Video Games – a Source of Knowledge? - an Investigation Amongst Youths About Their Thoughts on Their Video Gaming Habits

Total Page:16

File Type:pdf, Size:1020Kb

Video Games – a Source of Knowledge? - an Investigation Amongst Youths About Their Thoughts on Their Video Gaming Habits Malmö University School of Teacher Education KSM: English Dissertation 15 credits Video Games – a Source of Knowledge? - an investigation amongst youths about their thoughts on their video gaming habits Datorspel – en källa till kunskap? - en undersökning bland ungdomar om deras tankar om datorspelande Björn Vintetjärn Lärarexamen 300 hp Examiner: Bo Lundahl KSM: Moderna språk, Engelska Slutseminarium: 2008-06-03 Supervisor: Malin Glimäng 2 Abstract This research is based on the following research question: What are the pupils’ thoughts about their gaming habits and possible learning situations in connection with their gaming? The study is based on literature on the subject and on two interviews with five youths who are between sixteen and seventeen years of age. The conclusions that can be drawn from my research question are: - Learning could take place in different domains and be put into different contexts. Hence, language learnt from playing video games, could be applied on domains outside of the game, i.e. implicit learning in terms of using a foreign language when communicating with other players can become tacit knowledge that the learner can apply on settings outside of the game. Also, social skills learnt from the structure of a game like World of Warcraft can be used in a formal educational setting. As a video game is multimodal in its nature there are benefits from also using other multimodal material in formal education, as many of the pupils are familiar and used to the same sort of text. - There are also problems connected to informal learning. The informants in this study describe how their interest in video games often clashes with their formal education. Another aspect is of course how the quality of the content learnt within an informal setting is being supervised, in contrast to how the formal education works with a trained teacher and a set curriculum that carefully explains how the learning should become available for the learner. Finally, one of the informants explains how his writing skills has become worse because of his informal training of English, since he wants to use smilies and abbreviations in formal text writing. Keywords: ICT, learning, informal learning, video games, computer games 3 4 Acknowledgements First of all, I would like to express my appreciation to all the informants who participated in this study and especially the five boys who volunteered to be interviewed. Secondly, I would like to thank Malin Glimäng who kindly supervised my work and gave me valuable comments and ideas that inspired me in the creative process and Bo Lundahl for his support. Furthermore, I would like to express my gratitude to my friends and family for their support. Finally, I would like to thank my wife Cecilia for helping me with all the facts and figures and for her love and words of encouragement during the process of writing this dissertation. 5 6 Table of Contents 1 Introduction 9 Background 9 Aim 10 Concepts defined 10 ICT and learning 11 Formal and informal learning 12 Genres 12 World of Warcraft 13 2 Method 14 Data Collection 14 Selection 15 First Group of Informants: the Social Studies class 16 Second Group of Informants: Individual Program 16 Third Group of Informants: Internet Café 17 Ethical Concerns 17 Data Analysis 17 3 Literature review 19 Gee, What Video Games Have to Teach Us About Learning 19 Linderoth and Bennerstedt, Living in World of Warcraft - The Thoughts and Experiences of Ten Young People 23 Heith, Texter-Medier-Kontexter 25 4 The study 27 The results of the questionnaires 27 The results of the interviews 29 5 Discussion and conclusion 37 Background and gaming habits 37 Language use and exposure during gaming sessions 37 Possible benefits from playing video games 38 Possible problems or conflicts connected to their gaming interest 40 Conclusions 41 Further studies 42 References 44 Appendices 45 7 8 1 Introduction Background Start. Know your character. Know your terrain. Kill as many enemies as you possibly can. Loot their corpses of any valuables. Secure the area. Keep track of your team members. Check your weapons. Move on to the next level. Kill! Kill! Kill! Level up. Gain more experience points. Kill some more enemies. You get wounded. You die. Game Over. Start again? In another world, this is reality. In another world, this is the reality that you have to get used to, and even learn how to survive in. This is a world in which you can start your life all over if you die. And you have to learn how to live in it if you want to survive. This is a simplified description of a virtual world in a video game. How can it be that so many of us choose to live from a few hours and up to many days per week in such a world? We live in an era when a game like Grand Theft Auto IV can rattle the morals and ethics of what some regard as good taste and manners. At the same time, we live in a world that is to a great extent based on other, more holy, sources that are filled with gruesome murders and genocide, and that are far more widely spread, and socially accepted, than GTA IV. Can it be all bad then, that you flee the reality for a couple of hours and put your effort in a virtual counter-part? I have a strong feeling that it is not that bad. In fact, I have a hunch that you may actually learn something along the way. In this dissertation I will investigate the possibilities of and possible benefits from informal learning through video games. During this study I will also investigate how video games add to the ever ongoing stream of popular cultural references for young people today. In this report, these two directions will merge together into one research project based on interviews with youngsters with a focus on video gaming and possible benefits gained from their gaming, as well as any problems that might be connected with their interest. 