An Operational Study of Video Games' Genres
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Gamified Social Platform for Worldwide Gamers Whitepaper
Gamified Social Platform for Worldwide Gamers Whitepaper ENG Ver 2.0 Last updated July 2021 Whitepaper | Gamified Social Platform for Worldwide Gamers White Paper Ludena Protocol provides a gamified social platform for worldwide gamers The LDN token rewards users for platform engagement with fellow participants. Our 3 million strong commu- nity boasts the ultimate gamer-focused social ecosystem and offers the three major segments of the gaming industry exclusive benefits: Players Discover or upload helpful game strategies, hints and tricks and receive fair rewards for all kinds of engagement; Can easily find or sell rare and special game items in the world’s first fee-free virtual goods marketplace; Get matched with new friends to play fun and simple games with on Ludena’s 1:1 hyper casual gaming platform. Game Publishers Marketing dollars are targeted, no longer wasted, and result in real ROI effectiveness, through in-game purchases and driven player growth, due to our accumulated 1TB+ of user analytics and our 7 years of proven marketing successes. Indie Game Developers Our platform is an ideal solution for indie game developers, who want to reach a large audience, without paying exuberant commission fees, and who want to drive in-game spend, as our token economy design encourages. 1/47 ludenaprotocol.io | Copyright©2021. All rights reserved. Executive Summary | Gamified Social Platform for Worldwide Gamers Executive Summary Ludena Protocol is the first comprehensive gamified social platform, connecting gamers, from around the world, to a single application where they can play, trade and share all things gaming with one another. The Ludena Protocol team is made up of a group of professionals, who have been operating the 3 million user strong gaming social media application, 'GameTalkTalk,' for 7 years. -
Nordic Game Is a Great Way to Do This
2 Igloos inc. / Carcajou Games / Triple Boris 2 Igloos is the result of a joint venture between Carcajou Games and Triple Boris. We decided to use the complementary strengths of both studios to create the best team needed to create this project. Once a Tale reimagines the classic tale Hansel & Gretel, with a twist. As you explore the magical forest you will discover that it is inhabited by many characters from other tales as well. Using real handmade puppets and real miniature terrains which are then 3D scanned to create a palpable, fantastic world, we are making an experience that blurs the line between video game and stop motion animated film. With a great story and stunning visuals, we want to create something truly special. Having just finished our prototype this spring, we have already been finalists for the Ubisoft Indie Serie and the Eidos Innovation Program. We want to validate our concept with the European market and Nordic Game is a great way to do this. We are looking for Publishers that yearn for great stories and games that have a deeper meaning. 2Dogs Games Ltd. Destiny’s Sword is a broad-appeal Living-Narrative Graphic Adventure where every choice matters. Players lead a squad of intergalactic peacekeepers, navigating the fallout of war and life under extreme circumstances, while exploring a breath-taking and immersive world of living, breathing, hand-painted artwork. Destiny’s Sword is filled with endless choices and unlimited possibilities—we’re taking interactive storytelling to new heights with our proprietary Insight Engine AI technology. This intricate psychology simulation provides every character with a diverse personality, backstory and desires, allowing them to respond and develop in an incredibly human fashion—generating remarkable player engagement and emotional investment, while ensuring that every playthrough is unique. -
Sample Iis Publication Page
https://doi.org/10.48009/2_iis_2020_185-195 Issues in Information Systems Volume 21, Issue 2, pp. 186-195, 2020 TOWARD A CONCEPTUAL MODEL FOR UNDERSTANDING THE RELATIONSHIPS AMONG MMORPGS, GAMERS, AND ADD-ONS Qiunan Zhang, University of Memphis, [email protected] Yuelin Zhu, University of Memphis, [email protected] Colin G. Onita, San Jose State University, [email protected] M. Shane Banks, University of North Alabama, [email protected] Xihui Zhang, University of North Alabama, [email protected] ABSTRACT The consumption of video games has become a significant economic, cultural, and entertainment phenomenon worldwide. Massively Multiplayer Online Role Playing Games (MMORPGs) are an important category of such games. In MMORPGs, gamers often play with add-ons to enhance their gaming experience. In previous research studies on MMORPGs, few of them have focused on the relationships among MMORPGs, gamers, and add-ons. This study presents a conceptual framework for use in addressing