The German Games Industry
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Subjective Quality Assessment for Cloud Gaming
Article Subjective Quality Assessment for Cloud Gaming Abdul Wahab 1,* , Nafi Ahmad 1 , Maria G. Martini 2 and John Schormans 1 1 School of Electronic Engineering and Computer Science, Queen Mary University of London, Mile End Road, London E1 4NS, UK; Nafi[email protected] (N.A.); [email protected] (J.S.) 2 School of Computer Science and Mathematics, Kingston University, River House, 53-57 High Street, Kingston upon Thames, Surrey KT1 1LQ, UK; [email protected] * Correspondence: [email protected] Abstract: Using subjective testing, we study the effect of the network parameters, delay and packet loss ratio, on the QoE of cloud gaming. We studied three different games, selected based on genre, popularity, content complexity and pace, and tested them in a controlled network environment, using a novel emulator to create realistic lognormal delay distributions instead of relying on a static mean delay, as used previously; we also used Parsec as a good representative of the state of the art. We captured user ratings on an ordinal Absolute Category Rating scale for three quality dimensions: Video QoE, Game-Playability QoE, and Overall QoE. We show that Mean Opinion Scores (MOS) for the game with the highest levels of content complexity and pace are most severely affected by network impairments. We also show that the QoE of interactive cloud applications rely more on the game playability than the video quality of the game. Unlike earlier studies, the differences in MOS are validated using the distributions of the underlying dimensions. A Wilcoxon Signed-Rank test showed that the distributions of Video QoE and Game Playability QoE are not significantly different. -
Achieve Your Vision
ACHIEVE YOUR VISION NE XT GEN ready CryENGINE® 3 The Maximum Game Development Solution CryENGINE® 3 is the first Xbox 360™, PlayStation® 3, MMO, DX9 and DX10 all-in-one game development solution that is next-gen ready – with scalable computation and graphics technologies. With CryENGINE® 3 you can start the development of your next generation games today. CryENGINE® 3 is the only solution that provides multi-award winning graphics, physics and AI out of the box. The complete game engine suite includes the famous CryENGINE® 3 Sandbox™ editor, a production-proven, 3rd generation tool suite designed and built by AAA developers. CryENGINE® 3 delivers everything you need to create your AAA games. NEXT GEN ready INTEGRATED CryENGINE® 3 SANDBOX™ EDITOR CryENGINE® 3 Sandbox™ Simultaneous WYSIWYP on all Platforms CryENGINE® 3 SandboxTM now enables real-time editing of multi-platform game environments; simul- The Ultimate Game Creation Toolset taneously making changes across platforms from CryENGINE® 3 SandboxTM running on PC, without loading or baking delays. The ability to edit anything within the integrated CryENGINE® 3 SandboxTM CryENGINE® 3 Sandbox™ gives developers full control over their multi-platform and simultaneously play on multiple platforms vastly reduces the time to build compelling content creations in real-time. It features many improved efficiency tools to enable the for cross-platform products. fastest development of game environments and game-play available on PC, ® ® PlayStation 3 and Xbox 360™. All features of CryENGINE 3 games (without CryENGINE® 3 Sandbox™ exception) can be produced and played immediately with Crytek’s “What You See Is What You Play” (WYSIWYP) system! CryENGINE® 3 Sandbox™ was introduced in 2001 as the world’s first editor featuring WYSIWYP technology. -
Strategic Features and Terrain Generation for Balanced Heroes of Might and Magic III Maps
See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/328307880 Strategic Features and Terrain Generation for Balanced Heroes of Might and Magic III Maps Conference Paper · August 2018 DOI: 10.1109/CIG.2018.8490430 CITATIONS READS 2 142 6 authors, including: Jakub Kowalski University of Wroclaw 25 PUBLICATIONS 95 CITATIONS SEE PROFILE Some of the authors of this publication are also working on these related projects: Evolutionary algorithm for DFA synchronization View project "The length of a minimal synchronizing word and the \v{C}erny conjecture' View project All content following this page was uploaded by Jakub Kowalski on 07 November 2018. The user has requested enhancement of the downloaded file. Strategic Features and Terrain Generation for Balanced Heroes of Might and Magic III Maps Jakub Kowalski, Radosław