9 The subject of the research fascinates me, mostly because of my long time interest in the gaming world and community, and my more recent interest in the pedagogical tools and ideas available for teachers today. The importance of the gaming scene, both in the economic market and the culture that has developed through players and their social connections and communities, makes way for a study of the cultural phenomenon that is gaming in itself but also of the gamers. What impact does gaming have in general on people, and more specifically: how can we as teachers take care of the knowledge and experience that is collected through video gaming? In the discussion of learning taking place outside of the classroom, and in relation to the society in terms of democracy and values, should not media literacy, for example video gaming, also be included in that discussion, as the identity of so many pupils is defined through a virtual world? I hope that this study will contribute to raising the awareness of video gaming as a tool for informal learning and as an important cultural reference for young people today. In this research, the following overarching question serves as my main focus: What are the youngster’s thoughts about their gaming habits and possible learning situations in connection with their gaming? Aim The purpose of this research is to use interviews to present five young gamers in order to describe their English language use in conjunction with their gaming. The aim of these portraits is to gain a deeper understanding of how video gaming can function as a tool for informal learning and how this particular popular text works as an important cultural reference for young people today. Concepts defined Summarized here are some of the concepts that will be touched upon during this study. The concepts of ICT, informal and formal learning and different genres of video games 10 are presented. Also included, is an extended definition of the game World of Warcraft. This game is closely linked to this study, both serving as an example of a popular video game and as being mentioned frequently during the interviews. ICT and learning As the study at hand focuses on alternative methods of learning in connection to video gaming, the subject of ICT (Internet Communication Technology) is important to highlight. Within ICT in connection with learning material, various digital resources can be found and discussed, but here I will focus on digital learning resources. There are two common traditions of defining available teacher's resources, according to Myndigheten för Skolutvecklings article Digitala Lärarresurser (Jan Hylén, 2007) . These include both a narrow definition, which only accounts for material produced for the purpose of teaching, and a wider definition which is based on the learning situation, and where everything that is connected to what the learners and teachers use is viewed upon as learning material (Hylén 7). In the article, the wider definition is of interest. Moreover, the difference between traditional learning material, including text books, and digital learning material is that the latter is multimodal , i.e. it can communicate through sound, vision and text simultaneously (Hylén 7). The article emphasizes that digital learning material does not have to be a finished product, and instead the process of the learning is of interest rather than the result. Thus, different forms of digital resources becomes interesting for teachers to use in such environments, for example by using different web-sites focusing on bogging and forum-talk in the classroom (Hylén 7). These examples of web-sites functions as being edited by the members themselves, and therefore one can study the process of creating something within those sites.
Recommended publications
  • High-Performance Play: the Making of Machinima
    High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously.
    [Show full text]
  • David Lundvall Employment History
    David Lundvall [email protected] (+46) 704351312 www.davidlundvall.se Employment History 2016 - Current: Avalanche Studios - Role: Senior World Designer - Titles: RAGE 2, RAGE 2 DLC Rise Of The Ghosts, RAGE 2 DLC TerrorMania 2015 - 2016: EA DICE - Role: Level Designer - Titles: Battlefield 1 2012 - 2015: Avalanche Studios - Role: World Artist - Titles: Mad Max, Just Cause 3, The Hunter: Call Of The Wild 2010 - 2012 Starbreeze Studios - Role: Level Artist - Titles: Syndicate, Brothers: A Tale Of Two Sons 2010 - 2010: First Planet Company - Role: World Builder - Titles: Planet Calypso 2008 - 2009: Grin - Role: Level Designer - Titles: Terminator Salvation, Bionic Commando: Rearmed 2 Software - Adobe Photoshop - Google (Drive, Mail, Docs) - Perforce/P4V - 3d Studio Max - World Machine, GAEA - Vegas Pro Game Engines - GoldSrc, Source Engine - Unreal Engine 2, 3, 4 - IdTech 2, 3 - Frostbite Engine, Avalanche Open World Engine, Starbreeze Engine, Diesel Engine Mods and maps - 1 singleplayer mod for Half-Life 2; Spherical Nightmares - 4 singleplayer maps for Half-Life 2 - 30 multiplayer maps for Action Quake 2 - 6 multiplayer maps for Quake 2 - 1 multiplayer map for Unreal Tournament 3 - 1 multiplayer map for Unreal Tournament 2004 About me I am a world/level designer. Building beautiful environments with memorable experiences. I love all aspects of level design. I have experience creating singleplayer, co-op, multiplayer, first-person shooters, cover-based action, open world and adventure games. I have a wide skillset, being able to produce content in both design and art, or create a strong link between the disciplines. I am always looking to improve myself and I believe that the more levels you create, the better you get.
