Free Blood, Sweat, and Pixels: the Triumphant, Turbulent Stories Behind How Video Games Are Made Download Full PDF Unlimited-Paperback

Total Page:16

File Type:pdf, Size:1020Kb

Free Blood, Sweat, and Pixels: the Triumphant, Turbulent Stories Behind How Video Games Are Made Download Full PDF Unlimited-Paperback Free Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made Download Full PDF Unlimited-Paperback Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made free pdf,download Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made pdf,free Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made pdf,Read Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made pdf,Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made Ebook Full Page,Read Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made ePub Online,And Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made Audio Book,How to get Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made pdf version To read Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made book,download Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made online book,download Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made epub,download Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made ebook,download Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made book,pdf Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made download online,read Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made online,pdf download Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made,review Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made pdf,pdf Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made free online,download pdf Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made,Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made best book,Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made book popular,Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made pdf download,download epub Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made,ebook Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made,epub download Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made,Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made pdf read online,Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made ebooks, Thank you for visiting our website, to continue reading the book you choose, you simply click on the button in this post. Then you will be diverted to the download page or read the book, but before proceeding to the book you choose you will usually be in order login with your account or if you do not have an account you must first register and free registration for the first 30 days. Description: Sunrisebooks - Developing video games—hero s journey or fool s errand? The creative and technical logistics that go into building today s hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it s nothing short of miraculous.Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it s RPG studio Bioware s challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone s single-handed efforts to grow country-life RPG Stardew Valley from one man s vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable. Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made Download Free Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made PDF Free Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made Audio Book Online Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made Free Read Online Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made Review amazon book Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made Download PDF Full Page Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made Download Goodread service Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made Google drive Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made Free book Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made Download fast server Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made By Jason Schreier Free Read and download Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made Amazon Book Hardcover Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made Paperback Free PDF Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made Barnes and noble free Book Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made buy from amazon Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made PDF and Audio Book Free No scam Book details ● Author : Jason Schreier ● Pages : 320 pages ● Publisher : Harper Paperbacks 2017-09-05 ● Language : English ● ISBN-10 : 0062651234 ● ISBN-13 : 9780062651235 Book Synopsis Developing video games—hero s journey or fool s errand? The creative and technical logistics that go into building today s hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it s nothing short of miraculous.Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it s RPG studio Bioware s challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone s single-handed efforts to grow country-life RPG Stardew Valley from one man s vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last- minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable..
Recommended publications
  • Loot Boxes.” Loot Boxes Are a Subcategory of in What Amounted to a Pay-To-Win Scheme
    Disclaimer: This article was written and submitted in the author’s personal capacity as a member of the gaming law community. It does not reflect, nor should it be interpreted as reflecting, any regulatory position or policy stance of, or on behalf of, the Nevada Gaming Commission or its individual members. LOOT BOANXD ETHS E QUESTION OF GAMBLING By Elijah Tredup At the ever-increasing intersection of gambling and video consumers felt like a disproportionate time to unlock games, one topic that has stoked impassioned discussion features through regular gameplay, raised complaints that among consumers, video game publishers, lawmakers, and the game was too heavily trying to push loot box purchases 8 regulators are “loot boxes.” Loot boxes are a subcategory of in what amounted to a pay-to-win scheme. While initial the microtransaction monetization model used by video consumer backlash was centered on perceived price gouging game developers—a microtransaction generally being of customers, it also cast increased scrutiny on the loot box categorized as an in-game purchase made after the initial mechanic itself, its perceived similarities to gambling, and 1 purchase or download of the video game. the inclusion of a potentially unregulated gambling product 9 in games with large audiences of minors. Loot boxes follow a fairly standard formula across different games. Players either earn the loot box through game play, or With how relatively new the scrutiny of loot boxes as a 2 to save time and effort they can also purchase it with money. gambling product is, it can be easy for many, especially The contents of the loot box are typically determined by those removed from the video game community, to attempt some form of random number generator, and are revealed in to categorically declare loot boxes as either gambling or not a carefully choreographed display of animation, lights, gambling.
    [Show full text]
  • Are Game Engines Software Frameworks?
