Toward a Unified Theory of Digital Games
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Aaron Paul, Drake Promote EA Video Games at E3 10 June 2013, by Derrik J
Aaron Paul, Drake promote EA video games at E3 10 June 2013, by Derrik J. Lang adrenaline rush that puts you on the edge of your seat," Paul said while introducing footage from the movie. However, the celebrity attendees didn't receive the biggest reaction at EA's event in Los Angeles. That was reserved for the moment when "Battlefield 4" executive producer Patrick Bach revealed that 64 players were on stage behind a screen. The mob then engaged in a multiplayer match of the upcoming military shooter. "Rivals" and "Battlefield 4" are adding companion apps that allow players to affect online games from mobile devices. Attendees watch a presentation on video game Battlefield 4 at the Microsoft Xbox E3 media briefing in Electronic Arts Inc. concluded the presentation by Los Angeles, Monday, June 10, 2013. Microsoft focused revealing that it's working on a sequel to the 2008 on how cloud computing will make games for its next- free-running action game "Mirror's Edge." A video generation Xbox One console more immersive during its teased it was "coming ... when it's ready." Monday presentation at the Electronic Entertainment Expo. Microsoft announced last week that the console © 2013 The Associated Press. All rights reserved. must be connected to the Internet every 24 hours to operate, and the system would ideally always be online. (AP Photo/Jae C. Hong) Drake and Aaron Paul are bringing some star power to the Electronic Entertainment Expo. The rapper and the "Breaking Bad" co-star appeared on stage Monday at Electronic Arts' E3 presentation to promote games from the video game publisher. -
A Rundown of What's Going on with Penny Arcade
12/27/2014 A Rundown of What’s Going on with Penny Arcade Now | A Rundown of What’s Going on with Penny Arcade Now Posted on June 20, 2013 by Tami Baribeau It hasn’t been that long since the last time Penny Arcade did something that cast the company in a negative light, but here we are again with another fiasco that’s been making its way around Twitter today. I thought it would be helpful to do a quick rundown of the events from today to make everyone aware of the situation and help answer some questions about why you might want to rethink supporting Penny Arcade, PAX, or anything affiliated with that organization. It all started today when this panel was posted from PAX Australia, titled “Why So Serious? Has the Industry Forgotten That Games Are Supposed to Be Fun?”. The original screencap of the description is below. “Why does the game industry garner such scrutiny from outside sources and within? Every point aberration gets called into question, reviewers are constantly criticised and developers and publishers professionally and personally attacked. Any titillation gets called out as sexist or misogynistic and involve any antagonist race other than Anglo-Saxons and you’re a racist. It’s gone too far and when will it all end? How can we get off the soapbox and work together to bring a new constructive age into fruition?” There is so much wrong with this panel description that I don’t even know where to begin. The idea that games as a medium are exempt from criticism because they’re “supposed to be fun” is ridiculous and immature. -
Master Thesis Marlen Komorowski
Vrije Universiteit Brussel Marlen Komorowski Faculteit Letteren en Wijsbegeerte Study Area Communication Studies Revenue and Payment Models of Digital Games The Power of Innovative Revenue Models in the Media Industry taking the Example of Massively Multiplayer Online Role-Playing Games Thesis submitted to obtain the grade of Master of Communication Studies – New Media and Society in Europe Supervisors: Dr. Valérie-Anne Bleyen & Olivier Breat Academic Year: 2012-2013 39,882 ABSTRACT Marlen Komorowski Vrije Universiteit Brussel / 2012-2013 Title: Revenue and Payment Models of Digital Games The Power of Innovative Revenue Models in the Media Industry taking the Example of Massively Multiplayer Online Role-Playing Games Supervisors: Dr. Valérie-Anne Bleyen & Olivier Breat Our economy had changed