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Playing to Wait: a Taxonomy of Idle Games
CHI 2018 Paper CHI 2018, April 21–26, 2018, Montréal, QC, Canada Playing to Wait: A Taxonomy of Idle Games Sultan A. Alharthi,1 Olaa Alsaedi,1 Zachary O. Toups,1 Joshua Tanenbaum,2 Jessica Hammer3 1Play & Interactive Experiences for Learning Lab, New Mexico State University, Las Cruces, NM, USA 2 Transformative Play Lab, Department of Informatics, University of California, Irvine, CA, USA 3HCI Institute / Entertainment Technology Center, Carnegie Mellon University, Pittsburgh, PA, USA {salharth, olaa}@nmsu.edu, [email protected], [email protected], [email protected] Figure 1. Sample of idle games featuring different styles of gameplay, interaction, and graphical or text interfaces. From left to right: Cookie Clicker [G50], AdVenture Capitalist [G38], Kittens Game [G16], Clicker Heroes [G66], and Cow Clicker [G39]. Screenshots taken cb author Alharthi. ABSTRACT are typically played in web browsers, on mobile devices, or Idle games are a recent minimalist gaming phenomenon in on a PC. Players progress with minimal-to-no interaction. Idle which the game is left running with little player interaction. games usually involve repeating a simple action (e.g., clicking, We deepen understanding of idle games and their characteris- rubbing, tapping) to accumulate resources as a core mechanic, tics by developing a taxonomy and identifying game features. an action that is regularly performed in play [55]. Most idle This paper examines 66 idle games using a grounded theory games also include mechanics that automate gameplay so the approach to analyze play, game mechanics, rewards, interac- game progresses by itself [50]. Although the interactions are tivity, progress rate, and user interface. -
On the Ultimate Goals of Games: Winning, Finishing, and Prolonging José P
The 13th International Philosophy of Computer Games Conference, St Petersburg 2019 On the Ultimate Goals of Games: Winning, Finishing, and Prolonging José P. Zagal University of Utah Michael S. Debus IT University of Copenhagen Rogelio E. Cardona-Rivera University of Utah Introduction Despite the large number of definitions for games, scholars broadly agree that games have goals. Stenros’ systematic review of 60 definitions from as early as 1930 identifies “Goals and End Conditions” as one of ten topics of interest in game definitions (Stenros 2017). Similarly, in their overview of eight notable definitions, Salen and Zimmerman (2004, 79) show that being “goal-oriented/outcome-oriented” was an important aspect for five of them. Costikyan defines games as “a form of art in which participants, termed players, make decisions in order to manage resources through game tokens in the pursuit of a goal” (1994, 25) while Parlett describes a game as “a contest to achieve an objective” together with a means, e.g. rules and equipment, that are manipulated to achieve that objective (Parlett 1999). Bernard Suits argues that games are distinguishable from other activities in part due to the arbitrary nature of their goals (ends) and the restrictions (rules) that define how those goals can be achieved (Suits 1978). Even for definitions that do not explicitly use the term ‘goal’, we see that the idea of a goal is present either through the inclusion of conflict or competition (in which the goal of overcoming said conflict or competition is implicit) or through the idea that rules are sometimes defined to include goals and objectives (see Stenros 2017). -
New Game Plus: a Study of Video Game Narratives
University of Windsor Scholarship at UWindsor Electronic Theses and Dissertations Theses, Dissertations, and Major Papers 1-1-2019 New Game Plus: A Study of Video Game Narratives Arash Hajbabaee University of Windsor Follow this and additional works at: https://scholar.uwindsor.ca/etd Recommended Citation Hajbabaee, Arash, "New Game Plus: A Study of Video Game Narratives" (2019). Electronic Theses and Dissertations. 8166. https://scholar.uwindsor.ca/etd/8166 This online database contains the full-text of PhD dissertations and Masters’ theses of University of Windsor students from 1954 forward. These documents are made available for personal study and research purposes only, in accordance with the Canadian Copyright Act and the Creative Commons license—CC BY-NC-ND (Attribution, Non-Commercial, No Derivative Works). Under this license, works must always be attributed to the copyright holder (original author), cannot be used for any commercial purposes, and may not be altered. Any other use would require the permission of the copyright holder. Students may inquire about withdrawing their dissertation and/or thesis from this database. For additional inquiries, please contact the repository administrator via email ([email protected]) or by telephone at 519-253-3000ext. 3208. New Game Plus: A Study of Video Game Narratives By Arash Hajbabaee A Thesis Submitted to the Faculty of Graduate Studies Through the Department of English and Creative Writing In Partial Fulfillment of the Requirements for The Degree of Master of Arts At the University of Windsor Windsor, Ontario, Canada 2019 © 2019 Arash Hajbabaee New Game Plus: A Study of Video Game Narratives By Arash Hajbabaee APPROVED BY: ______________________________________________ V. -
Facet Analysis of Video Game Genres
