Evaluasi Gameplay Pada Game Dreadout Dan Outlast 2 Menggunakan Metode Heuristic for Evaluating Playability Abimanyu Prayuda I
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
University of Pardubice Faculty of Arts and Philosophy Figurative
University of Pardubice Faculty of Arts and Philosophy Figurative Language in Online Game Reviews Petr Merkl Bachelor thesis 2019 Prohlašuji: Tuto práci jsem vypracoval samostatně. Veškeré literární prameny a informace, které jsem v práci využil, jsou uvedeny v seznamu použité literatury. Byl jsem seznámen s tím, že se na moji práci vztahují práva a povinnosti vyplývající ze zákona č. 121/2000 Sb., autorský zákon, zejména se skutečností, že Univerzita Pardubice má právo na uzavření licenční smlouvy o užití této práce jako školního díla podle § 60 odst. 1 autorského zákona, a s tím, že pokud dojde k užití této práce mnou nebo bude poskytnuta licence o užití jinému subjektu, je Univerzita Pardubice oprávněna ode mne požadovat přiměřený příspěvek na úhradu nákladů, které na vytvoření díla vynaložila, a to podle okolností až do jejich skutečné výše. Souhlasím s prezenčním zpřístupněním své práce v Univerzitní knihovně. V Pardubicích dne 10. 6. 2019 Petr Merkl Chtěl bych poděkovat především Mgr. Evě Novákové a PhDr. Zuzaně Nádraské, PhD za veškerou zpětnou vazbu kterou mi při tvorbě této práce poskytovaly. Dále pak mé rodině, která mi poskytovala veškerou podporu v době mého studia, i mimo něj. Také všem svým přátelům a kolegům za morální podporu a povzbuzení. TITLE Figurative Language in Online Video Game Reviews ANNOTATION This bachelor thesis deals with figure of speech known as metaphor and its occurrence in the genre of online game reviews. The figure is defined according to the conceptual theory. Special importance is ascribed to the differences in the way these figures are used in reviews for different age groups. -
Threat Simulation in Virtual Limbo Preprint
This is a preprint of the article “Threat simulation in virtual limbo: An evolutionary approach to horror video games” by Jens Kjeldgaard-Christiansen and Mathias Clasen, Aarhus University. The final, published version has been published in the Journal of Gaming and Virtual Worlds and is available at https://doi.org/10.1386/jgvw.11.2.119_1. Page 2 of 33 Threat Simulation in Virtual Limbo: An Evolutionary Approach to Horror Video Games Keywords: horror, Limbo, game studies, evolution, simulation, evolutionary psychology Abstract Why would anyone want to play a game designed to scare them? We argue that an alliance between evolutionary theory and game studies can shed light on the forms and psychological functions of horror video games. Horror games invite players to simulate prototypical fear scenarios of uncertainty and danger. These scenarios challenge players to adaptively assess and negotiate their dangers. While horror games thereby instil negative emotion, they also entice players with stimulating challenges of fearful coping. Players who brave these challenges expand their emotional and behavioural repertoire and experience a sense of mastery, explaining the genre’s paradoxical appeal. We end by illustrating our evolutionary approach through an in-depth analysis of Playdead’s puzzle-horror game Limbo. Page 3 of 33 Introduction Imagine this: You are a little boy, lost somewhere deep in the woods at night. You do not know how you got there or how to get out. All you know is that your sister is out there, somewhere, possibly in great danger. You have to find her. The ambiance is alive with animal calls, the flutter of branches and bushes and a welter of noises that you cannot quite make out. -
Evaluating Player Immersion in Survival Horror Video Game Design 1
