If It's in the Game: Is There Liability for User-Generated Characters' Likeness?
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Adolescents, Virtual War, and the Government-Gaming Nexus
Florida State University Libraries Electronic Theses, Treatises and Dissertations The Graduate School 2012 Why We Still Fight: Adolescents, Virtual War, and the Government Gaming Nexus Margot A. Susca Follow this and additional works at the FSU Digital Library. For more information, please contact [email protected] THE FLORIDA STATE UNIVERSITY COLLEGE OF COMMUNICATION AND INFORMATION WHY WE STILL FIGHT: ADOLESCENTS, VIRTUAL WAR, AND THE GOVERNMENT- GAMING NEXUS By MARGOT A. SUSCA A dissertation submitted to the School of Communication in partial fulfillment of the requirements for the degree of Doctor of Philosophy. Degree Awarded: Spring Semester, 2012 Margot A. Susca defended this dissertation on February 29, 2012. The members of the supervisory committee were: Jennifer M. Proffitt Professor Directing Dissertation Ronald L. Mullis University Representative Stephen D. McDowell Committee Member Arthur A. Raney Committee Member The Graduate School has verified and approved the above-named committee members, and certifies that the dissertation has been approved in accordance with university requirements. ii For my mother iii ACKNOWLEDGEMENTS I would like to express my sincere appreciation to my major professor, Jennifer M. Proffitt, Ph.D., for her unending support, encouragement, and guidance throughout this process. I thank her for the endless hours of revision and counsel and for having chocolate in her office, where I spent more time than I would like to admit looking for words of inspiration and motivation. I also would like to thank my committee members, Stephen McDowell, Ph.D., Arthur Raney, Ph.D., and Ronald Mullis, Ph.D., who all offered valuable feedback and reassurance during these last two years. -
2KSMKT NBA2K17 PS3 Onlin
GETTING STARTED PlayStation®3 system Starting a game: Before use, carefully read the instructions supplied with the PlayStation®3 computer entertainment system. The documentation contains information on setting up and using your system as well as important safety information. Check that the MAIN POWER switch (located on the system rear) is turned on. Insert the NBA 2K17 disc with the label facing up into the disc slot. Select the icon for the software title under [Game] in the PlayStation®3 system home menu, and then press the S button. Refer to this manual for information on using the software. Quitting a game: During gameplay, press and hold down the PS button on the wireless controller for at least 2 seconds. Then select [Quit Game] from the screen that is displayed. TABLE OF CONTENTS Hint To remove a disc, touch the eject button after quitting the game. 4 GETTING STARTED Trophies: Earn, compare and share trophies that you earn by making specific in-game accomplishments. Trophies access requires a Sony Entertainment Network account. 4 PRODUCT SUPPORT ® 5 CONTROLS Saved data for PlayStation 3 format software ® 5 BASIC OFFENSE Saved data for PlayStation 3 format software is saved on the system’s hard disk. 5 BASIC DEFENSE The data is displayed under [Saved Data Utility] in the Game menu. 6 ADVANCED OFFENSE 7 ADVANCED DEFENSE 8 PRO STICK™: SHOOTING 9 PRO STICK™: DRIBBLING 10 DEFENSIVE CONTROLS 11 POST MOVES 12 POST SHOTS Product Support: http://support.2k.com 13 NBA 2K17 GAME CREDITS 21 LIMITED SOFTWARE WARRANTY, LICENSE Please note that NBA 2K17 online features are scheduled to be AGREEMENT & INFORMATION USE available until December 31, 2018 though we reserve the right to DISCLOSURES modify or discontinue online features on 30-days’ notice. -
RIT Video Game Production Podcast Transcript.Pdf
NARRATOR: So, you like playing video games so much that you think you’d like a career in making them. But what does a video game producer do? In this episode of Intersections: The RIT Podcast, John Blau, a fourth-year game design and development major, talks with John Veneron, digital games hub associate at RIT’s MAGIC Spell Studios, about their experiences in video game production and how RIT’s MAGIC Center is helping student developers publish their work. JOHN BLAU: I didn’t know that I wanted to go into game production. I didn’t even know that I wanted to go into games when I was applying to universities. I came in to RIT as a computer science major. I found very Quickly that computer science was a lot of fun for me. It provided a lot of really interesting ways to solve problems. And it also gave me a really strong technical background – at least that one semester that I actually spent in it. But I found that I wanted to interact with people a lot more. I found that I liked exposing the human side of computers and the human side of our digital media a lot more. And I thought that the games program was a way for me to start expressing those things. So I spent one semester in computer science and then I was like, okay. I went to a lot of talks, actually. I saw there were a lot of people from Amazon Game Studios that came in. There were some people from Epic who came in. -