    ? Are Game Engines Software Frameworks? A Three-perspective Study a < b c c Cristiano Politowski , , Fabio Petrillo , João Eduardo Montandon , Marco Tulio Valente and a Yann-Gaël Guéhéneuc aConcordia University, Montreal, Quebec, Canada bUniversité du Québec à Chicoutimi, Chicoutimi, Quebec, Canada cUniversidade Federal de Minas Gerais, Belo Horizonte, Brazil ARTICLEINFO Abstract Keywords: Game engines help developers create video games and avoid duplication of code and effort, like frame- Game-engine works for traditional software systems. In this paper, we explore open-source game engines along three Framework perspectives: literature, code, and human. First, we explore and summarise the academic literature Video-game on game engines. Second, we compare the characteristics of the 282 most popular engines and the Mining 282 most popular frameworks in GitHub. Finally, we survey 124 engine developers about their expe- Open-source rience with the development of their engines. We report that: (1) Game engines are not well-studied in software-engineering research with few studies having engines as object of research. (2) Open- source game engines are slightly larger in terms of size and complexity and less popular and engaging than traditional frameworks. Their programming languages differ greatly from frameworks. Engine projects have shorter histories with less releases. (3) Developers perceive game engines as different from traditional frameworks. Generally, they build game engines to (a) better control the environ- ment and source code, (b) learn about game engines, and (c) develop specific games. We conclude that open-source game engines have differences compared to traditional open-source frameworks al- though this differences do not demand special treatments.
    [Show full text]
  • Pdf, 204.06 KB
    00:00:00 Music Transition Gentle, trilling music with a steady drumbeat plays under the dialogue. 00:00:01 Promo Promo Speaker: Bullseye with Jesse Thorn is a production of MaximumFun.org and is distributed by NPR. [Music fades out.] 00:00:12 Music Transition “Huddle Formation” from the album Thunder, Lightning, Strike by The Go! Team. A fast, upbeat, peppy song. Music plays as Jesse speaks, then fades out. 00:00:19 Jesse Host It’s Bullseye. I’m Jesse Thorn. This next interview is about video Thorn games. And even if that’s not the kind of thing you’re into—maybe you don’t know what Fortnite is or the last console you owned was a Sega Genesis, but still, hear me out. You’re gonna wanna keep listening. For the better part of a decade, the video game industry has made more in revenue than Hollywood. Year after year. It’s not even close anymore. The two industries have a fair amount in common. Both movies and video games take enormous amounts of work to produce—work that spans dozens of disciplines, sometimes employing thousands of people on a single project. There are big studios, small studios, indie projects, multibillion dollar franchises. But the video game industry—at least compared to film and TV—is relatively new. It’s changing constantly. Sometimes for the better, sometimes for the worse. And the folks who make these games, most of them don’t have the same protections movie crews find in, say, a union or guild. Jason Schreier has made a career reporting on exactly that.
    [Show full text]
  • 2014-07 EFF Gaming Exempiton Comment
    Before the U.S. COPYRIGHT OFFICE, LIBRARY OF CONGRESS In the Matter of Exemption to Prohibition on Circumvention of Copyright Protection Systems for Access Control Technologies Docket No. 2014-07 Comments of the Electronic Frontier Foundation 1. Commenter Information Electronic Frontier Foundation Kendra Albert Mitch Stoltz (203) 424-0382 Corynne McSherry [email protected] Kit Walsh 815 Eddy St San Francisco, CA 94109 (415) 436-9333 [email protected] The Electronic Frontier Foundation (EFF) is a member-supported, nonprofit public interest organization devoted to maintaining the traditional balance that copyright law strikes between the interests of copyright owners and the interests of the public. Founded in 1990, EFF represents over 25,000 dues-paying members, including consumers, hobbyists, artists, writers, computer programmers, entrepreneurs, students, teachers, and researchers, who are united in their reliance on a balanced copyright system that ensures adequate incentives for creative work while facilitating innovation and broad access to information in the digital age. In filing these comments, EFF represents the interests of gaming communities, archivists, and researchers who seek to preserve the functionality of video games abandoned by their manufacturer. 2. Proposed Class Addressed Proposed Class 23: Abandoned Software—video games requiring server communication Literary works in the form of computer programs, where circumvention is undertaken for the purpose of restoring access to single-player or multiplayer video gaming on consoles, personal computers or personal handheld gaming devices when the developer and its agents have ceased to support such gaming. We ask the Librarian to grant an exemption to the ban on circumventing access controls applied to copyrighted works, 17 U.S.C.