EVALUATING PLAYER IMMERSION IN SURVIVAL HORROR VIDEO GAME DESIGN A THESIS SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS BY MELODIE GRIFFIN DR. JENNIFER PALILONIS - ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA MAY 2019 EVALUATING PLAYER IMMERSION IN SURVIVAL HORROR VIDEO GAME DESIGN 1 ABSTRACT THESIS: Evaluating Player Immersion in Survival Horror Video Games STUDENT: Melodie Griffin DEGREE: Master of Arts COLLEGE: College of Communication, Information, Media DATE: May 2019 PAGES: 66 While survival horror video games develop at a rapid pace, a gap in user experience research continues to widen alongside their development. More specifically, this study seeks to understand how perspective and narrative affect player immersion in survival horror video games by performing a comparative study of player experience during gameplay with and without virtual reality enhancement. By evaluating how players interact with the gameplay experience, this study will identify how differing player perspective provokes or affects player immersion. Based on these findings, this study recommends a less restrictive game structure that limits the use of narrative cutscenes, provides more than one way to complete game challenges/objectives, and allows for virtual reality enhancement options. EVALUATING PLAYER IMMERSION IN SURVIVAL HORROR VIDEO GAME DESIGN 2 ACKNOWLEDGEMENT I’d like to express sincere gratitude to my advisor, mentor, and friend-- Dr. Jennifer Palilonis. My thesis committee Dr. Johnny Sparks and Dr. Tim Huang also deserve my gratitude. In addition, a great many thanks goes to the Emerging Media Design and Development faculty and students. Their support and kindness has strengthened my research. -
La Série Outlast Dans Le Renouveau De L'horreur Vidéoludique
Document generated on 09/26/2021 4:03 p.m. Loading The Journal of the Canadian Game Studies Association Regarder la peur dans les yeux La série Outlast dans le renouveau de l’horreur vidéoludique Looking at Fear Right in the Eye The Outlast Series in the Revival of the Horror Videoludic Jean-Charles Ray Le jeu vidéo au Québec Article abstract The Video Game in Quebec The aim of this paper is to study the production of the Montreal studio Red Volume 14, Number 23, 2021 Barrels so as to grasp its value and how it is exemplary of the recent renewal in horror video games through an articulation of sight and space producing an URI: https://id.erudit.org/iderudit/1078730ar enticing trap. With Outlast in 2013 and a year later with its extension Outlast: DOI: https://doi.org/10.7202/1078730ar Whistleblower, this independent studio revived some of the great themes of the horror genre: one can recognize in their derelict psychiatric hospital Noël Carroll’s « drama of corridors », Mikhaïl Bakhtine’s castle chronotope and fear See table of contents as an emotional drive for the player’s progression, as theorized by Bernard Perron. Yet, these games also took part in the First-person avoider trend that bloomed in the 2010s by removing all combat mechanics and leaving the main Publisher(s) character with nothing more than a camera allowing him to temporarily see in the dark; the main goal being to remain unseen while seeing. In these games Canadian Game Studies Association that reconnect with the idea of a transgressive gaze of which Medusa is the antique archetype, the point is less to overcome monsters than one’s own fears. -
Grupy Kapitałowej Cd Projekt Za Okres Od 1 Stycznia Do 30 Czerwca 2017 R
SPRAWOZDANIE ZARZĄDU Z DZIAŁALNOŚCI GRUPY KAPITAŁOWEJ CD PROJEKT ZA OKRES OD 1 STYCZNIA DO 30 CZERWCA 2017 R. 2 Spis Treści 5 Grupa Kapitałowa CD PROJEKT – wprowadzenie 6 Kluczowe osiągnięcia Grupy Kapitałowej w I połowie 2017 r. 9 Krótka charakterystyka Grupy Kapitałowej CD PROJEKT 10 Profil działalności 15 Perspektywy rozwoju Grupy Kapitałowej CD PROJEKT 16 CD PROJEKT S.A. na rynku kapitałowym 18 Działalność Grupy Kapitałowej CD PROJEKT 19 Struktura organizacyjna Grupy Kapitałowej CD PROJEKT 21 Opis segmentów biznesowych, produktów i usług, rynków zbytu, dostawców i odbiorców 34 Charakterystyka zewnętrznych i wewnętrznych czynników istotnych dla rozwoju Grupy Kapitałowej CD PROJEKT 36 Umowy znaczące 36 Zarządzanie ryzykiem w działalności Grupy Kapitałowej 37 Wyniki finansowe Grupy CD PROJEKT 38 Omówienie podstawowych wielkości ekonomiczno-finansowych ujawnionych w skonsolidowanym i jednostkowym sprawozdaniu finansowym 54 Ład korporacyjny 55 Podmiot uprawniony do badania sprawozdań finansowych 55 Akcjonariusze posiadający co najmniej 5% liczby głosów na Walnym Zgromadzeniu 57 Umowy, w wyniku których mogą w przyszłości nastąpić zmiany w proporcjach akcji posiadanych przez akcjonariuszy i obligatariuszy 57 Informacje o nabyciu akcji własnych 58 Akcje Spółki w posiadaniu członków Zarządu i Rady Nadzorczej 58 Skład Zarządu i Rady Nadzorczej CD PROJEKT S.A. 60 Zmiany w składzie Zarządu CD PROJEKT S.A. 60 Rada Nadzorcza CD PROJEKT S.A. 60 Zmiany w składzie Rady Nadzorczej CD PROJEKT S.A. 61 Zmiany w podstawowych zasadach zarządzania Spółki i jej Grupy Kapitałowej 61 Opis istotnych postępowań toczących się przed sądem Sprawozdanie Zarządu z działalności Grupy Kapitałowej CD PROJEKT za okres od 1 stycznia do 30 czerwca 2017 roku (wszystkie kwoty podane są w tys. -