Video Games Review DRAFT5-16
Video Games: History, Technology, Industry, and Research Agendas Table of Contents I. Overview ....................................................................................................................... 1 II. Video Game History .................................................................................................. 7 III. Academic Approaches to Video Games ................................................................. 9 1) Game Studies ....................................................................................................................... 9 2) Video Game Taxonomy .................................................................................................... 11 IV. Current Status ........................................................................................................ 12 1) Arcade Games ................................................................................................................... 12 2) Console Games .................................................................................................................. 13 3) PC Standalone Games ...................................................................................................... 14 4) Online Games .................................................................................................................... 15 5) Mobile Games .................................................................................................................... 16 V. Recent Trends .......................................................................................................... -
Epic Games and EA Announce 'Bulletstorm Epic Edition' With
Epic Games and EA Announce ‘Bulletstorm Epic Edition' With Exclusive Early Access to Gears of War 3 Beta REDWOOD CITY, Calif.--(BUSINESS WIRE)-- People Can Fly, Epic Games, Electronic Arts Inc. (NASDAQ:ERTS) and Microsoft Game Studios today announced the "Epic Edition" of Bulletstorm™, the highly anticipated new action shooter from the makers of the award-winning Unreal Tournament and Gears of War series of games. In this unique promotion, Epic Games and EA are blowing out the launch of Bulletstorm with access to the public beta for Gears of War 3, the spectacular conclusion to one of the most memorable and celebrated sagas in video games. Players that purchase the Epic Edition are guaranteed early access to the Gears of War 3 beta*. Pre-order now to reserve a copy of the Epic Edition which will be available on Feb. 22, 2011 for MSRP $59.99, only for the Xbox 360® video game and entertainment system, while supplies last. "Epic is poised to break new ground in 2011 with Gears of War 3 and Bulletstorm," said Dr. Michael Capps, president of Epic Games. "With these two highly anticipated triple-A experiences comes a unique opportunity to do something to really excite players, and that's what we intend to accomplish with the support of Microsoft Game Studios and EA. This is for the shooter fans." In addition to access to the beta, the Epic Edition gives players bonus in-game Bulletstorm content when playing online, including 25,000 experience points, visual upgrades for their iconic leash, deadly Peace Maker Carbine, boots and armor. -
Game Production and Role of Game Producer Date 12/11/2014 Pages/Appendices 43 + 2 Supervisor(S) Leo Suomela
Game Production and Role of Game Producer Case study: Research on demographic of gamers in Hanoi, Vietnam Phan Nguyen Bachelor’s Thesis ___. ___. ______ ________________________________ Valitse kohde. SAVONIA UNIVERSITY OF APPLIED SCIENCES THESIS Abstract Field of Study Social Sciences, Business and Administration Degree Programme Degree Programme in International Business Author(s) Phan Nguyen Title of Thesis Game Production and Role of Game Producer Date 12/11/2014 Pages/Appendices 43 + 2 Supervisor(s) Leo Suomela Client Organisation/Partners Abstract This thesis was intended to serve as a guideline on how to manage a video game development process as a producer. The study includes basic knowledge of game production process, focusing more on managing the project as a whole, rather than reaching specific technical aspects. The production methodology described here is a combination of several methods used by most studios in the game industry. Additionally, understanding of game producer’s roles and characteristics was also