    [Show full text]
  • Analyzing How the Regulation of Loot Boxes in Video Games May Change a Billion Dollar Industry
    TAKING A GAMBLE: ANALYZING HOW THE REGULATION OF LOOT BOXES IN VIDEO GAMES MAY CHANGE A BILLION DOLLAR INDUSTRY TYLER HAMILTON* With recent advancements in technology and a consistent increase in online dependence, the video game industry has hit record highs in profit and popularity. Due to this increased popularity, video game producers have begun to dramatically supplement their revenue through microtrans- actions. Microtransactions are in-game purchases that allow players to ac- quire downloadable content regularly released throughout the lifetime of a game. Loot box systems are a popular form of microtransaction that allow players to receive a random in-game item. Such systems, however, are be- coming increasingly controversial as parents, players, and legislators have begun to liken their use of flashy lights, positive sound effects, and inherent random results to an illegal form of gambling. In response to these con- cerns, and a growing body of research finding potential connections be- tween the use of loot box systems and problematic gambling behaviors, countries around the world have proposed or enacted laws to restrict their implementation. This Note examines various regulatory tools in an attempt to determine the appropriate course of action for legislators and industry leaders when regulating loot box systems. This Note argues that loot boxes should not be deemed an illegal form of gambling, but rather should be regulated to promote transactional transparency through the restriction of content offered in loot boxes and the prohibition of systems being accessed by young players. Such regulations will better protect both consumers mak- ing in-game purchases and the financial interests of producers.
    [Show full text]
  • Pseudo-Gambling and Whaling: How Loot Boxes Pray on Vulnerable Populations and How to Curtail Future Predatory Behavior
    Washington Journal of Law, Technology & Arts Volume 15 Issue 3 Article 4 4-1-2020 Pseudo-Gambling and Whaling: How Loot Boxes Pray on Vulnerable Populations and How to Curtail Future Predatory Behavior Alexander Mann Follow this and additional works at: https://digitalcommons.law.uw.edu/wjlta Part of the Computer Law Commons, Entertainment, Arts, and Sports Law Commons, Intellectual Property Law Commons, and the Internet Law Commons Recommended Citation Alexander Mann, Pseudo-Gambling and Whaling: How Loot Boxes Pray on Vulnerable Populations and How to Curtail Future Predatory Behavior, 15 WASH. J. L. TECH. & ARTS 200 (2020). Available at: https://digitalcommons.law.uw.edu/wjlta/vol15/iss3/4 This Article is brought to you for free and open access by the Law Reviews and Journals at UW Law Digital Commons. It has been accepted for inclusion in Washington Journal of Law, Technology & Arts by an authorized editor of UW Law Digital Commons. For more information, please contact [email protected]. Mann: Pseudo-Gambling and Whaling: How Loot Boxes Pray on Vulnerable Po WASHINGTON JOURNAL OF LAW, TECHNOLOGY & ARTS VOLUME 15, ISSUE 3 SPRING 2020 PSEUDO-GAMBLING AND WHALING: HOW LOOT BOXES PREY ON VULNERABLE POPULATIONS AND HOW TO CURTAIL FUTURE PREDATORY BEHAVIOR Alexander Mann* CITE AS: A MANN, 15 WASH. J.L. TECH. & ARTS 200 (2020) https://digitalcommons.law.uw.edu/cgi/viewcontent.cgi?article=1307&context= wjlta ABSTRACT The video game industry has blossomed from a niche hobby into a mainstream cultural industry, outpacing global box office sales in annual revenue. Yet the price of a video game has barely increased since the industry’s inception, and the current standard price point of sixty dollars has survived for over a decade.
    [Show full text]
  • Waltman Spreadsheet
    Video Game Website Link Notes IGN https://www.IGN.com Xbox Wire https://news.xbox.com/en-us Xbox-Focused Nintendo Life https://www.nintendolife.com Nintendo-Focused Game informer https://www.gameinformer.com Polygon https://www.polygon.com/gaming Xbox Live's Major Nelson https://www.majornelson.com Xbox-Focused VG247 https://www.vg247.com Eurogamer https://www.eurogamer.net My Nintendo News https://www.mynintendonews.com Nintendo-Focused Official PlayStation Blog https://blog.us.playstation.com Playstation-Focused PC Gamer Magazine https://www.pcgamer.com PC-Focused Kotaku https://www.kotaku.com Fextralife https://www.fextralife.com PCGamesN https://www.pcgamesn.com PC-Focused Rock, Paper, Shotgun https://www.rockpapershotgun.com Green Man Gaming Blog https://www.greenmangaming.com/blog N4G https://www.n4g.com