Level up Learning: a National Survey on Teaching with Digital Games by Lori M
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Why John Madden Football Has Been Such a Success
Why John Madden Football Has Been Such A Success Kevin Dious STS 145: The History of Computer Game Design: Technology, Culture, Business Professor: Henry Lowood March 18, 2002 Kevin Dious STS 145: The History of Computer Game Design: Technology, Culture, Business Professor: Henry Lowood March 18, 2002 Why John Madden Football Has Been Such A Success Case History Athletic competition has been a part of the human culture since its inception. One of the most popular and successful sports of today’s culture is American football. This sport has grown into a worldwide phenomenon, and like the video game industry, has become a multi-billion entity. It was only a matter of time until game developers teamed up with the National Football League (NFL) to bring magnificent sport to video game players across the globe. There are few, if any, game genres that are as popular as sports games. With the ever-increasing popularity of the NFL, it was inevitable that football games would become one of the most lucrative of the sports game genre. With all of the companies making football games for consoles and PCs during the late 1980s and 1990s, there is one particular company that clearly stood and remains above the rest, Electronic Arts. EA Sports, the sports division of Electronic Arts, revolutionized not only the football sports games but also the entire sports game genre itself. Before Electronic Arts entered the sports realm, league licenses, celebrity endorsements, and re-release of games were all unheard of. EA was one of the first companies to release the same game annually, creating several series of games that are thriving even today. -
SUMMER 2020 We Have You Covered From
BUMP & RUN SUMMER 2020 We have you covered from Wall ‑to‑Wall. A MESSAGE FROM s we are all aware, we are living in a new We are also excited to have been asked to host the membership is impressive. It brings me much joy A world, managing through a pandemic, and Lancaster County Junior Golf Tour’s Furyk Family to see that tee sheet full, as well as the number SAVE UP TO with all the changes and accommodations we Major tournament — not only this year but for of men and ladies participating in league play. have made over the last few months, I have years to come. Creating this special opportunity And, with great participation comes fun and new been humbled and impressed with everyone’s started with our very own member Stacey Wilson. merchandise in the golf shop, so be sure to stop cooperation and flexibility. She worked diligently to start a relationship by! $1000 with Jim Furyk and his family to sponsor the ON SELECT FLOORING Although our tournament schedule has been event. Jim Furyk, if you are not aware, is the Lots of exciting things are taking shape at Meadia FOR A LIMITED TIME 717-687-6485 reduced, we still have an action-packed list of 2003 U.S. Open Champion and 2010 FedExCup Heights, and the club is being transformed into events this year. We will be hosting local events Champion / Player of the Year. He was a member something really special. We are so happy to see LEARN MORE AT such as the Ladies’ City-County Mixed, as well as of Meadia Heights Golf Club in his early years, as our members enjoying themselves at the club, walltowallcovering.com the Men’s LANCO Senior Championship, in which he practiced and developed his game, and we are and we hope you continue to see the progress VISIT OUR STORE ON RT.896 JUST our very own Fredrick Taggart is the defending very humbled to be a part of this tournament. -
Internet Camera the D-Link SECURICAM Network DCS-2100 Internet Automatically Add It to the Network
Remote Audio & Video Surveillance for Home/Office View Full Motion Video of Your Home or Office over the Internet 4x Digital Zoom1 Magnifies Image for Enhanced Viewing Captures Video in Minimal DCS-2100 Lighting2 – Ideal for use at Night Remotely Take Snapshots and Save to a Hard Drive via Web Browser Starts Recording and Sends E-mail Alerts When Motion is Detected 10/100 Fast Ethernet Internet Camera The D-Link SECURICAM Network DCS-2100 Internet automatically add it to the network. The DCS-2100 can Camera is designed for office and home users who want be accessed and viewed from “My Network Places” as a a full-featured surveillance system that provides remote, device on the network. high quality video and audio monitoring over the Internet. By signing up with one of the many free Dynamic DNS The DCS-2100 connects directly to an Ethernet broadband services available on the web, you can create a personal network to enable remote viewing and management of web address (e.g., www.mycamera.myddns.com) the camera from anywhere in the world using Internet for your camera. This allows you to remotely access Explorer version 6. With its own IP address and built-in your camera and monitor your site without having to web server, you can place the DCS-2100 anywhere on remember the IP address, even if it has been changed the network without requiring a direct connection to a PC. by your Internet Service Provider. As you watch and listen remotely to video and sound Full-featured software is included to enhance the obtained by the DCS-2100, you can instantly take monitoring and management of the DCS-2100. -
