Controversies: Historicising the Computer Game
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The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
Drafts April
ACTION ADVENTURE FIRST PERSON SHOOTER THIRD PERSON SHOOTER Star Wars: Jedi Fallen Dragon Quest Wolfenstein: Ace Combat 7: SU 81 Sea of Solitude Metro: Exodus 83 Anthem 61 The Darwin Project Order Builders II Youngblood Ancestors; The Shenmue 3 Devil May Cry 5 88 The Dark Pictures Halo: Infinite Far Cry New Dawn 74 Control The Division 2 83 Human Kind Odyssey Earth Defense Force: Skull and Bones Nioh 2 Skull and Bones The Sinking City Rage 2 Doom Eternal Left Alive 37 Iron Rain Mechwarrior 5: Mechwarrior 5: Remnant Rise From Dying Light 2 The Blackout Club Deep Rock Galactic Generation Zero 49 Gears 5 Mercenaries Mercenaries The Ashes FIGHTING SPORTS RACING STRATEGY Jump Force 58 Mortal Kombat 11 NBA 2K ‘20 NBA Live ‘20 Sonic Team Racing Trials Rising 80 Age of Empires 4 Wargroove 83 Total War Dead or Alive 6 75 Dirt Rally 2.0 83 GTR 3 Conan Unconquered Samurai Shodown NHL ‘20 Madden ‘20 Three Kingdoms Granblue Fantasy Shovel Knight: MLB The Show 19 85 PES 2020 Dangerous Driving Xenon Racer 57 Tropico 6 78 Re-Legion 52 Versus Showdown Them’s Fighting Pro Fishing Monster Energy The Grand Tour KILL la KILL - IF FIFA ‘20 - 73 48 Imperator Rome Phoenix Point Herds Simulator Supercross 2 Game RPG ACTION RPG INDIE & ARCADE GAMES (PICK 2) Indivisible Digimon Survive God Eater 3 73 Kingdom Hearts 3 85 UFO50 Streets of Rage 4 Jenny LeClue Tunche Away: Journey To Town Greedfall Biomutant Code Vein 61 Hyper Jam 74 Toe Jame & Earl:BitG 72 Sayonara Wild Hearts The Unexpected Wasteland 3 Torchlight: Frontiers The Outer Worlds The Surge 2 Moving Out Untitled -
Download Game Age Empires 2 Full Version Gratis Age of Empires 2 Free Download
download game age empires 2 full version gratis Age Of Empires 2 Free Download. Age Of Empires 2 Free Download Preview. Age Of Empires 2 Free Download: is a commended constant system computer game created by Ensemble Studios and distributed by Microsoft for home PCs in 1999. Created on the updated adaptation of the Genie Engine that controlled the first form of the Age of Empires in 1997, this continuation figured out how to develop pretty much every viewpoint and gain the standing of a standout amongst other RTS games, time. Click Below to Start Age Of Empires 2 Free Download. Set in the Middle Ages and with a capacity to move to more up to date verifiable periods like Dark Age, Feudal Age, Castle Age, and Imperial Age, the game offers players a mind boggling assortment of difficulties in the single-player crusade missions and an unfathomable assortment of strategic conflicts in smoothed out online modes. This included five verifiable single-player crusades, three extra single-player modes, and a completely highlighted multiplayer. Period of Empires II game had underlying help for thirteen playable human advancements, all including their extraordinary units (two for each development), visual style, and favored strategies for setting up fortresses and beating rivals. The center interactivity circle of the game followed the proven equation of overseeing developments of towns, gathering assets, preparing armed forces, and taking sound strategic actions to outmaneuver either PC controlled AI players or genuine adversaries situated at close by PCs by means of Ethernet associations or overall players through the Internet. -
Age of Empires: Expandable Card Game the Age of Empires
Age Rules.qxd 10/13/00 9:42 AM Page 1 Age of Empires: Expandable Card Game A Journeyman Press Product Game design: Marcus D’Amelio and Ted Triebull Original Concept & Additional Design: David May Art Direction: David Aikins, Lynette Castator & Jonathan Queen Editing: Todd Breitenstein Game distributed and produced by: Journeyman Press 4590 Beech Street Cincinnati, Ohio, 45212 Artists: David Aikens, Andy Bennett, Brent Bowman, Matt Busch, Joe Corroney, Dave Groff, Joe Kovach, Lissanne Lake, Ron Miller, Tom Miller, Lee Moyer, Aric Nicholson, Steve Prescott, Jonathan Queen, Chris Seaman, R. Ward Shipman, Anthony Weiler. Special Thanks To: Brian Woodward, Adrienne Youngblood, Kathleen Thill, James Perry, Rachel Triebull, James McDaniel, Nancy Figatnur, Jordan Weisman, Mike ‘Tass’ Chapman, Beej Chapman, Rob Lowry, Rich Gain, James Bernard, Mike Webb, Stan Sord, Neale J. Carter, Jarred Saxman, Steven Curran , Joseph Rodriguez, Angela Chapman, all the folks at Ensemble Studios (for making an incredible game in the first place), and the folks over at Microsoft (for making the card game possible). The Age of Empires: Expandable card game is a game of