the following two questions: (1) What is the relationship between gamers and add-ons in MMORPGs? (2) How do factors (such as game quality and updates) impact gamers and add-ons and the relationship between them? In this paper, we develop a research model and describe a quantitative methodology that can be used to test and investigate the above questions. Implications for research and practice, as well as limitations and future research directions, are discussed. Keywords: MMORPGs, Motivations for Gaming, Gamers, Add-ons, Game Quality, Game Updates, Software Platform INTRODUCTION In 2017, video games became the most popular and profitable form of entertainment, producing an estimated revenue of $116 billion eclipsing TV and TV streaming services’ revenue of $105 billion (D’Argenio, 2018). -
The Effects of a Platform Digital Game-Based Learning Environment on Undergraduate Students Achievement and Motivation in a Multivariable Calculus Course
Georgia State University ScholarWorks @ Georgia State University Middle and Secondary Education Dissertations Department of Middle and Secondary Education Fall 12-21-2018 The Effects of a Platform Digital Game-Based Learning Environment on Undergraduate Students Achievement and Motivation in a Multivariable Calculus Course MALCOM W. DEVOE Georgia State University Follow this and additional works at: https://scholarworks.gsu.edu/mse_diss Recommended Citation DEVOE, MALCOM W., "The Effects of a Platform Digital Game-Based Learning Environment on Undergraduate Students Achievement and Motivation in a Multivariable Calculus Course." Dissertation, Georgia State University, 2018. https://scholarworks.gsu.edu/mse_diss/73 This Dissertation is brought to you for free and open access by the Department of Middle and Secondary Education at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Middle and Secondary Education Dissertations by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. ACCEPTANCE This dissertation, THE EFFECTS OF A PLATFORM DIGITAL GAME-BASED LEARNING ENVIRONMENT ON UNDERGRADUATE STUDENTS ACHIEVEMENT AND MOTIVATION IN A MULTIVARIABLE CALCULUS COURSE, by MALCOM W. DEVOE, was prepared under the direction of the candidate’s Dissertation Advisory Committee. It is accepted by the committee members in partial fulfillment of the requirements of the degree, Doctor of Philosophy, in the College of Education and Human Development, Georgia State University. The Dissertation Advisory Committee and the student’s Department Chairperson, as representatives of the faculty, certify that this dissertation has met all standards of excellence and scholarship as determined by the faculty. _____________________________________ _________________________________ Iman C. Chahine, Ph.D. Joseph R. -
Designing a Fantasy Bike-Based Exergame to Foster Physical Activity
pag. 21 Designing a Fantasy Bike-based Exergame to Foster Physical Activity Catherine Pons Lelardeux*, Michel Galaup**, Fabian Hall***, Pierre Lagarrigue**** *IRIT, University of Toulouse - INU Champollion, SGRL, France **EFTS, University of Toulouse - INU Champollion, SGRL, France ***University of Toulouse - INU Champollion, SGRL, France ****ICA, University of Toulouse - INU Champollion, SGRL, France [email protected] [email protected] [email protected] [email protected] Abstract Authorities recommend the practice of moderate physical activity to improve health and quality of life. "Play’n Ride" is a bike-based exergame aimed at promoting and control- ling physical activity. This paper presents the usefulness of using extrinsic fantasy and a commonplace real bike to address a wide audience. It depicts the interactive universe in which the player pedals a bike equipped with sensors to control the flight altitude of an imaginary character. During a ’Tour de France 2019’ stage, one hundred and seventy-eight fan park visitors - from youths to retirees - tested the exergame. Data were collected from an online questionnaire composed of SUS questionnaire items and from a digital tracking system attached to the game-engine in order to assess the usability, the learnability and the acceptability of the system. Analysis shows that using extrinsic fantasy makes exercising fun and it engages people of all ages regardless of their interest in video games or sports. Keywords: Bike, Exergame, Serious Game, Physical Activity, Game Design, Cycling 1 Introduction The digital revolution leads people to practice less and less physical activity and to opt for a sedentary lifestyle. -
Game Console Rating
Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Abzu PS4, XboxOne E Ace Combat 7: Skies Unknown PS4, XboxOne T AC/DC Rockband Wii T Age of Wonders: Planetfall PS4, XboxOne T All-Stars Battle Royale PS3 T Angry Birds Trilogy PS3 E Animal Crossing, City Folk Wii E Ape Escape 2 PS2 E Ape Escape 3 PS2 E Atari Anthology PS2 E Atelier Ayesha: The Alchemist of Dusk PS3 T Atelier Sophie: Alchemist of the Mysterious Book PS4 T Banjo Kazooie- Nuts and Bolts Xbox 360 E10+ Batman: Arkham Asylum PS3 T Batman: Arkham City PS3 T Batman: Arkham Origins PS3, Xbox 360 16+ Battalion Wars 2 Wii T Battle Chasers: Nightwar PS4, XboxOne T Beyond Good & Evil PS2 T Big Beach Sports Wii E Bit Trip Complete Wii E Bladestorm: The Hundred Years' War PS3, Xbox 360 T Bloodstained Ritual of the Night PS4, XboxOne T Blue Dragon Xbox 360 T Blur PS3, Xbox 360 T Boom Blox Wii E Brave PS3, Xbox 360 E10+ Cabela's Big Game Hunter PS2 T Call of Duty 3 Wii T Captain America, Super Soldier PS3 T Crash Bandicoot N Sane Trilogy PS4 E10+ Crew 2 PS4, XboxOne T Dance Central 3 Xbox 360 T De Blob 2 Xbox 360 E Dead Cells PS4 T Deadly Creatures Wii T Deca Sports 3 Wii E Deformers: Ready at Dawn PS4, XboxOne E10+ Destiny PS3, Xbox 360 T Destiny 2 PS4, XboxOne T Dirt 4 PS4, XboxOne T Dirt Rally 2.0 PS4, XboxOne E Donkey Kong Country Returns Wii E Don't Starve Mega Pack PS4, XboxOne T Dragon Quest 11 PS4 T Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Dragon Quest Builders PS4 E10+ Dragon -
Art Worlds for Art Games Edited
Loading… The Journal of the Canadian Game Studies Association Vol 7(11): 41-60 http://loading.gamestudies.ca An Art World for Artgames Felan Parker York University [email protected] Abstract Drawing together the insights of game studies, aesthetics, and the sociology of art, this article examines the legitimation of ‘artgames’ as a category of indie games with particularly high cultural and artistic status. Passage (PC, Mac, Linux, iOS, 2007) serves as a case study, demonstrating how a diverse range of factors and processes, including a conducive ‘opportunity space’, changes in independent game production, distribution, and reception, and the emergence of a critical discourse, collectively produce an assemblage or ‘art world’ (Baumann, 2007a; 2007b) that constitutes artgames as legitimate art. Author Keywords Artgames; legitimation; art world; indie games; critical discourse; authorship; Passage; Rohrer Introduction The seemingly meteoric rise to widespread recognition of ‘indie’ digital games in recent years is the product of a much longer process made up of many diverse elements. It is generally accepted as a given that indie games now play an important role in the industry and culture of digital games, but just over a decade ago there was no such category in popular discourse – independent game production went by other names (freeware, shareware, amateur, bedroom) and took place in insular, autonomous communities of practice focused on particular game-creation tools or genres, with their own distribution networks, audiences, and systems of evaluation, only occasionally connected with a larger marketplace. Even five years ago, the idea of indie games was still burgeoning and becoming stable, and it is the historical moment around 2007 that I will address in this article. -
Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship
Brigham Young University BYU ScholarsArchive Theses and Dissertations 2008-03-28 Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship Bradley R. Clark Brigham Young University - Provo Follow this and additional works at: https://scholarsarchive.byu.edu/etd Part of the Communication Commons BYU ScholarsArchive Citation Clark, Bradley R., "Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship" (2008). Theses and Dissertations. 1350. https://scholarsarchive.byu.edu/etd/1350 This Thesis is brought to you for free and open access by BYU ScholarsArchive. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of BYU ScholarsArchive. For more information, please contact [email protected], [email protected]. Using the ZMET Method 1 Running head: USING THE ZMET METHOD TO UNDERSTAND MEANINGS Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship Bradley R Clark A project submitted to the faculty of Brigham Young University in partial fulfillment of the requirements for the degree of Master of Arts Department of Communications Brigham Young University April 2008 Using the ZMET Method 2 Copyright © 2008 Bradley R Clark All Rights Reserved Using the ZMET Method 3 Using the ZMET Method 4 BRIGHAM YOUNG UNIVERSITY GRADUATE COMMITTEE APPROVAL of a project submitted by Bradley R Clark This project has been read by each member of the following graduate committee and by majority vote has been found to be satisfactory. -
Super Mario Galaxy 2 Game Disc in the Wii You’Ll Control Mario As He Launches Into a New Universe of Console and Follow the On-Screen Instructions