Miernik, Piotr Pytlik, Maciej Pawlikowski, Krzysztof Piecuch, Jakub S˛ekowski Institute of Computer Science, University of Wrocław Wrocław, Poland [email protected], [email protected], [email protected], [email protected], [email protected], [email protected] Abstract—This paper presents an initial approach to a generic algorithms, simulation-based evaluations, or neural networks algorithm for constructing balanced multiplayer maps for strat- [5]. However, their implementations usually have a purely egy games. It focuses on the placement of so-called strategic scientific character, as they are applied mostly to test-bed features – map objects that have a crucial impact on gameplay, usually providing benefits for the players who control them. games and tools [6], [7], [8], [9], [10], [11], [12], [13], The algorithm begins with constructing a logical layout of the indie games [14], or reimplementations of older titles [15], map from the perspective of a single player. -
Analisi Della Crescita Di Società Di Gaming Attraverso La Lettura Dei Bilanci
ANALISIANALISI DELLADELLA CRESCITACRESCITA DIDI SOCIETÀSOCIETÀ DI GAMINGGAMING ATTRAVERSOATTRAVERSO LALA LETTURALETTURA DEIDEI BILANCI TESI DI LAUREA DI GUGLIELMO CALAMIA PACINI TESI DI LAUREA DI GUGLIELMO CALAMIA PACINI MATRICOLAMATRICOLA 212111 212111 INTRODUZIONE L’oggetto della tesi di questo saggio è analizzare alcune delle più note aziende dell’industria dell’intrattenimento videoludico. Si partirà con delle breve esposizioni della loro storia, i pe- riodi di crescita più significativi e l’analisi dei titoli chiave del loro successo degli ultimi dieci anni dal 2011 al 2019; le so- cietà prese sono la EA Sports o Electronic Arts Inc., la Ubisoft Entertainment SA e la Nintendo Co. Ltd. Su ognuna di esse verrà analizzata, tramite la lettura dei loro documenti di bilancio, la loro evoluzione anche collegando a questi dati numerici le informazioni relativi all’immissione dei prodotti chiave nel mercato e le loro conseguenze nei pe- riodi successivi. Una volta esposte tutte le imprese, ci prodigheremo alla for- mulazione di ipotesi sul loro futuro. 3 DESCRIZIONE DEL MERCATO L’incredibile successo di questo mercato dell’intrattenimento è frutto di un continuo sviluppo tecnologico iniziato in America a partire dalla fine degli anni ’40 ma arrivando alla prima di- stribuzione globale di prodotti videoludici solo nel 1961. Fu tuttavia a metà degli anni ’60 (1966) che fu introdotto uno degli strumenti principali del successo videoludico nonché elemento chiave per molte imprese neo-entranti, l’introduzio- ne della prima console. Dall’introduzione di quel primo modello, molte altre imprese hanno tentato di ottenere il controllo del mercato delle console e a oggi solo tre imprese detengono il controllo: la Sony, con la PlayStation; la Microsoft con l’XboX e infine la Nintendo con i suoi GameBoy, Wii e più recentemente Nintendo Switch (tra l’altro la EA e Ubisoft distribuiscono i loro prodotti console pro- prio su PlayStation e XboX e Switch). -
Cosmopolitan Games a Cultural Perspective on Digital Games Jochen Koubek Stefan Werning
Cosmopolitan Games A Cultural Perspective on Digital Games jochen Koubek Stefan Werning Cosmopolitan Cinema. Arts and politics in the second modernity 03.-05. April 2014 Prof. Dr. Jochen Koubek, Dr. Stefan Werning | Universität Bayreuth | Digitale Medien I. Digital Games and National Identity Winter Games (1985) National Gaming Charts http://www.vgchartz.com/ UK: 14.-23.03.2014 Japan: 14.-23.03.2014 International StarCraft 2 Ranking http://aligulac.com/ National Developments http://en.wikipedia.org/wiki/Category:Video_games_developed_in_Canada Vander Caballero: Papa & Yo. Minority (CA), 2012 National Gaming Industry http://www.industriekompass-games.de/start Developer Publisher Business Service Technical Service National Gaming Culture Organisations Patrizier, 1992 Festivals Awards Anno 1602, 1998 Funding Associations Productions Fußballmanager National Discourses German Angst Localization National Gaming Culture „Consoles have been banned in China since the year 2000,“ Lisa Hanson from market researcher Niko Partners tells Kotaku. „The government thought that was the best way to protect Chinese youth from wasting their minds on video games, after a parental outcry.“ The following year, online gaming exploded, and the market size hit $100 million. So the ban, Hanson says, „didn't stop the 'problem'.“ http://kotaku.com/5587577/why-are-consoles-banned-in-china http://www.youtube.com/watch?v=t8zVzws3lIY National Narratives 1984-95 2010 1996 1989 1999 1999 National History 1492 1776 1863 1880 1915 1929 1937 1940 1944 1947 1957 1963 1967 1986 1990 2004 National Images 1893 World Fair 2013 Bioshock Infinite http://games.parsons.edu/2012/02/the-shadow-of-the-white-cloud/ Capcom: Ōkami (⼤神 ), 2006 Vanillaware: Muramasa: The Demon Blade (朧村正 ), 2009 National Luditives „Football and American Identity examines the social conditions and cultural implications found in the football subculture, represented by core values such as competition, conflict, diversity, power, economic success, fair play, liberty, and patriotism.“ Gerhard Falk: Football and American Identity. -