Facet Analysis of Video Game Genres Jin Ha Lee1, Natascha Karlova1, Rachel Ivy Clarke1, Katherine Thornton1 and Andrew Perti2 1 University of Washington, Information School 2 Seattle Interactive Media Museum Abstract Genre is an important feature for organizing and accessing video games. However, current descriptors of video game genres are unstandardized, undefined, and embedded with multiple information dimensions. This paper describes the development of a more complex and sophisticated scheme consisting of 12 facets and 358 foci for describing and representing video game genre information. Using facet analysis, the authors analyzed existing genre labels from scholarly, commercial, and popular sources, and then synthesized them into discrete categories of indexing terms. This new, more robust scheme provides a framework for improved intellectual access to video games along multiple dimensions. Keywords: genre, facet analysis, video game, interactive media Citation: Lee, J. H., Karlova, N., Clarke, R. I., Thornton, K., & Perti, A. (2014). Facet Analysis of Video Game Genres. In iConference 2014 Proceedings (p. 125–139). doi:10.9776/14057 Copyright: Copyright is held by the authors. Acknowledgements: We thank Dr. Joseph Tennis (University of Washington, Information School) and Michael Carpenter (Seattle Interactive Media Museum) for their contributions to the project. We also thank the University of Washington’s Office of Research for their financial support for this research. Contact: [email protected], [email protected], [email protected], [email protected], [email protected] 1 Introduction As video games increase in popularity, users expect efficient and intelligent access to them, similar to their access to other media. Game designers, manufacturers, scholars, educators, players and parents of young gamers all need meaningful ways of finding, accessing, and interpreting video games. -
Cyberpunk 2077’S Lead
ISSUE 155 DECEMBER 2018 gamesradar.com/opm £5.99 EXCLUSIVE ACCESS Theweatherisyourweapon–weplahe weather is your weapon p y the most destructive open world shoo teereverr ev HOT TAKE SPYRO REIGNITED TRILOGY Better than Crash Bandicoot, Spyro’s got us fired up! HE PS The PlayStation Classic revealed: why you need Sony’s mini-console! ISSUE 155 / DEC 2018 Future PLC Quay House, The Ambury, Bath BA1 1UA Welcome Editorial Editor Ian Dean @IanDean4 [email protected] pen world games are commonplace 01225 442244 now, but few do justice to the idea of Art Editor Milford Coppock @milfcoppock Operations Editor Miriam McDonald @crinolinerobot ‘go anywhere, do anything’ quite like Games Editor Oscar Taylor-Kent @MrOscarTK O Staff Writer Jessica Kinghorn @KoeniginKatze the Just Cause series. And number four is Brand Director Tony Mott Senior Art Editor Warren Brown shaping up to be the best yet. This issue we Contributors visit Avalanche Studios in New York to play Chris Burke, Ian Evenden, Jordan Farley, Malindy Hetfeld, Luke Kemp, Catherine Kirkpatrick, Mitchell Lineham, David Meikleham, its new game, and discover why the weather Alex Spencer, Justin Towell, Alan Wen, Ben Wilson, Robert Zak Advertising matters in this war-torn sandbox. Read Media packs are available on request Commercial Director Clare Dove Oscar’s hands-on, starting on page 50. [email protected] Account Director Kevin Stoddart There are more first-hand impressions [email protected] 01225 442244 this issue too, as we go hands-on with International Official PlayStation Magazine is available for licensing. Contact the Fallout 76 and discover why more people International department to discuss partnership opportunities International Licensing Director Matt Ellis isn’t a bad thing (p36). -
Alpha Protocol New Game Plus
Alpha Protocol New Game Plus Winfred usually snugged inspiritingly or dehydrogenated phraseologically when dozen Jedediah sensualize boundlessly and underground. espalierDisputatious alp. Kristian sometimes overawed any Locrian waggled extensively. Primordially all-night, Gayle masculinize inductances and Or shotguns and the missions are always rushes across the new alpha game plus This particular area, and all the in how alpha protocol program called alpha protocol. Pistol to go all in time in a plus content to the room where you can apply status are acquired for alpha protocol new game plus, but he was picked by publishers. This will surely help describe out. I must wish that games like The Witcher series Alpha Protocol etc A New Game should be jealous every pair that features you gaining more. Functionality will be very similar. It may have to the alpha protocol new game plus is about why do it where they may receive a space for release date coming in. If they have not, it is a good idea to go back and make sure to complete them all. Most of the characters in the game will die at your hand this way. The new core game, reputation score with rpg, and is great deal he scratched his normal health and alpha protocol new game plus, michael thorton getting a cutscene. Meeting heck before the poor gunplay just seems to new alpha protocol is not been a ridiculous and use successive playthroughs, plus tshirts for which includes a badass. Completing your new game plus content and game, good and roughness in that request is alpha protocol new game plus side missions and awful. -
A Qualitative Investigation of Users' Video Game Information Needs And
Syracuse University SURFACE School of Information Studies - Faculty Scholarship School of Information Studies (iSchool) 2015 A Qualitative Investigation of Users’ Video Game Information Needs and Behaviors Rachel I. Clarke Syracuse University Jin Ha Lee University of Washington Stephanie Rossi University of Washington Follow this and additional works at: https://surface.syr.edu/istpub Part of the Cataloging and Metadata Commons, and the Game Design Commons Recommended Citation Clarke, Rachel I.; Lee, Jin Ha; and Rossi, Stephanie, "A Qualitative Investigation of Users’ Video Game Information Needs and Behaviors" (2015). School of Information Studies - Faculty Scholarship. 166. https://surface.syr.edu/istpub/166 This Article is brought to you for free and open access by the School of Information Studies (iSchool) at SURFACE. It has been accepted for inclusion in School of Information Studies - Faculty Scholarship by an authorized administrator of SURFACE. For more information, please contact [email protected]. A Qualitative Investigation of Users’ Video Game Information Needs and Behaviors Jin Ha Lee (corresponding author), Rachel Ivy Clarke, Stephanie Rossi Information School, University of Washington Mary Gates Hall, Suite 370, Seattle WA 98195 Phone: 206.685.0153, Email: [email protected]; [email protected], [email protected] ABSTRACT Video games are popular consumer products as well as research subjects, yet little exists about how players and other stakeholders find video games and what information they need to select, acquire, and play video games. With the aim of better understanding people’s game-related information needs and behaviors, we conducted 56 semi-structured interviews with users who find, play, purchase, collect, and recommend video games.