DELEUZE AND DESIGN by BILLY GOEHRING A DISSERTATION Presented to the Department of Philosophy and the Graduate School of the University of Oregon in partial fulfillment of the requirements for the degree of Doctor of Philosophy June 2019 DISSERTATION APPROVAL PAGE Student: Billy Goehring Title: Repurposing Deleuze and Design This dissertation has been accepted and approved in partial fulfillment of the requirements for the Doctor of Philosophy degree in the Department of Philosophy by: Nicolae Morar Chairperson and Advisor Daniel Smith Core Member Colin Koopman Core Member Lisa Mazzei Institutional Representative and Janet Woodruff-Borden Vice Provost and Dean of the Graduate School Original approval signatures are on file with the University of Oregon Graduate School. Degree awarded June 2019 ii © 2019 Billy Goehring iii DISSERTATION ABSTRACT Billy Goehring Doctor of Philosophy Department of Philosophy June 2019 Title: Repurposing Deleuze and Design Gilles Deleuze’s interdisciplinary reception privileges the term, “assemblage,” but this translation runs the risk of appearing as jargon, whereas the original agencement would appear to a French audience as a more ordinary term. In the absence of a better alternative translation, I propose that we translate the problems motivating Deleuze’s word choice rather than the word, agencement, itself. I consult a wide range of the figures influential for Deleuze and Félix Guattari who are relevant for the many contexts in which agencement appears in their work. This leads me to propose design as suitable terrain for redescribing Deleuze’s philosophy. At the other end of the project, I note that design has its own share of problems.