studied to give author a “mental map” to apply in future career. The goal was to accomplish the most efficient and inspired production process as possible which could be utilized in most cases. Finally, the demographic of gamers in Hanoi – capital of Vietnam – was studied and analyzed, for the purpose of drawing a conclusion on whether Hanoi would be a potential environment for new startup game development studio in the future. The investigation method carried out was quanti- tative research; data was collected from online questionnaire and physical handouts. The theoretical part of this study primarily relied on Heather M. Chandler’s knowledge on game production, through the book The Game Production Handbook. -
2KSMKT NBA2K17 PS4 Onlin
See important health and safety warnings in the system Settings menu. TABLE OF CONTENTS 3 GETTING STARTED 6 CONTROLLER LAYOUT GETTING STARTED 7 PRODUCT SUPPORT PlayStation®4 system 7 CONTROLS 7 BASIC OFFENSE Starting a game: Before use, carefully read the instructions supplied with the PS4™ 7 BASIC DEFENSE computer entertainment system. The documentation contains information on setting up and using 8 ADVANCED OFFENSE your system as well as important safety information. 9 ADVANCED DEFENSE Touch the (power) button of the PS4™ system to turn the system on. The power indicator blinks 10 PRO STICK™ in blue, and then lights up in white. Insert the NBA 2K17 disc with the label facing up into the disc 10 PRO STICK™: SHOOTING slot. The game appears in the content area of the home screen. Select the software title in the 11 PRO STICK™: DRIBBLING PS4™ system’s home screen, and then press the S button. Refer to this manual for information 12 POST SHOTS on using the software. 12 POST MOVES 13 DEFENSIVE CONTROLS Quitting a game: Press and hold the p button, and then select [Close Application] on the screen that is displayed. 14 OFFBALL CONTROLS 14 OFFENSE Returning to the home screen from a game: To return to the home screen without 15 DEFENSE quitting a game, press the p button. To resume playing the game, select it from the content area. 16 NBA 2K17 GAME CREDITS Removing a disc: Touch the [eject] button after quitting the game. 23 LIMITED SOFTWARE WARRANTY, LICENSE Trophies: Earn, compare and share trophies that you earn by making specific in-game AGREEMENT & INFORMATION USE accomplishments. -
Challenges in Video Game Localization: an Integrated Perspective
Dawid Czech University of Wrocław, Poland Challenges in video game localization: An integrated perspective Abstract. Video games are currently one of the fastest evolving media that have risen from obscurity and conquered mainstream culture in less than fifty years. In 2012, its revenue was estimated at about 78 billion US dollars globally, which places digital games at the forefront of popular entertainment1. This turning point in the history of the video game industry can be attributed to two primary factors: firstly, to the overall development of the video game concept and secondly to the increase in the cultural value of interactive entertainment. None of this would, however, come to fruition if not for the development of the specific translation techniques that allowed the industry to reach out to a global audience (Bernal-Merino 2007). This paper examines some of the characteristics of video game localization from a linguistic and cultural standpoint, focusing on the relevance of context (Newmark 1991) and lexicalization patterns in translation (Talmy 2001). It also explores the role of transcreation in interactive entertainment software and analyses how the strictly technical limitations of the medium impact the overall result of the translation process (Mangiron and O‟Hagan 2006; Chandler 2005; Bernal-Merino 2007). Using as a case study the highly successful yet notorious for its flawed translation series, Call of Duty, examples are given to illustrate the challenges translators face in video game localization. Key words. Video games, software localization, transcreation, interactive entertainment in Poland, cultural approach 1. Introduction – video games in mainstream culture The last two decades have witnessed a widespread popularization of video games that gave rise to a new, highly productive industry. -
Grand Theft Auto