INSTRUCTION BOOKLET PLEASE CAREFULLY READ THE Wii™ OPERATIONS MANUAL COMPLETELY BEFORE USING YOUR REV-R Wii HARDWARE SYSTEM, GAME DISC OR ACCESSORY. THIS MANUAL CONTAINS IMPORTANT WARRANTY & SERVICE INFORMATION You may need only simple instructions to correct a problem with your product. Try our website at HEALTH AND SAFETY INFORMATION. support.nintendo.com or call our Consumer Assistance Hotline at 1-800-255-3700, rather than going to your retailer. Hours of operation are 6 a.m. to 7 p.m., Pacific Time, Monday - Sunday (times subject to change). IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING WARNINGS BEFORE YOU OR YOUR If the problem cannot be solved with the troubleshooting information available online or over the telephone, you CHILD PLAY VIDEO GAMES. will be offered express factory service through Nintendo. Please do not send any products to Nintendo without contacting us first. WARNING – Seizures HARDWARE WARRANTY Nintendo of America Inc. (“Nintendo”) warrants to the original purchaser that the hardware product shall be free • Some people (about 1 in 4000) may have seizures or blackouts triggered by light flashes or from defects in material and workmanship for twelve (12) months from the date of purchase. If a defect covered patterns, and this may occur while they are watching TV or playing video games, even if they have by this warranty occurs during this warranty period, Nintendo will repair or replace the defective hardware product never had a seizure before. or component, free of charge.* The original purchaser is entitled to this warranty only if the date of purchase is registered at point of sale or the consumer can demonstrate, to Nintendo’s satisfaction, that the product was • Anyone who has had a seizure, loss of awareness, or other symptom linked to an epileptic purchased within the last 12 months. -
Intersomatic Awareness in Game Design
The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking. -
Super Fish Quest: a Video Game
Western Oregon University Digital Commons@WOU Honors Senior Theses/Projects Student Scholarship 6-2-2012 Super Fish Quest: A Video Game Melissa Wiener Western Oregon University Follow this and additional works at: https://digitalcommons.wou.edu/honors_theses Part of the Software Engineering Commons Recommended Citation Wiener, Melissa, "Super Fish Quest: A Video Game" (2012). Honors Senior Theses/Projects. 87. https://digitalcommons.wou.edu/honors_theses/87 This Undergraduate Honors Thesis/Project is brought to you for free and open access by the Student Scholarship at Digital Commons@WOU. It has been accepted for inclusion in Honors Senior Theses/Projects by an authorized administrator of Digital Commons@WOU. For more information, please contact [email protected], [email protected], [email protected]. Super Fish Quest: A Video Game By Melissa Ann Wiener An Honors Thesis Submitted in Partial Fulfillment of the Requirements for Graduation from the Western Oregon University Honors Program Dr. Scot Morse, Thesis Advisor Dr. Gavin Keulks, Honors Program Director Western Oregon University June 2012 Super Fish Quest 2 of 47 Abstract Video game design isn't just coding and random number generators. It is a complex process involving art, music, writing, programming, and caffeine, that should be approached holistically. The entire process can be intimidating to the uninitiated programmer, which is why I've written an all-inclusive guide to game design. With the creation of my own original video game, Super Fish Quest, as a model, I analyze each part of the design process, discuss the technical side of programming, and research how to raise money and publish a game as an independent game developer. -
Wii Super Mario Galaxy.Pdf
NEED HELP WITH INSTALLATION, BESOIN D’AIDE POUR L’INSTALLATIO ¿NECESITAS AYUDA DE INSTALACION, MAINTENANCE OR SERVICE? N,L’ENTRETIEN OU LA RÉPARATION? MANTENIMIENTO O SERVICIO? Nintendo Customer Service Service à la Clientèle de Nintendo Servicio al Cliente de Nintendo WWW.NINTENDO.COM WWW.NINTENDO.COM WWW.NINTENDO.COM or call 1-800-255-3700 ou appelez le 1-800-255-3700 o llame al 1-800-255-3700 NEED HELP PLAYING A GAME? BESOIN D’AIDE POUR JOUER? ¿NECESITAS AYUDA CON UN JUEGO? Nintendo’s game pages, at Sur le site www.nintendo.com/games, des Las páginas de juegos de Nintendo, en www.nintendo.com/games, feature pages sur les jeux de Nintendo présentent le www.nintendo.com/games, incluyen instrucciones walkthroughs, frequently-asked questions, and déroulement des jeux, des foires aux questions et paso a paso, preguntas frecuentes y códigos para codes for many of our games. If your answer des codes pour plusieurs de nos jeux. Si la réponse muchos de nuestros juegos. Si no encuentras tu isn’t there, check out our forums where you can que vous cherchez n’y est pas, consultez nos forums respuesta, visita nuestros foros, donde podrás exchange tips with other gamers online. où vous pouvez échanger, en ligne, des indices intercambiar consejos con otros jugadores en línea. avec d’autres joueurs. For more information about our forums, visit Para obtener más información sobre nuestros www.nintendo.com/community. Pour obtenir plus d’information sur nos forums en foros, visita www.nintendo.com/community. ligne, visitez www.nintendo.com/community.