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 .......................................................................................................... -
Online Media Business Models: Lessons from the Video Game Sector
Komorowski, M and Delaere, S. (2016). Online Media Business Models: Lessons from the Video Game Sector. Westminster Papers in Communication and Culture, 11(1), 103–123, DOI: http://dx.doi. org/10.16997/wpcc.220 RESEARCH ARTICLE Online Media Business Models: Lessons from the Video Game Sector Marlen Komorowski and Simon Delaere imec-SMIT, Vrije Universiteit, Brussels, BE Corresponding author: Marlen Komorowski ([email protected]) Today’s media industry is characterized by disruptive changes and business models have been acknowledged as a driving force for success. Current business model research manages only to grasp static descriptions while in reality media managers are struggling with the dynamics of the industry. This article aims to close this gap by investigating a new paradigm of online media business models. Based on three video game case studies of the massively multiplayer online role-playing game genre, this article explores a novel theoretical approach to explain the changes that can be made within business models. The article highlights the importance of changing processes within online media business models and emphasises that the video game sector is at the forefront of business innovation. Finally, it demonstrates that online media business model change is in a trade-off paradigm between capturing or offering potentially higher value per player vs. accessing a potentially larger player-base. Key words: Media industry; business model; process; disruption; video game sector Introduction Today’s media industry is characterized by disruptive transformations shaped by digitization. Digitization is not only generating new business opportunities but threatens traditional commercialization strategies and is proving highly unpredictable with regards to future market development. -
Crysis 2 Full Hd Patch
Crysis 2 full hd patch click here to download All three Crysis 2 DirectX 11 Ultra Upgrade files are available to download via a fast, queue-free server. You are free to download the DirectX 11 update and high resolution packs, however, as they work with all versions of the game – just ensure you're patched to version before installing them. Hi-Res Texture Pack. Enhance your copy of Crysis 2 with the DirectX 11 Ultra Upgrade. This pack has three files: the Patch , DirectX 11 Ultra Upgrade and High Resolution Texture Pack. Extreme Immersive Mod v + New TOD Demostartion | Crysis Max Settings | Directx 10 | p. This is a gameplay for Crysis 2 with High Resolution Texture Pack with patch , using DirectX 11 Ho. C:\Program Files (x86)\Steam\SteamApps\common\Crysis 2 Game of the Year\patch you already have this Patches. Download the DirectX 11 Ultra Upgrade and the High Resolution Texture Pack After Installation you have to That means a complete new Story for free! The Game itself is not needed! I'm pretty sure at some point in the future, Crysis 2 will be in a Steam or Origin sale. And you might buy it and then be sickened to the core by the vile March level graphics. Ugh, I'm embarrassed that we accepted it as a game back then, with its DX11 shaders and an official HD texture pack that looks as. The high-rez pack is definitely a must if you wanna see Crysis 2 in its full glory! The DX11 patch as well, i play crysis2 and the hd pack is a hindrance on multiplayer you need best fps and they will reduce yours by a good 30%+ even when you turn everything down to minimum. -
Family Friendly Magazine 129 in PDF Format