conquest, enlightenment, and civilization advancement. Just as in the computer game, you are the leader of a civilization that has begun to rise after the fall of Rome. Only you can lead your people out of the Dark Ages and into their place in history. This highly strategic game has the feel of a historical game combined with the fast-paced and continuously changing atmosphere of an expandable card game. Do you have what it takes to crush your foes? Contents 1 Age Rules.qxd 10/13/00 9:42 AM Page 2 Each starter box has a 96-card deck, four Age The Ages Cards, which are used to keep track of what Age you The overall concept of the game involves advance- are in; a Civilization Card, which shows the bonuses ment through four ages, the Dark Age, the Feudal that your civilization has; one Booster Pack, which Age, the Castle Age, and the Imperial Age. -
10Th IAA FINALISTS ANNOUNCED
10th Annual Interactive Achievement Awards Finalists GAME TITLE PUBLISHER DEVELOPER CREDITS Outstanding Achievement in Animation ANIMATION DIRECTOR LEAD ANIMATOR Gears of War Microsoft Game Studios Epic Games Aaron Herzog & Jay Hosfelt Jerry O'Flaherty Daxter Sony Computer Entertainment ReadyatDawn Art Director: Ru Weerasuriya Jerome de Menou Lego Star Wars II: The Original Trilogy LucasArts Traveller's Tales Jeremy Pardon Jeremy Pardon Rayman Raving Rabbids Ubisoft Ubisoft Montpellier Patrick Bodard Patrick Bodard Fight Night Round 3 Electronic Arts EA Sports Alan Cruz Andy Konieczny Outstanding Achievement in Art Direction VISUAL ART DIRECTOR TECHNICAL ART DIRECTOR Gears of War Microsoft Game Studios Epic Games Jerry O'Flaherty Chris Perna Final Fantasy XII Square Enix Square Enix Akihiko Yoshida Hideo Minaba Call of Duty 3 Activison Treyarch Treyarch Treyarch Tom Clancy's Rainbow Six: Vegas Ubisoft Ubisoft Montreal Olivier Leonardi Jeffrey Giles Viva Piñata Microsoft Game Studios Rare Outstanding Achievement in Soundtrack MUSIC SUPERVISOR Guitar Hero 2 Activision/Red Octane Harmonix Eric Brosius SingStar Rocks! Sony Computer Entertainment SCE London Studio Alex Hackford & Sergio Pimentel FIFA 07 Electronic Arts Electronic Arts Canada Joe Nickolls Marc Ecko's Getting Up Atari The Collective Marc Ecko, Sean "Diddy" Combs Scarface Sierra Entertainment Radical Entertainment Sound Director: Rob Bridgett Outstanding Achievement in Original Music Composition COMPOSER Call of Duty 3 Activison Treyarch Joel Goldsmith LocoRoco Sony Computer -
Microsoft Acquires Massive, Inc
S T A N F O R D U N I V E R S I T Y! 2 0 0 7 - 3 5 3 - 1! W W W . C A S E W I K I . O R G! R e v . M a y 2 9 , 2 0 0 7 MICROSOFT ACQUIRES MASSIVE, INC. May 4th, 2006 T A B L E O F C O N T E N T S 1. Introduction 2. Industry Overview 2.1. The Advertising Opportunity Within Video Games 2.2. Market Size and Demographics 2.3. Video Games and Advertising 2.4. Market Dynamics 3. Massive, Inc. ! Company Background 3.1. Founding of Massive 3.2. The Financing of Massive 3.3. Product Launch / Technology 3.4. The Massive / Microsoft Deal 4. Microsoft, Inc. within the Video Game Industry 4.1. Role as a Game Publisher / Developer 4.2. Acquisitions 4.3. Role as an Electronic Advertising Network 4.4. Statements Regarding the Acquisition of Massive, Inc. 5. Exhibits 5.1. Table of Exhibits 6. References ! 2 0 0 7 - 3 5 3 - 1! M i c r o s o f t A c q u i s i t i o n o f M a s s i v e , I n c .! I N T R O D U C T I O N In May 2007, Microsoft Corporation was a company in transition. Despite decades of dominance in its core markets of operating systems and desktop productivity software, Mi! crosoft was under tremendous pressure to create strongholds in new market spaces. -
A Multi-Dimensional Typology of Games
COPYRIGHT Copyright © 2003 by authors, Utrecht University and Digital Games Research Association (DiGRA). All rights reserved. Except for the quotation of short passages for the pur- pose of criticism and review, no part of this publication may be reproduced or utilized in any forms or by any means, electronic or mechanical, including photocopying, filming, recording, or by any information storage and retrieval system, without permission in writing from the copyright holders. The editors, Utrecht University and DiGRA wish to make the following acknowledgement: Chapter 3. Espen Aarseth, Solveig Marie Smedstad & Lise Sunnanå, A multi- dimensional typology of games. Printed by permission of The European Commission. This paper is based upon work funded by the European Commission as part of contract number IST-2001-38846 and knowledge generated through that funding remains property of the European Communities. The views and opin- ions expressed in this paper are those of the authors