significantly through digitization bringing new business opportunities but also threats which especially influences the media industry. One possibility to deal with these new circumstances is to implement innovative online revenue models. In order to find successful revenue models the youngest media industry, the digital game industry, is in a position to show meaningful findings. The integrated online revenue models of representative massively multiplayer online role-playing games (MMORPGs), revealed that the subscription model and free-to-play model, based on freemium and micro- transactions, are crucial in this segment. Trends can be identified expressing a strong shift to free-to-play and the importance of accessibility and social interaction in MMORPGs. The free-to-play model seems to be the future not only for MMORPGs but also the whole media industry. Key Words: disruptive innovations, media products, digital game industry, massively multiplayer online role-playing games, revenue model, payment model, sustainability, subscription, free-to-play, accessibility Words: 39,884 I TABLE OF CONTENTS ABSTRACT I TABLE OF CONTENTS II LIST OF TABLES AND FIGURES IV ABBREVIATIONS V ACKNOWLEDGEMENT VII PREFACE VIII Chapter 1: Introduction of the Research 1 1.1. -
War and Cinema
Theatres of Representation Discourses of War and Cinema Daniel Binns SID: 16123117 ! ! ! ! Doctor of Philosophy, 2013 University of Western Sydney Table of Contents Acknowledgements i. Dedication ii. Abstract iii. 1. Introduction – War and Cinema 1 2. Survey of the Field & Analytic Narrative 23 3. For Glory: World Wars I and II 58 4. Fear, Frustration, Paranoia: Vietnam 103 5. Live from the Front Line: Conflict in the Middle East 148 6. Extended Discourses of War: Video Games & Comic Books 192 7. Conclusion: Cycles of Violence, Repeat Performances 225 Sources 238 Appendix: Sample Film Analysis 254 Acknowledgements This thesis has felt, at times, like a battle. Now that the battle is over, I must take some time to thank my comrades-in-arms, without whom none of what you hold would have been possible. To the various people with whom I had personal correspondence or conversation during the course of this research, thank you for your time and expertise. These fine souls include, but are not limited to, Bill Nichols, Bruce Isaacs, Richard Smith, David Burchell, David Axe, Brendan Keogh, Elizabeth Roberts, and Hunter Cordaiy. Thanks to Jonathan Foye, and JT Velikovsky, for casting an objective eye over the piece in its final stages – and for your validation. To the employers who have graciously worked around my research commitments, continuing to further my experience in the film industry and academia, thank you. To my supervisors – Dr. Paul Ryder and Dr. Peter Dallow – your patience, commitment, wisdom, and good humour have been invaluable. It is needless to say that this document would not exist without you both. -
“Business Models and Pricing Strategies in Videogames Industry”
ΔΘΑΣΜΗΜΑΣΘΚΟ ΠΡΟΓΡΑΜΜΑ ΜΕΣΑΠΣΤΥΘΑΚΩΝ ΠΟΤΔΩΝ ΣΑ ΠΛΗΡΟΦΟΡΘΑΚΑ ΤΣΗΜΑΣΑ Διπλωμαηική Εργαζία “Business models and Pricing Strategies in videogames industry” ηοσ ΠΑΥΑΛΗ ΑΡΑΜΠΑΣΖΗ Τποβλήθηκε ως απαιηούμενο για ηην απόκηηζη ηοσ μεηαπηστιακού διπλώμαηος ειδίκεσζης ζηα Πληροθοριακά σζηήμαηα Φεβροσάριος 2014 2 Abstract In our thesis we examine which factors have an influence on players‟ intention to buy virtual items. In order to examine these factors we created a research model and conducted an online survey. Especially, we included constructs from an IS (Information System) perspective as well as from a game centric approach. We analyzed the results using PLS-SEM method and we found out that the Game-centric constructs: customization options, in-game functionality features, prestige, participation and perceived enjoyment have a positive effect. We distinguished as the most important Game-centric constructs the customization options, the in-game functionality features and the prestige. IS-centric constructs such as performance expectancy, effort expectancy and perceived value are also important for players‟ intention to buy virtual items and they have a strong effect. These results can be useful to videogame companies which adopt business models that include virtual item transactions. Based on these results we suggest that videogame companies should offer virtual items taking into account the most important Game-centric constructs and establish or improve their virtual shops by taking into account the IS-centric constructs. 3 Acknowledgements I would especially like to thank my supervisor Professor Dr. Anastasios Economides and Phd Vasileios Terzis for their trust and valuable guidance. Besides, I would like to thank everyone who has taken the time to complete the questionnaire of this Thesis. -