SKOAR! https://skoar.digit.in Twinfinite https://www.twinfinite.net Gamasutra https://www.gamasutra.com/topic/console-pc Push Square https://www.pushsquare.com Playstation-Focused GamesIndustry International https://www.gamesindustry.biz Dev-Focused Siliconera https://www.siliconera.com Destructoid https://www.destructoid.com The Game Fanatics https://www.thegamefanatics.com Gamers Heroes www.gamersheroes.com PCInvasion https://www.pcinvasion.com DualShockers https://www.dualshockers.com Operation Sports https://www.operationsports.com Sports Game-Focused TouchArcade https://toucharcade.com Mobile Game-Focused ASTRO Gaming Blog blog.astrogaming.com GamingBolt.com https://www.gamingbolt.com Nintendo Everything https://www.nintendoeverything.com
    [Show full text]
  • Fighting Back Against Sexual Harassment in Electronic Sports
    The #E-Too Movement: Fighting Back Against Sexual Harassment in Electronic Sports John T. Holden,* Thomas A. Baker III,** & Marc Edelman*** ABSTRACT Competitive video gaming or esports has captured the attention of hundreds of millions of people across the globe. With that attention has come billions of dollars’ worth of investment and promotion. But, it has also exposed an underlying toxic environment that features widespread sexual and gender harassment. This pervasive culture of harassment threatens to derail the esports industry and mars the promise of gender equity in one of the few competitive “sports” where physical strength, agility and body size do not dictate success. In this Article, we examine the rise of competitive gaming, and provide an in-depth analysis of the pervasive issue of harassment that permeates esports. We then propose a series of tangible reforms that would hold harassers and their corporate accomplices accountable for their harassing behavior. ABSTRACT ....................................................................................................... 1 INTRODUCTION ............................................................................................... 3 I. AN OVERVIEW OF ESPORTS, #METOO, AND THE ONLINE GAMING ENVIRONMENT .......................................................................................... 5 * John T. Holden is An AssistAnt Professor in the DepArtment of MAnAGement At the SpeArs School of Business At OklAhomA StAte University. Dr. Holden received his Ph.D. from FloridA StAte University, And his J.D. from MichiGAn StAte University. ** ThomAs A. Baker III is A tenured Professor of Sports LAw in the Sport MAnAGement ProgrAm At the University of GeorgiA. Dr. BAker received his Ph.D. from the University of Florida, and his J.D. from Loyola University of New Orleans. *** Marc EdelmAn is A tenured Professor of LAw At the Zicklin School of Business, BAruch ColleGe, City University of New York and an adjunct professor at Fordham University School of Law.
    [Show full text]
  • How Pay-To-Win Makes Us Lose: Introducing Minors to Gambling Through Loot Boxes
    Boston College Law Review Volume 61 Issue 4 Article 8 4-30-2020 How Pay-to-Win Makes Us Lose: Introducing Minors to Gambling Through Loot Boxes Kourosh Azin Boston College Law School, [email protected] Follow this and additional works at: https://lawdigitalcommons.bc.edu/bclr Part of the Entertainment, Arts, and Sports Law Commons, Gaming Law Commons, and the Juvenile Law Commons Recommended Citation Kourosh Azin, How Pay-to-Win Makes Us Lose: Introducing Minors to Gambling Through Loot Boxes, 61 B.C.L. Rev. 1577 (2020), https://lawdigitalcommons.bc.edu/bclr/vol61/iss4/8 This Notes is brought to you for free and open access by the Law Journals at Digital Commons @ Boston College Law School. It has been accepted for inclusion in Boston College Law Review by an authorized editor of Digital Commons @ Boston College Law School. For more information, please contact [email protected]. HOW PAY-TO-WIN MAKES US LOSE: INTRODUCING MINORS TO GAMBLING THROUGH LOOT BOXES Abstract: Loot boxes are a feature in video games where players can acquire vir- tual goods like weapons, characters, or aesthetic alterations to enhance their gam- ing experience. Players can earn loot boxes through normal gameplay or pur- chase them with legal tender. The type and rarity of the rewards are commonly determined by a random number generator, ensuring that the success of acquiring a specific good is based on luck rather than skill. Due to the elements of consid- eration (wager), luck, and reward in loot box mechanisms mirroring those found in traditional gambling devices, some legislators view loot boxes as a form of un- regulated gambling.