    [Show full text]
  • Quake III Arena This Page Intentionally Left Blank Focus on Mod Programming for Quake III Arena
    Focus on Mod Programming for Quake III Arena This page intentionally left blank Focus on Mod Programming for Quake III Arena Shawn Holmes © 2002 by Premier Press, a division of Course Technology. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, elec- tronic or mechanical, including photocopying, recording, or by any information stor- age or retrieval system without written permission from Premier Press, except for the inclusion of brief quotations in a review. The Premier Press logo, top edge printing, and related trade dress are trade- marks of Premier Press, Inc. and may not be used without written permis- sion. All other trademarks are the property of their respective owners. Publisher: Stacy L. Hiquet Marketing Manager: Heather Hurley Managing Editor: Sandy Doell Acquisitions Editor: Emi Smith Series Editor: André LaMothe Project Editor: Estelle Manticas Editorial Assistant: Margaret Bauer Technical Reviewer: Robi Sen Technical Consultant: Jared Larson Copy Editor: Kate Welsh Interior Layout: Marian Hartsough Cover Design: Mike Tanamachi Indexer: Katherine Stimson Proofreader: Jennifer Davidson All trademarks are the property of their respective owners. Important: Premier Press cannot provide software support. Please contact the appro- priate software manufacturer’s technical support line or Web site for assistance. Premier Press and the author have attempted throughout this book to distinguish proprietary trademarks from descriptive terms by following the capitalization style used by the manufacturer. Information contained in this book has been obtained by Premier Press from sources believed to be reliable. However, because of the possibility of human or mechanical error by our sources, Premier Press, or others, the Publisher does not guarantee the accuracy, adequacy, or completeness of any information and is not responsible for any errors or omissions or the results obtained from use of such information.
    [Show full text]
  • Editors Desk ...2 Community
    The content of this magazine is released under the Creative Commons Attribution-Share Alike 3.0 Unported license. For more information visit user http://creativecommons.org/licenses/by-sa/3.0 TM Issue #2 - May 2009 EDITORS DESK ................................ 2 COMMUNITY NEWS ........................ 3 REPLACING THE ARCH INITSCRIPTS ......................... 5 DISASTER PREPARATIONS: HOW PARANOID SHOULD YOU BE? ........ 6 GAMERS CORNER ........................... 9 TIPS AND TRICKS ........................... 10 LIVING AT THE COMMAND LINE .... 11 PIMP MY ARCH ................................ 12 SOFTWARE REVIEW ....................... 13 Q&A ................................................... 15 EEDDIITTOORRSS DDEESSKK Arch User Magazine Issue 2 Released! ARCH USER STAFF Daniel Griffiths (Ghost1227) ........... Editor ell, obviously Issue 2 has been released... You're reading it, right? Our first David Crouse (Crouse) .......... Contributor issue was met with overwhelming success. In the first two weeks alone we Denis Martinez (Denis) .......... Contributor W pulled in almost a thousand downloads! Those of you who read Issue 1 Kevin Eldridge (LeoSolaris) ..... Contributor might recall my promise that as long as interest was expressed, I would continue to write. I'd say that we far surpassed expectations. So what do we have in store for you this month? For starters, our friend David Crouse has given us another article in his series "Living at the Command Line," this one featuring a nifty little tool he wrote that many of you may find useful (I know I did). Denis Martinez has contributed his two cents with an article on a little project he has been working on called ArchInit, and Kevin Eldridge prompts our loyal readers to be prepared for when disaster strikes. We also have a bonus for you this month..