Thesis Template
Sami Gharbi THE ARTIFICIAL SCARCITY AND PRESERVATION OF VIDEO GAMES AS DIGITAL GOODS Bachelor’s thesis Degree programme in Game Design 2021 Author (authors) Degree title Time Sami Gharbi Bachelor of Culture March 2021 and Arts Thesis title 34 pages The Artificial Scarcity and Preservation of Video Games as 4 pages of appendices Digital Goods Commissioned by N/A Supervisor Suvi Pylvänen Abstract The goal of this thesis was to discuss the way digitally distributed games are kept available as cultural heritage. Digital distribution has become an increasingly popular way of dispatching games, but it makes game preservation more challenging. Digital distribution platforms and online games shut down over time, leaving nothing behind if not properly preserved. A literature review was used to research the history of digital distribution games through several decades. The evolution of these services was examined in order to present advantages, drawbacks and reoccurring patterns. A survey was done in order to gauge current opinions on the digital gaming market. A small sample of young adults with an interest in gaming were asked about their use of digital games and digital distribution services. Case studies on game preservation were conducted, analysing cases of digital games being lost and preserved. This was done in order to bring light to game preservation techniques. The research was successful in summarizing the various facets of digital distribution and its impact of game preservation and bringing awareness to its issues. The conclusion lists potential solutions to help keep digitally distributed games playable in the future. Keywords artificial scarcity, digital distribution, game preservation, research CONTENTS GLOSSARY ........................................................................................................................ -
E3 2013 a NNU a L E L E C T R O N I C S EN T E R TA I N M E N T EXPO the World’S Premier Trade Show for Video Games and Related Products
E3 2013 A NNU A L E L E C T R O N I C S EN T E R TA I N M E N T EXPO The world’s premier trade show for video games and related products. We attended E3 knowing that the innovations on display would in some form find their way into next-generation products across various markets and industries, enhancing usability and opening up possibilities yet unknown. Sound is the new thing as video nearly good as can imagine @turtlebeach makes killer gaming cans Wii U Nintendo’s second screen has upped the complexity of their user interface a bit, but it’s also opened up a whole new world of functionality that developers can incorporate into gameplay. A worthwhile trade-off in our opinion. Not sure why #Wiiu doesn't get more love. Great games, great interface. Turtle Beach Gaming is, at its heart, about escapism... any technology that makes the experience more immersive is going to sell. The same can be true of most customer experiences - maximize the immersion factor, and you’re going to increase customer loyalty and affinity to your product and brand. TYING PHYSICAL TO DIGITAL Rocksmith 2014 Learning + gaming is the future for so many skills to be taught... from language to driving, the line between having fun and building a new talent is becoming increasingly fuzzy. smartROLL We’re going to see many more crossovers between the physical and virtual worlds - as #Rocksmith guitar much as people like to interact on screen, from @Ubisoft melds there’s a satisfaction to holding something that genuine, real world may never be replaced by skill & learning with digital experiences. -
Vidio-Game Mainia!!!!