    [Show full text]
  • The Predatory Nature of Loot Boxes and the Need for Governmental Regulation, 53 UIC J
    UIC Law Review Volume 53 Issue 4 Article 8 2021 The Predatory Nature of Loot Boxes and the Need for Governmental Regulation, 53 UIC J. Marshall L. Rev. 1085 (2021) Jerry Shen Follow this and additional works at: https://repository.law.uic.edu/lawreview Part of the Entertainment, Arts, and Sports Law Commons Recommended Citation Jerry Shen, The Predatory Nature of Loot Boxes and the Need for Governmental Regulation, 53 UIC J. Marshall L. Rev. 1085 (2021) https://repository.law.uic.edu/lawreview/vol53/iss4/8 This Comments is brought to you for free and open access by UIC Law Open Access Repository. It has been accepted for inclusion in UIC Law Review by an authorized administrator of UIC Law Open Access Repository. For more information, please contact [email protected]. THE PREDATORY NATURE OF LOOT BOXES AND THE NEED FOR GOVERNMENTAL REGULATION JERRY SHEN* I. INTRODUCTION: VIDEO GAMES ARE TURNING INTO CASINOS FOR KIDS ..................................................................... 1085 II. BACKGROUND ............................................................... 1087 A. Brief History of Downloadable Content, Microtransactions, and Loot Boxes ....................... 1088 1. Downloadable Content .................................... 1088 2. Microtransactions and Loot Boxes ................. 1089 B. Similarities Between Video Gaming Disorder and Gambling Addiction ............................................... 1091 C. Interpretation of the Illinois Loss Recovery Act by Federal Courts ......................................................
    [Show full text]
  • Addiction and Expression
    Hastings Constitutional Law Quarterly Volume 47 Number 2 Winter 2020 Article 3 Winter 2020 Addiction and Expression Luke Morgan Follow this and additional works at: https://repository.uchastings.edu/ hastings_constitutional_law_quaterly Part of the Constitutional Law Commons Recommended Citation Luke Morgan, Addiction and Expression, 47 HASTINGS CONST. L.Q. 197 (2020). Available at: https://repository.uchastings.edu/hastings_constitutional_law_quaterly/vol47/iss2/3 This Article is brought to you for free and open access by the Law Journals at UC Hastings Scholarship Repository. It has been accepted for inclusion in Hastings Constitutional Law Quarterly by an authorized editor of UC Hastings Scholarship Repository. For more information, please contact [email protected]. 1 - MORGAN FINAL 11-14-19.DOCX (DO NOT DELETE) 12/12/2019 2:20 PM Addiction and Expression * by LUKE MORGAN Introduction On September 9, 2014, video game developer Bungie, Inc. released its much-anticipated game, Destiny.1 Bungie was the creator of the massively popular and critically acclaimed Halo series, and Destiny’s release across four consoles was expected to be the studio’s return to the pinnacle of the gaming world.2 The game mixed Tolkeinesque high fantasy with futuristic science fiction, and combined elements of two of the most popular genres of video games—Massive Multiplayer Online Role Playing Games (“MMORPGs”) and First-Person Shooters (“FPS”).3 The studio even hired Peter Dinklage, a star of HBO’s Game of Thrones, to voice a main character.4 The game’s overall budget was more than $500 million.5 Then, something strange happened. It rapidly became apparent that, despite strong sales numbers,6 Destiny was not much fun to play.
    [Show full text]
  • Game Production Studies Production Game
    5 GAMES AND PLAY Sotamaa (eds.) & Švelch Game Production Studies Edited by Olli Sotamaa and Jan Švelch Game Production Studies Game Production Studies Game Production Studies Edited by Olli Sotamaa and Jan Švelch Amsterdam University Press The publication of this book is made possible by Academy of Finland project Centre of Excellence in Game Culture Studies (CoE-GameCult, 312395). Cover image: Jana Kilianová Cover design: Coördesign, Leiden Lay-out: Crius Group, Hulshout isbn 978 94 6372 543 9 e-isbn 978 90 4855 173 6 doi 10.5117/9789463725439 nur 670 Creative Commons License CC BY NC ND (http://creativecommons.org/licenses/by-nc-nd/3.0) O. Sotamaa and J. Švelch / Amsterdam University Press B.V., Amsterdam 2021 Some rights reserved. Without limiting the rights under copyright reserved above, any part of this book may be reproduced, stored in or introduced into a retrieval system, or transmitted, in any form or by any means (electronic, mechanical, photocopying, recording or otherwise). Every effort has been made to obtain permission to use all copyrighted illustrations reproduced in this book. Nonetheless, whosoever believes to have rights to this material is advised to contact the publisher. Table of Contents Introduction: Why Game Production Matters? 7 Olli Sotamaa & Jan Švelch Labour 1. Hobbyist Game Making Between Self-Exploitation and Self- Emancipation 29 Brendan Keogh 2. Self-Making and Game Making in the Future of Work 47 Aleena Chia 3. Should I Stay or Should I Go? The Circulations and Biographies of French Game Workers in a ‘Global Games’ Era 65 Hovig Ter Minassian & Vinciane Zabban 4.
    [Show full text]