    [Show full text]
  • Technogamespc.Blogspot.Com 0838-225-599-59 (SMS) [email protected] (Email ) M.Kaskus.Co.Id/Thread/14826761 (Lapak) 25-029-34F (BB PIN )
    Techno PC Games Technogamespc.Blogspot.Com 0838-225-599-59 (SMS) [email protected] (email ) m.kaskus.co.id/thread/14826761 (Lapak) 25-029-34F (BB PIN ) JUDUL GAME GENRE 7554 FPS 007 Legends action 1000 mini games vol.3 Collection 101 Dolphin Pets simulation 101st Airborne in Normandy strategy 110 Reflexive Arcade Games collection 132 NDS Game Collection collection 144 Mega Dash Collection Collection 150 Gamehouse Games collection 18 Wheels of Steel - Across America Driving 18 Wheels of Steel - American Long Haul Driving 18 Wheels of Steel - Convoy Driving 18 Wheels of Steel - Extreme Trucker Driving 18 Wheels of Steel - Extreme Trucker 2 racing 18 Wheels of Steel - Haulin Driving 18 Wheels of Steel - Pedal to the Metal Driving 18 Wheels of Steel Collection Driving 1953 KGB Unleashed FPS 2105 Nintendo NES all time collection 25 to Life action 327 Neo Geo 2011 collection 369 Sega Master System Collection collection 38 Classic Pinball Games Collection Arcade 3D Custom Girl adult 3D Sx Villa 2.99 adult 3D Ultra Cool Pool sport 3SwitcheD puzzle 46 Nintendo 64 collection 51 PopCap Games 2011 collection 534 MAME Games Collection collection 6666 Retro Legends Rom Packs (Sega, Snes, Nintendo 64 dll.) collection 7 Sins adult 7.62 High Calibre Strategy 772 Atari 2600 Games Collection collection 790 SNES Games 2011 collection 84 BigFish Games collection 948 Sega Mega Drive (Sega Genesis) Complete collection 99 Gameboy Advance Collection collection 9th Company Strategy Techno PC Games A Farewell To Dragons RPG A Game of Thrones Genesis strategy
    [Show full text]
  • By Dumptruck Ds & Iw [email protected] Version
    by dumptruck_ds & iw [email protected] version 2.0.0 2020-12-28 Contents Contents What is progs_dump? What can you do with progs_dump? Acknowledgements Installation Spawnflags Trigger Spawned Monsters Appearance Flags Monsters Behavior Modifiers Custom Monster Models Custom Monster Sounds pain_threshold pain_target monster_boss2 monster_oldone2 Enhanced Zombies Monster Styles Grunt styles Enforcer Styles Ogre styles func_monster_spawner info_monster_spawnpoint misc_teleporttrain Custom Monster Example Items Respawning Items Custom Item Models item_armor_shard item_health_vial item_backpack item_key_custom weapon_shotgun Item Customization Table Custom Sounds Attenuation play_sound_tiggered play_sound ambient_general ambient_thunder ambient_water1 ambient_wind2 ambient_fire Custom Models and Sprites misc_model Enhanced Triggers is_waiting trigger_changelevel trigger_heal trigger_look trigger_push_custom trigger_monster_jump trigger_take_weapon trigger_setgravity trigger_shake trigger_usekey trigger_void trigger_cdtrack trigger_changemusic trigger_teleport info_destination_random info_teleport_changedest Enhanced Platforms func_new_plat Elevators func_elvtr_button Misc Entities trap_spikeshooter, trap_shooter, trap_shooter_switched func_counter func_oncount func_door func_explobox func_fall func_fall2 func_togglewall func_train func_laser Lightning gib_(classname) monster_dead_(classname) Worldspawn light_candle Ladders trigger_ladder Breakables func_breakable Effect Entities play_explosion play_spawnexpl play_lavalsplash play_brlight
    [Show full text]
  • AI for Tactical Grenade Handling
    AI for Tactical Grenade Handling William van der Sterren ■ CGF-AI [email protected] December, 2000 keywords: AI, game, NPC, tactics, grenade, terrain reasoning, CGF, bot, CQB 1 Introduction This paper discusses how to construct AI able to use grenades tactically in 3D tactical shooter games. Today's AI implementations (in games such as Half-Life [ Half-LifeSDK ], Hidden & Dangerous , and Rainbow Six ) do use grenades a, but these AI implementations typically do not: ■ intentionally bounce grenades around the corner ■ intentionally lob grenades through windows or doors to a spot near their target ■ use grenades to flush out threats from a hard to reach position ■ understand when it makes sense and when it doesn't make sense to use grenades Fig. 1 [a] Hand grenade bounced into a room, close enough to take out the threat (green lines are used to display the grenade trajectory); [b] AI throwing a hand grenade; [c] AI analysis results for the value of attacking the room to the left using a hand grenade. These AI capabilities are essential to provide the player with smart AI team members of 'special forces' quality, to provide additional capable (opposing) autonomous forces, and to create a human-like multi-player combat experience as in, for example, Counter-Strike sessions. This paper: ■ discusses problems and solutions for generating and storing grenade trajectories ■ illustrates how AI can better understand the use of grenades ■ provides data on CPU load and memory consumption 1/28 AI for Tactical Grenade Handling Introduction The paper is organized as follows. Section 2 illustrates the intended grenade handling capabilities.