VIDIO-GAME MAINIA!!!! - Find some things out about mine craft thatThere you didn’tis also knowcomics before! And some other stuff about video games! Table of Contents Letter from the Editor…………………………..P.1-2 Letters to the Editor Cheats for Minecraft……………………………P.3 Video Game Rant……………………………....P.4 Some News Super Mario……………………………………P.5 Video Games……..……………………………P.6-7 Now Some Stories Minecraft……………………………………….P.8 Short Story……………………………………...P.9 Things That May Interest You Minecraft!………………………………………P.10 Wii U…………………………………………...P.11 Minecraft!!..........................................................P.12-13 Other Video Games…………………………….P.14 LETTER FROM THE EDITOR Dear Readers, TV that’s being designed Its been an exiting for only video games. I’m month in the video not going to spoil the gaming world. Like last surprise by going into week, there was a new detail, but there is one video game that came out thing I will say, there’s an “Unicorn Revolution.” I’m advertisement in this not sure you boys out issue (you have to keep there would like to play reading to find it) that it, but there are lots of describes it. The add girls who do. I know this shows a glitch in the TV. because I have a little So keep reading guys sister who enjoys playing because in this months it (while annoying me at articles there are some the same time). tips that I didn’t even Now for you boys, there know about. Believe it or is a new X-box controller not, even though I am the out there that gives you editor, I didn’t know half high definition graphics the stuff you guys sent in for certain games. -
The Performative Interactivity of Video Games
SHALL WE PLAY A GAME?: THE PERFORMATIVE INTERACTIVITY OF VIDEO GAMES Michael J. Beck Thesis Prepared for the Degree of MASTER OF SCIENCE UNIVERSITY OF NORTH TEXAS August 2014 APPROVED: John M. Allison, Jr., Major Professor and Chair of the Department of Communication Studies Justin T. Trudeau, Committee Member Shaun Treat, Committee Member Holley Vaughn, Committee Member Mark Wardell, Dean of the Toulouse Graduate School Beck, Michael J. Shall We Play a Game? The Performative Interactivity of Video Games. Master of Science (Communication Studies), August 2014, 113 pp., bibliography, 61 titles. This study examines the ways that videogames and live performance are informed by play theory. Utilizing performance studies methodologies, specifically personal narrative and autoperformance, the project explores the embodied ways that gamers know and understand videogames. A staged performance, “Shall We Play a Game?,” was crafted using Brechtian theatre techniques and Conquergood’s three A’s of performance, and served as the basis for the examination. This project seeks to dispel popular misconceptions about videogames and performance and to expand understanding about videogaming as an embodied performative practice and a way of knowing that has practical implications for everyday life. Copyright 2014 by Michael J. Beck ii TABLE OF CONTENTS Page Chapters 1. INTRODUCTION ........................................................................................................ 1 2. LITERATURE REVIEW ............................................................................................. -
(The) Absolute N/A New York Tiffany White
Gaming Media Canada & US First Last Works for email Phone Located Evan Hoover (The) Absolute N/A New York Tiffany White (The) Absolute N/A New York Nadia Oxford 148Apps N/A Toronto Larry Braz 1Life2Play N/A Cleveland Jason Belec 2ndOpinionPod N/A Webster Caleb Gayle 2ndOpinionPod N/A 1(936) 204-0191 Webster Jeremy Roughan 2ndOpinionPod N/A 1(508) 983-4317 Webster Joel Albert 2old2play N/A Chicago Derek Nolan 2old2play N/A Chicago Rod Wyman 2old2play N/A Chicago Sean Robinson 3GEM Studios N/A Guelph Jeffrey Harris 411mania.com N/A 1(818) 980-1995 Studio City Dan Watson 411mania.com N/A 1(832) 654-6437 Woodridge Nick Henderson 4Player Network N/A Austin David Liao 4Player Network N/A Austin Paige Jagan 7 Kids and Us N/A Orlando John C. A Gaming Website.com N/A Joey Held A Hot Cup of Joey N/A Austin Eric Abbruzzese ABI Research Group N/A 1(516) 624-2500 Oyster Bay