and do not necessarily reflect those of the European Commission. The authors would like to thank the European Commission for permission to present this work and use proj- ect data. 3.A MULTI-DIMENSIONAL TYPOLOGY OF GAMES Espen Aarseth Solveig Marie Smedstad Lise Sunnanå ABSTRACT This paper builds on a general typology of textual com- munication (Aarseth 1997) and tries to establish a model for classifying the genre of “games in virtual environ- ments”— that is, games that take place in some kind of simulated world, as opposed to purely abstract games like poker or blackjack. The aim of the model is to identify the main differences between games in a rigorous, ana- lytical way, in order to come up with genres that are more specific and less ad hoc than those used by the industry and the popular gaming press. -
Outbreak: Lessons Learned from Developing a “History Game”1
Outbreak: Lessons Learned from Developing a “History Game”1 Kevin Kee John Bachynski Brock University Brock University [email protected] [email protected] Abstract This paper describes the production of Outbreak, a game focused on the 1885 smallpox epidemic in Montreal. It is a preliminary report on the manner in which, by both theorizing about and building a game, we are responding to some of the questions that have animated the literature on computer games for history. The article begins with a survey of publications by researchers who have studied the capacity of games to support learning, and outlined how these can be used in concert with books and other media. We next provide the context to our project, which was conceived to market a film to be broadcast on television, and support a book on which the film was based – a bestselling history of a preventable tragedy that resulted in the deaths of over 3,000 Montrealers. We outline how we built from the book, creating a game that asked the player to save as many as possible from death, using tools that mimicked that which was available in the late nineteenth century. We conclude by reflecting on the lessons that we learned, and how we will apply these to our present and future projects. Author Keywords Gaming, simulations, serious games, history, learning Introduction Browse the shelves of the nearest electronics store, and one cannot help but be impressed by the popularity of history computer games. Take the example of the most popular history game franchise, Civilization IV: It sold over six million copies in the six months that followed its September 2005 release. -
Avalon Hill Civilization Board Game Served As Inspiration
Stéphane Adam ID# 4740072 STS 145 3/18/02 History Has Never Been So Addictive: The Legacy of Sid Meier and the Civilization Series “In the beginning, the earth was without form, and void. But the sun shone upon the sleeping Earth, and deep inside the brittle crust, massive forces waited to be unleashed. The seas parted and great continents were formed. The continents shifted, mountains arose. Earthquakes spawned massive tidal waves. Volcanoes erupted and spewed forth fiery lava, and charged the atmosphere with strange gases. Into this swirling maelstrom of Fire and Air and Water, the first stirrings of life appeared: tiny organisms, cells, and amoeba, clinging to tiny sheltered habitats. But the seeds of life grew, and strengthened, and spread, and diversified, and prospered, and soon every continent and climate teemed with Life. And with life came instinct, and specialization, natural selection, Reptiles, Dinosaurs, and Mammals, and finally there evolved a species known as Man. And there appeared the first faint glimmers of Intelligence. The fruits of intelligence were many: fire, tools, and weapons; the hunt, farming, and sharing of food; the family, the village, and the tribe. Now it required but one more ingredient: a great Leader, to unite the quarreling tribes, to harness the power of the land, to build a legacy 2 that would stand the test of time: a Civilization.”1 This man, this leader, this God of sorts is Sid Meier, and his legacy is Civilization, the computer game series. Sid Meier’s Civilization series of computer games has left a mark on the computer gaming world that will surely never die. -
Oral Histories of the Video Game Industry Christopher Michael Williams Worcester Polytechnic Institute