Repositorium Für Die Medienwissenschaft
Repositorium für die Medienwissenschaft Martin Hennig Why Some Worlds Fail. Observations on the Relationship Between Intertextuality, Intermediality, and Transmediality in the RESIDENT EVIL and SILENT HILL Universes 2015 https://doi.org/10.25969/mediarep/16505 Veröffentlichungsversion / published version Zeitschriftenartikel / journal article Empfohlene Zitierung / Suggested Citation: Hennig, Martin: Why Some Worlds Fail. Observations on the Relationship Between Intertextuality, Intermediality, and Transmediality in the RESIDENT EVIL and SILENT HILL Universes. In: IMAGE. Zeitschrift für interdisziplinäre Bildwissenschaft. Themenheft zu Heft 21, Jg. 11 (2015), Nr. 1, S. 17– 33. DOI: https://doi.org/10.25969/mediarep/16505. Erstmalig hier erschienen / Initial publication here: http://www.gib.uni-tuebingen.de/image/ausgaben-3?function=fnArticle&showArticle=319 Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Deposit-Lizenz (Keine This document is made available under a Deposit License (No Weiterverbreitung - keine Bearbeitung) zur Verfügung gestellt. Redistribution - no modifications). We grant a non-exclusive, Gewährt wird ein nicht exklusives, nicht übertragbares, non-transferable, individual, and limited right for using this persönliches und beschränktes Recht auf Nutzung dieses document. This document is solely intended for your personal, Dokuments. Dieses Dokument ist ausschließlich für non-commercial use. All copies of this documents must retain den persönlichen, nicht-kommerziellen Gebrauch bestimmt. all copyright information and other information regarding legal Auf sämtlichen Kopien dieses Dokuments müssen alle protection. You are not allowed to alter this document in any Urheberrechtshinweise und sonstigen Hinweise auf gesetzlichen way, to copy it for public or commercial purposes, to exhibit the Schutz beibehalten werden. Sie dürfen dieses Dokument document in public, to perform, distribute, or otherwise use the nicht in irgendeiner Weise abändern, noch dürfen Sie document in public. -
Evolution of the Youtube Personas Related to Survival Horror Games
Toniolo EVOLUTION OF THE YOUTUBE PERSONAS RELATED TO SURVIVAL HORROR GAMES FRANCESCO TONIOLO CATHOLIC UNIVERSITY OF MILAN ABSTRACT The indie survival horror game genre has given rise to some of the most famous game streamers on YouTube, especially titles likes Amnesia: The Dark Descent (Frictional Games 2010), Slender: The Eight Pages (Parsec Productions 2012), and Five Nights at Freddy’s (Scott Cawthon 2014). The games are strongly focused on horror tropes including jump scares and defenceless protagonists, which lend them to displays of overemphasised emotional reactions by YouTubers, who use them to build their online personas in a certain way. This paper retraces the evolution of the relationship between horror games and YouTube personas, with attention to in-game characters and gameplay mechanics on the one hand and the practices of prominent YouTube personas on the other. It will show how the horror game genre and related media, including “Let’s play” videos, animated fanvids, and “creepypasta” stories have influenced prominent YouTuber personas and resulted in some changes in the common processes of persona formation on the platform. KEY WORDS Survival Horror; Video Game; YouTube; Creepypasta; Fanvid; Let’s Play INTRODUCTION Marshall & Barbour (2015, p. 7) argue that “Game culture consciously moves the individual into a zone of production and constitution of public identity”. Similarly, scholars have studied – with different foci and levels of analysis – the relationships between gamers and avatars in digital worlds or in tabletop games by using the concept of “persona” (McMahan 2003; Waskul & Lust 2004; Isbister 2006; Frank 2012). Often, these scholars were concerned with online video games such as World of Warcraft (Filiciak 2003; Milik 2017) or famous video game icons like Lara Croft from the Tomb Raider series (McMahan 2008). -
Monetizing Digital Media: Trends, Key Insights and Strategies That Work