    [Show full text]
  • Blackmirror: Preventing Wallhacks in 3D Online FPS Games
    BlackMirror: Preventing Wallhacks in 3D Online FPS Games Seonghyun Park Adil Ahmad Byoungyoung Lee∗ Seoul National University Purdue University Seoul National University [email protected] [email protected] [email protected] ABSTRACT ACM Reference Format: Online gaming, with a reported 152 billion US dollar market, is Seonghyun Park, Adil Ahmad, and Byoungyoung Lee. 2020. BlackMirror: immensely popular today. One of the critical issues in multiplayer Preventing Wallhacks in 3D Online FPS Games. In Proceedings of the 2020 ACM SIGSAC Conference on Computer and Communications Security (CCS online games is cheating, in which a player uses an illegal methodol- ’20), November 9–13, 2020, Virtual Event, USA. ACM, New York, NY, USA, ogy to create an advantage beyond honest game play. For example, 14 pages. https://doi.org/10.1145/3372297.3417890 wallhacks, the main focus of this work, animate enemy objects on a cheating player’s screen, despite being actually hidden behind walls (or other occluding objects). Since such cheats discourage honest 1 INTRODUCTION players and cause game companies to lose revenue, gaming compa- Online gaming is one of the most popular entertainment platforms nies deploy mitigation solutions alongside game applications on in the world. With the soaring popularity of electronic sports, com- the player’s machine. However, their solutions are fundamentally peting in video games has also become a mainstream profession flawed since they are deployed on a machine where the attacker for many people—it is reported that online game markets gener- has absolute control. ated 152 billion US dollars [1]. Among online games, first-person This paper presents BlackMirror, a new game design with a shooter (FPS) games are an incredibly popular genre.
    [Show full text]
  • 1 the Lingering Legacy of Id Software's Quake
    1 The Lingering Legacy of id Software’s Quake: A Glimpse Into Thirteen Years Of Darkness By Dustin Geeraert, Department of English, University of Manitoba In this talk I want to provide you with a look at a unique and remarkably resilient form of internet-base culture: custom level design for id Software’s 1996 First Person Shooter (FPS) computer game Quake. I’ve been involved with the creative scene revolving around Quake almost since the start, so after thirteen years I thought it would be appropriate to prepare a talk reflecting on what it all has meant. There was a time (before I came to graduate school) when I actually considered trying to enter into game design professionally. Now, however, I’m really glad I didn’t do this, as in the past ten years the industry has largely become a slave to the whims of the same lowest-common- denominator folks who brought us Michael Bay movies and Nickelback. There are several reasons why Quake is almost alone in its importance for this type of culture. It’s the most modified game of all time, and it has by far the most custom content available for it. There are literally hundreds of game modifications (mods) and thousands of custom levels (maps) available for Quake. Second, Quake introduced many of the hallmarks of modern games, including online multiplayer, hardware acceleration, and post-release software updates. Quake’s incredible longevity (modern games are lucky to last two years; Quake has lasted thirteen and probably has another five in it) comes from its modifiability; every aspect of the game’s content and even its engine (the software which displays the content and is responsible for things like lighting, physics, animation, and so forth) is modifiable.