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by DigitalCommons@WPI Worcester Polytechnic Institute Digital WPI Interactive Qualifying Projects (All Years) Interactive Qualifying Projects March 2009 Oral Histories of the Video Game Industry Christopher Michael Williams Worcester Polytechnic Institute Francis X. Williams Worcester Polytechnic Institute Follow this and additional works at: https://digitalcommons.wpi.edu/iqp-all Repository Citation Williams, C. M., & Williams, F. X. (2009). Oral Histories of the Video Game Industry. Retrieved from https://digitalcommons.wpi.edu/ iqp-all/1901 This Unrestricted is brought to you for free and open access by the Interactive Qualifying Projects at Digital WPI. It has been accepted for inclusion in Interactive Qualifying Projects (All Years) by an authorized administrator of Digital WPI. For more information, please contact [email protected]. IQP DMO 3263 THE ORAL HISTORY PROJECT: A HISTORY OF THE VIDEO GAME INDUSTRY Interactive Qualifying Project Report completed in partial fulfillment of the Bachelor of Science degree at Worcester Polytechnic Institute, Worcester, MA Submitted to: Professor Dean M. O’Donnell (advisor) Christopher M. Williams Francis X. Williams III February 18, 2009 ___________________________ Advisor Signature This report represents the work of one or more WPI undergraduate students submitted to the faculty as evidence of completion of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract The purpose of this IQP is to add to the ongoing Oral History project. The project consists of videotaped interviews with game developers. First, we learned interviewing and editing techniques from Dean O’Donnell, Jason Scott, and by watching other documentary films. -
Shawn Fu STS 145 – Lowood Final Paper 3 / 18 / 03
Shawn Fu STS 145 – Lowood Final Paper 3 / 18 / 03 The games of Sid Meier’s Civilization (Civ) series have been a curious anomaly on the computer gaming landscape. The games are slow-paced, graphically mediocre by most standards, and have not been successfully ported to multiplayer versions. Yet the Civ series has enjoyed both success and critical acclaim. Many major gaming magazines or resources mark Civilization 1 and/or 2 as some of the best and most influential games ever produced. Gamespot.com1 named it one of the 15 most influential games of all time. IGN’s PC division named it the 4th best game of all time. It’s in the Hall of Fame at Gamespy.com2 and PC Gamer.3 Not only did the game receive high marks, but it catapulted its chief designer into a star within the computer gaming industry. Sid Meier is today considered a design guru and one of the most creative minds in the business. Sid Meier’s Civilization is a turn-based4 strategy game in which the subject matter is the rise of human civilizations and cultures throughout history. It is the ultimate god game. During the game, a player must balance elements of diplomacy, economics, government, military conquest, exploration, science and research, and population dynamics. The game can be won either by defeating other empires and dissolving them into your own, or being the first empire to reach Alpha Centauri, a mythical planet in space. Along the way, the player is forced to match wits against some of history’s most prominent leaders. -
Visionary Bruce Shelley to Be Inducted Into Hall of Fame of the Academy of Interactive Arts & Sciences
FOR IMMEDIATE RELEASE Contact: Wendy Zaas/Debby Chen Geri Gordon Miller Rogers & Cowan Academy of Interactive Arts and Sciences 310-854-8148 / 310-854-8168 818-876-0826 x202 [email protected] [email protected] [email protected] FROM BOARD GAMES TO VIDEO GAMES; VISIONARY BRUCE SHELLEY TO BE INDUCTED INTO HALL OF FAME OF THE ACADEMY OF INTERACTIVE ARTS & SCIENCES CALABASAS, Calif. – December 4, 2008 – The Academy of Interactive Arts & Sciences (AIAS) has announced that Bruce Shelley will be the 12th inductee into the Academy’s Hall of Fame. Shelley is the preeminent game designer, who assisted Sid Meier in bringing the award winning Civilization and Railroad Tycoon to the world, and later the Age of Empires strategy games with Ensemble Studios. These games are long considered some of the greatest games of all time. PC Gamer named Shelley one of the 25 Game Gods in 1999, and in 2002 Game Spy named him the 8th most influential person in gaming. The Hall of Fame Award will be presented by Tony Goodman, founder of Ensemble Studios, at the 12th Annual Interactive Achievement Awards®, hosted by actor, comedian and avid video game player Jay Mohr, will take place during the 2009 D.I.C.E. Summit on Thursday, February 19, 2009 at the Red Rock Resort in Las Vegas. As one of the organization’s highest honors, candidates are annually voted on by the Academy’s prominent Board of Directors, on which Bruce Shelley served from 2000- 2006. Induction into the Hall of Fame is bestowed upon individuals who’ve contributed a significant advancement within the industry while demonstrating proven success and leadership.