1 Monetizing Digital Media: Trends, Key Insights and Strategies that Work Table of Contents ACKNOWLEDGEMENTS!...................................................................................................................!3! INTRODUCTION!..................................................................................................................................!4! 1. PREAMBLE!.............................................................................................................................................!4! 2. APPROACH AND METHODOLOGY!...........................................................................................................!4! 3. STRUCTURE OF THIS REPORT!...............................................................................................................!4! A. A GENERAL OVERVIEW OF THE MONETIZATION OF DIGITAL MEDIA!...............................!5! 1. PREAMBLE!.............................................................................................................................................!5! 2. MONETIZATION MODELS!........................................................................................................................!5! 2.1 Key Monetization Models!............................................................................................................!5! 2.2 Video Games Industry Innovation in Monetization!..................................................................!7! 2.3 The Prominence of the Freemium Model!.................................................................................!9! -
Analysis of Gender and Queer Representation in Outlast II Margret
Outlasting the Binary: Analysis of Gender and Queer Representation in Outlast II Margret M. Murphy Department of Sociology SOC 401: Research Dr. Oluwakemi “Kemi” Balogun March 20, 2020 OUTLASTING THE BINARY 2 Abstract The components within Horror Media has been a topic of study for decades. A major gap in the scholarship is how representations within horror media impacts marginalized communities negatively. Using the first-person survival horror game Outlast II, I ask how these tropes accentuate the archetypes of hegemonic masculinity and emphasized femininity as well as how they conventionalize individuals that challenge the gender binary. The cutscenes, dialogue, documents, and recordings collected will be analyzed, providing evidence for the forthcoming discussions about the representation of gender and queer communities within this game. Results show that the game emphasizes similar themes commonly found in horror media. These include: the “male protector” and “damsel in distress” archetypes, the violent mistreatment of women, framing sexually transmitted diseases (STD’s) as grotesque, exclusion of primary female characters, stereotyping queer characters, and emphasis on hegemonic masculinity, a term coined by Connell (1987). This case study will provide further evidence for ongoing research on horror media and its use of the gender binary, stereotypical male/female roles, and exclusion of non- stereotypical gender non-conforming or queer characters. Keywords: videogames, horror, gender binary, hegemonic masculinity, emphasized femininity, queer representation OUTLASTING THE BINARY 3 Dedications and Acknowledgements A huge thank you to my advisor, Professor Oluwakemi “Kemi” Balogun! Thank you for giving me criticisms, advice, and ideas that were nothing but helpful in making this the best it can possibly be. -
Markedness, Gender, and Death in Video Games
Western University Scholarship@Western Electronic Thesis and Dissertation Repository 10-2-2020 1:00 PM Exquisite Corpses: Markedness, Gender, and Death in Video Games Meghan Blythe Adams, The University of Western Ontario Supervisor: Boulter, Jonathan, The University of Western Ontario : Faflak, Joel, The University of Western Ontario A thesis submitted in partial fulfillment of the equirr ements for the Doctor of Philosophy degree in English © Meghan Blythe Adams 2020 Follow this and additional works at: https://ir.lib.uwo.ca/etd Part of the Other Film and Media Studies Commons Recommended Citation Adams, Meghan Blythe, "Exquisite Corpses: Markedness, Gender, and Death in Video Games" (2020). Electronic Thesis and Dissertation Repository. 