    [Show full text]
  • Individual Game Development with Open- Source Software a Case Study with Guidelines for Programmers and Game Designers
    Individual game development with open- source software A case study with guidelines for programmers and game designers Master’s Thesis in Computer Science and Engineering Axel Ljungdahl Department of Computer Science and Engineering Chalmers University of Technology University of Gothenburg Gothenburg, Sweden 2020 Master’s thesis 2020 Individual game development with open-source software A case study with guidelines for programmers and game designers Axel Ljungdahl Department of Computer Science and Engineering Division of Interaction Design Chalmers University of Technology University of Gothenburg Gothenburg, Sweden 2020 ii Individual game development with open-source software A case study with guidelines for programmers and game designers Axel Ljungdahl © Axel Ljungdahl, 2020. Supervisor: Michael Heron, Department of Computer Science and Engineering Examiner: Staffan Björk, Department of Computer Science and Engineering Master’s Thesis 2020 Department of Computer Science and Engineering Division of Interaction Design Chalmers University of Technology and University of Gothenburg SE-412 96 Gothenburg Telephone +46 31 772 1000 iii Individual game development with open-source software A case study with guidelines for programmers and game designers Axel Ljungdahl Department of Computer Science and Engineering Chalmers University of Technology and University of Gothenburg Abstract The focus of this project is individual (i.e., single-person) game development using open-source tools; specifically, the development of a side-scrolling, 2D platform
    [Show full text]
  • Xonotic (2011-Current) 3
    Contents Xonotic (2011-current) 3 Devil May Cry 5 (2019) 6 War For the Overworld (2015) 16 Lamash, Under Games - Master Difficulty 20 Playing Diablo II: LoD in 2019 26 The Misreporting of THQ Nordic’s AMA on 8chan 30 Four Months in the Fediverse (GNUSocial) 32 PeerTube in Hindsight 35 Downloads 37 CC-BY-ND 4.0 39 All images come from screenshots relating to their respective sections. Front cover, left to right, top to bottom: Devil May Cry 5, Xonotic (Fuse), Xonotic (Warfare), War forthe Overworld. Table of contents, and back pages: Xonotic (Synthetic, Solarium, and Silentsiege). 2 Xonotic (2011-current) • Out-of-Line-of-Sight (O-LOS) firing, i.e a long range grenade launcher and guided rock- Written Sat Aug 17 20:02:31 PDT 2019 ets. This makes certain Quake maps, already notorious for spawnkilling, even worse (or bet- Reflective of roughly 750 hours of playtime. ter for people who enjoy spawnkilling). • Refire Delay Canceling, the delay between Intro refires can be canceled meaning encounters be- tween players are less about the current choice The Game of weapons and more about making a combo with shots. Xonotic is an arena-styled, first person shooter game (FPS). The game currently has no narrative and focuses Flick Shots, Spectacle, and the Eternal Veter- instead on multiplayer, both online and LAN, matches ans Whose Reflexes Never Aged taking place on various maps styled like arenas. There was a day where someone namedropped and Xonotic’s first release was in 2011. Currently, it is ac- repped Quake 3 Arena with a link to a frag movie.
    [Show full text]
  • Load Generation for Investigating Game System Scalability from Demands to Tools Stig Magnus Halvorsen Master’S Thesis Autumn 2014
    Load Generation for Investigating Game System Scalability from Demands to Tools Stig Magnus Halvorsen Master’s Thesis Autumn 2014 Load Generation for Investigating Game System Scalability Stig Magnus Halvorsen June 26, 2014 “This book is dedicated to anyone and everyone who under- stands that hacking and learning is a way to live your life, not a day job or a semi-ordered list of instructions found in a thick book.” — Chris Anley, John Heasman, Felix “FX” Linder, and Gerardo Richarte [2, p. v] ii Abstract Video games have proven to be an interesting platform for computer scientists, as many games demand the latest technology, fast response times and effective utilization of hardware. Video games have been used both as a topic of and a tool for computer science (CS). Finding the right games to perform experiments on is however difficult. An important reason is the lack of suitable games for research. Open source games are attractive candidates as their availability and openness is crucial to provide reproducible research. Because researchers lack access to source code of commercial games, some create their own smaller prototype games to test their ideas without performing tests in large-scale productions. This decreases the practical applicability of their conclusion. The first major contribution of the thesis is a comparative study of available open source games. A survey shows a list of demands that can be used to evaluate if a game is applicable for academic use. The study unveils that no open source game projects of commercial quality are available. Still, some open source games seem useful for research.
    [Show full text]