Craig Kaufman AbleGamers N/A Harpers Ferry Steve Spohn AbleGamers N/A Harpers Ferry Dan Ackerman Ackerman, Dan N/A 1(646) 472-3986 New York Uros Jojic Action Trip N/A Orem Ure Paul Action Trip N/A Orem Emily Morganti Adventure Gamers N/A Curtis Sindrey Aesthetic Magazine TorontoN/A Toronto Adam Taylor Aesthetic Magazine TorontoN/A Toronto Daniel Carosella Affairesdegars.com N/A 1(819) 200-0834 x201Sherbrooke Ronald Mina AFKer Games N/A Christina Janke Agents of Geek N/A Jim Napier Agents of Geek N/A Anthony JohnAgnello Agnello, Anthony John N/A 1(215) 801-0766 Astoria Richard Aihoshi Aihoshi, Richard N/A 1(905) 820-4025 Mississauga ChristopherAdams Aimless Podcasts N/A Albert Chen -
The Age Rating Impact on Consumer Video Game Choices
23 Conaway and Lee, International Journal of Applied Economics, 15(2), September 2018, 23-41 The Age Rating Impact on Consumer Video Game Choices L. Brooke Conaway and Kelly M. Lee* Georgia College and Colorado State University Abstract: This growing video game industry has a self-regulating board that provides age- appropriateness ratings for all games released. We look at the effects of these age ratings on game success. In particular, are consumers using these ratings when making purchase decisions, and if so, do consumers tend to prefer more family-friendly games or games that include mature content? In addition to age ratings, we explored various game attributes over the period of 2005-2013 to see what makes some games more appealing to consumers. We find that attributes such as game genre, quality, ESRB (Entertainment Software Ratings Board) age rating, console type, and whether the distributor is a member of the Entertainment Software Association all influence purchase decisions of consumers in the video game market. We also find that consumers tend to prefer games with an ESRB age rating of M (mature content) when purchasing games for XBOX and PlayStation consoles; however, consumers tend to prefer games with an E (appropriate for everyone) rating on the more family-friendly Nintendo console. Keywords: video games, age rating, games, entertainment, Electronic Software Association, Electronic Software Ratings Board JEL Classification: D00, L82, L25 1. Introduction Movie box office and music industry revenues regularly make big headlines and have been the focus of research across various disciplines, yet the revenues generated by these two industries are often dwarfed by another entertainment industry – the video game industry. -
Comment Balancing the Resale Rights of Video Game
COMMENT BALANCING THE RESALE RIGHTS OF VIDEO GAME CONSUMERS AND PUBLISHERS IN AN INCREASINGLY DIGITAL AGE CAMILO FLORES† I. INTRODUCTION very year, major video game publishers display their upcoming Eblockbuster games at the Electronic Entertainment Expo, commonly known as “E3.”1 Heading into E3 2013, Microsoft had every reason to believe that the Xbox One, its next generation video game console, would continue Microsoft’s success in the video game console market. For thirty straight months, Microsoft carried unbelievable momentum after dominating the U.S. market with its top selling video game console, the Xbox 360.2 As E3 approached, consumers anxiously awaited the reveal of the next generation Xbox. In an unexpected turn of events, however, the announcement of the Xbox One caused Microsoft’s stocks to dip almost immediately, while Sony’s stocks jumped ten percent.3 Two months before the release date of the Xbox One, Reuters, the world’s largest international multimedia news agency, revealed a study showing that only twenty-seven percent of consumers under forty planned on purchasing an Xbox One compared to forty one percent of consumers under the age of forty who planned on † Wake Forest University School of Law, Juris Doctor Candidate 2015. The author would like to thank his family for their selfless and unconditional support. He would also like to thank the Journal’s editorial staff for their contributions. 1. About E3, ELEC. ENTM’T EXPO, http://www.e3expo.com/show-info/2101/about- e3 (last visited Nov. 14, 2013). 2. Taylor Soper, Xbox 360 Marks 30 Straight Months Atop U.S.