Generated significant cash flow and ended the fiscal year with nearly in cash and short-term investments Delivered record digitally-delivered net revenue of nearly Generated highest revenues ever from recurrent consumer spending – 53% year-over-year increase of digitally-delivered net revenue and Series with at least one five-million unit selling release; and 50 individual multi-million unit selling titles of total net revenue One of the most critically-acclaimed and commercially successful video games of all time with over units sold-in to date Sold-in nearly 7.5 million units to date and remains the top-selling and top-rated NBA simulation Employees working in game development and 15 studios around the world TAKE-TWO INTERACTIVE SOFTWARE, INC. 2016 ANNUAL REPORT Fiscal 2016 marked another year in which Take-Two delivered strong results, driven principally by positive momentum in our core offerings. We generated record digitally- delivered net revenue, including our highest-ever recurrent consumer spending, and significant cash flow. Today, Take-Two is a global leader in the interactive entertainment business, with some of the industry’s most commercially successful and critically acclaimed series that engage and excite audiences around the world across all relevant platforms. OUR KEY ACHIEVEMENTS • Grand Theft Auto V and Grand Theft Auto Online have exceeded our expectations in every quarter since their release, and continue to expand their audience nearly three years after their initial launch. Grand Theft Auto V remains the highest-rated title on PlayStation 4 and Xbox One, and is the “must- have” experience for gamers, especially as the installed base of new-generation consoles continues to grow. -
Freelancer Categories
FREELANCER CATEGORIES List of the Media Zone Authority’s freelancer license activities GENERAL No Category Definition 1. Acting coach NEW! An individual who is a qualified teacher specializing in training performers (film, tele- vision and/or theatre) to improve their performances/skills and prepare for auditions (including a voice/speech/dialect specialist coach). 2. Actor An individual that acts by portraying a character in a performance (e.g. film, TV, theatre, commercial or event) as a profession. 3. Animator An individual skilled in creating images and/or animation for television, motion pictures, video games and/or other animation design. 4. Archive producer NEW! An individual who works with producers and editors on segments of programmes to determine archival needs and help shape story narrative from development onwards. Experienced in negotiating deals with archive suppliers and organizing and managing large archive projects. 5. Artist NEW! An individual specialized in one of the visual or fine arts such as painting, sculpting and/or singing and/or dancing as a profession. 6. Art Director An individual that works with studios and executive producers to create the overall visual appearance and «look» of a production. 7. Assistant / Associate Producer An individual that reports to the producer and assists with script development, artist relations, finding participants, and general production logistics. 8. Assistant Director An individual responsible for tracking daily progress against the production schedule; arranging logistics; preparing daily call sheets; checking cast and crew; and maintain- ing order on the set. 9. Brand Consultant NEW! An individual that creates and designs brand strategies, brands and identities for companies and products 10. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
IGDA Online Games White Paper Full Version
IGDA Online Games White Paper Full Version Presented at the Game Developers Conference 2002 Created by the IGDA Online Games Committee Alex Jarett, President, Broadband Entertainment Group, Chairman Jon Estanislao, Manager, Media & Entertainment Strategy, Accenture, Vice-Chairman FOREWORD With the rising use of the Internet, the commercial success of certain massively multiplayer games (e.g., Asheron’s Call, EverQuest, and Ultima Online), the ubiquitous availability of parlor and arcade games on “free” game sites, the widespread use of matching services for multiplayer games, and the constant positioning by the console makers for future online play, it is apparent that online games are here to stay and there is a long term opportunity for the industry. What is not so obvious is how the independent developer can take advantage of this opportunity. For the two years prior to starting this project, I had the opportunity to host several roundtables at the GDC discussing the opportunities and future of online games. While the excitement was there, it was hard not to notice an obvious trend. It seemed like four out of five independent developers I met were working on the next great “massively multiplayer” game that they hoped to sell to some lucky publisher. I couldn’t help but see the problem with this trend. I knew from talking with folks that these games cost a LOT of money to make, and the reality is that only a few publishers and developers will work on these projects. So where was the opportunity for the rest of the developers? As I spoke to people at the roundtables, it became apparent that there was a void of baseline information in this segment.