7414. https://ir.lib.uwo.ca/etd/7414 This Dissertation/Thesis is brought to you for free and open access by Scholarship@Western. It has been accepted for inclusion in Electronic Thesis and Dissertation Repository by an authorized administrator of Scholarship@Western. For more information, please contact [email protected]. Abstract This dissertation analyzes gendered death animations in video games and the way games thematize death to remarginalize marked characters, including women. This project combines Georg Wilhelm Friedrich Hegel’s work on the human subjection to death and Georges Bataille’s characterization of sacrifice to explore how death in games stages markedness. Markedness articulates how a culture treats normative identities as unproblematic while marking non-normative identities as deviant. Chapter One characterizes play as a form of death-deferral, which culminates in the spectacle of player-character death. I argue that death in games can facilitate what Hegel calls tarrying with death, embracing our subjection to mortality. -
Fig. 1: the Cartoony, In-Game Graphics. Fig. 2: a More Lifelike, Pre-Rendered Cutscene
Joseph Thurmond Dr. Jennifer Buckner 8 May 2017 ENGL-629-O Box Logic Project: Part 3 – Recording a Nightmare: Outlast and the Remediation of a Camcorder Introduction The act of remediation is typically thought of as the language or form of a medium being used within another. A common example used for videogames is how “cutscenes” remediate film, which present a story in a more realistic, dramatic light to break up playing. While this medium has reached the point where the visuals of cutscenes are increasingly indistinguishable from in-game graphics, they were clearly meant to provide a cinematic flair to titles such as Final Fantasy VII in contrast to the blocky, polygonal graphics, respectively shown in figures 1 and 2. Fig. 1: The cartoony, in-game graphics. Fig. 2: A more lifelike, pre-rendered cutscene. This can be further analyzed to point out how the camera angles, structure, and presentation of cutscenes remediate filming norms, but a curiously understudied aspect of remediation is how the devices used for previous media languages/forms are represented in newer media. Jay Bolter and Richard Grusin understandably compare the evolution between, say, photography remediating Renaissance painting as the fulfillment of lifelike art to the point where many asked, “Was photography an art? Did it make painting and painters unnecessary? And so on” (25). Film is the fulfillment of bringing motion to the static images of photography, and videogames have sought to provide direct involvement while striving for the lifelikeness of film and photography -
6 Making Let's Plays Watchable: an Interactional Approach to Gaming
Originally published in: Thurlow, Crispin/Dürscheid, Christa/Diémoz, Federica (eds.): Visualizing digital discourse. Interactional, institutional and ideological perspectives.- Berlin [u.a.]: De Gruyter Mouton, 2020. Pp. 131-150 Axel Schmidt and Konstanze Marx 6 Making Let’s plays watchable: An interactional approach to gaming visualizations 1 Introduction: The watchability of Let’s Plays Entering the keyword ‘Let’s Play’ on YouTube results in over 170 million hits. This is a genre that has become very populär in a very short period of time. Here, gamers document their gaming in films, so called Let’s Plays, and tens of thousands of other people watch via YouTube. What is interest- ing about this relatively new phenomenon is that Video games are not only played, but the playing is presented to a (potential) mass audience where viewers do not play the game but watch others do. Normally, the interactiv- ity of a video game is one of its most outstanding, appealing features. In Let’s Play, however, this interactivity can only be experienced vicariously by the audience. For this reason, Let’s Players must Support their audience’s vicarious experience by strategically commenting verbally on their play moves and by deploying specific visual presentation techniques. In this chapter, we are interested in how the core activity of playing a Computer game is transformed into a “platform format” (Goffman 1983) by verbal, em- bodied and visual means. In short, we ask what practices players use to make Let’s Play watchable? A prevalent practice used by players on Let’s Play is to continuously com- ment verbally on their game moves.