Family Friendly Gaming The VOICE of TM the FAMILY in GAMING Kingdom Hearts III, Ooblets, Monster Hunter World and more in this fabu- lous issue!! ISSUE #129 NI NO KUNI II REVENANT KING- DOM wants you to April 2018 role play. CONTENTS ISSUE #129 April 2018 CONTENTS Links: Home Page Section Page(s) Editor’s Desk 4 Female Side 5 Comics 7 Sound Off 8 - 10 Look Back 12 Quiz 13 Devotional 14 Helpful Thoughts 15 In The News 16 - 23 We Would Play That! 24 Reviews 25 - 37 Sports 38 - 41 Developing Games 42 - 67 Now Playing 68 - 83 Last Minute Tidbits 84 - 106 “Family Friendly Gaming” is trademarked. Contents of Family Friendly Gaming is the copyright of Paul Bury, and Yolanda Bury with the exception of trademarks and related indicia (example Digital Praise); which are prop- erty of their individual owners. Use of anything in Family Friendly Gaming that Paul and Yolanda Bury claims copyright to is a violation of federal copyright law. Contact the editor at the business address of: Family Friendly Gaming 7910 Autumn Creek Drive Cordova, TN 38018 [email protected] Trademark Notice Nintendo, Sony, Microsoft all have trademarks on their respective machines, and games. The current seal of approval, and boy/girl pics were drawn by Elijah Hughes thanks to a wonderful donation from Tim Emmerich. Peter and Noah are inspiration to their parents. Family Friendly Gaming Page 2 Page 3 Family Friendly Gaming Editor’s Desk FEMALE SIDE this instance I feel wonderful. God has given God is my prize and my goal. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
P Ub Lishin G/Distrib Ution
Daedalic Entertainment GmbH Publishing/Distribution Papenreye 51 | 22453 Hamburg | Germany phone +49 (0) 40 / 432 612 70 mail [email protected] | web www.daedalic.de facebook.com/daedalic | @daedalic Key Contacts Our Expertise Daedalic is one of Germany’s most acclaimed publishers and developers, having won numer- ous awards for genre-defining game series such as Deponia, Edna & Harvey, The Whis- pered World and Memoria. Daedalic publishes and develops high-quality games of all genres, with a strong focus on narrative games and compelling characters. Carsten Fichtelmann Daedalic is currently developing a new line- CEO & Founder up of innovative games, across console, PC and +49 (0) 40 / 806 011 30 mobile platforms – including Silence, the suc- [email protected] cessor to renowned The Whispered World, The Devil’s Men, a wholly unique detective/adven- ture title featuring a unique group of characters and a gripping narrative, Ken Follett’s The Pillars of the Earth and The Long Journey Home the first game from Daedalic Studio West. Platforms PC, PlayStation 4, Xbox One, Wii U and Mobile PC Stephan Harms COO Key Projects Console +49 (0) 40 / 845 041 19 [email protected] Deponia, Blackguards series, The Whispered World, Silence, The Night of the Rabbit, Edna & Harvey, The Dark Eye Adventure series, Ken Fol- lett’s The Pillars of the Earth, The Long Journey Handheld Home, The Devil’s Men. Company Facts Mobile • Employees: 115 PUBLISHING • Award Highlights: 21 German Developer Steffen Roche Awards (incl. »Studio of the Year« 2009 and Studio Manager 2013), six German Computer Game Awards MMOs MMOs DEVELOPMENT +49 (0) 40 / 307 290 98 (incl. -
A New Beginning Free
FREE A NEW BEGINNING PDF Sue Bentley,Angela Swan,Andrew Farley | 116 pages | 14 May 2009 | Grosset & Dunlap | 9780448450445 | English | New York, NY, United States A New Beginning - Final Cut on Steam New beginnings happen for a variety of reasons--sometimes we want a change and sometimes we need it. Other beginnings happen because life is hard and time marches on. Regardless of the reason for the change, an inspirational or meaningful quote can help us walk in a new direction with confidence. When I read or hear something that seems to perfectly put into words something that I experience or wonder about or believe, I want to capture it. They spur new thoughts or new actions—or remind us to revisit old ones. As I searched for quotes to fit with each of our categories below, I wanted to have a wide representation of people. If you have a favorite quote that I missed or an author you wish would have been included, I would love to hear from you in the comments! Of the four types of new beginnings, this one A New Beginning my favorite. I admit, I love change. It drives my husband crazy. My A New Beginning and I got married right after college, and in the 22 years since, we have. But when we start a A New Beginning beginning because we want it, it can lead to some pretty amazing adventures. Sometimes we start something new because we know we need a change. Self-awareness can make this pretty obvious, but it takes work to really be in tune with ourselves and our circumstances.