Video-Based Interactive Storytelling
4 Video-Based Interactive Storytelling This thesis proposes a new approach to video-based interactive narratives that uses real-time video compositing techniques to dynamically create video sequences representing the story events generated by planning algorithms. The proposed approach consists of filming the actors representing the characters of the story in front of a green screen, which allows the system to remove the green background using the chroma key matting technique and dynamically compose the scenes of the narrative without being restricted by static video sequences. In addition, both actors and locations are filmed from different angles in order to provide the system with the freedom to dramatize scenes applying the basic cinematography concepts during the dramatization of the narrative. A total of 8 angles of the actors performing their actions are shot using a single or multiple cameras in front of a green screen with intervals of 45 degrees (forming a circle around the subject). Similarly, each location of the narrative is also shot from 8 angles with intervals of 45 degrees (forming a circle around the stage). In this way, the system can compose scenes from different angles, simulate camera movements and create more dynamic video sequences that cover all the important aspects of the cinematography theory. The proposed video-based interactive storytelling model combines robust story generation algorithms, flexible multi-user interaction interfaces and cinematic story dramatizations using videos. It is based on the logical framework for story generation of the Logtell system, with the addition of new multi-user interaction techniques and algorithms for video-based story dramatization using cinematography principles. -
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Download the Manual in PDF Format
/ 5Pectrum HdaByte1M division of Sphere, Inc. 2061 Challenger Drive, Alameda, CA 94501 (415) 522-3584 solitaire royale concept and design by Brad Fregger. Macintosh version programmed by Brodie Lockard. Produced by Software Resources International. Program graphics for Macintosh version by Dennis Fregger. Manual for Macintosh version by Bryant Pong, Brad Fregger, Mark Johnson, Larry Throgmorton and Karen Sherman. Editing and Layout by Mark Johnson and Larry Throgmorton. Package design by Brad Fregger and Karen Sherman. Package artwork by Marty Petersen. If you have questions regarding the use of solitaire royale, or any of our other products, please call Spectrum HoloByte Customer Support between the hours of 9:00 AM and 5:00PM Pacific time, Monday through Friday, at the following number: (415) 522-1164 / or write to: rbJ Spectrum HoloByte 2061 Challenger Drive Alameda, CA 94501 Attn: Customer Support solitaire royale is a trademark of Software Resources International. Copyright © 1987 by Software Resources International. All rights reserved. Published by the Spectrum HoloByte division of Sphere, Inc. Spectrum HoloByte is a trademark of Sphere, Inc. Macintosh is a registered trademark of Apple Computer, Inc. PageMaker is a trademark of Aldus Corporation. Player's Guide FullPaint is a trademark of Ann Arbor Softworks, Inc. Helvetica and Times are registered trademarks of Allied Corporation. ITC Zapf Dingbats is a registered trademark of International Typeface Corporation. Contents Introduction .................................................................................. -
Appendix A. DEFINITIONS of TERMS
Appendix A. DEFINITIONS OF TERMS In this section, we provide more detailed information about each of these facets as well as indexing terms, examples of video game screenshots, and corresponding rules for applying these terms with regards to the related terms. 1.1 Artistic Style Facet The style facet provides a framework for selecting the predominant and recognizable visual appearance of a video game towards which its artistic features are intentionally directed. Style describes the overall aesthetic organization of the entities in the game, and provides a distinctive category shared by similarly designed games. Abstract The term “abstract” describes pure forms, so generally it does not go with games which have narrative contexts to accompany the gameplay (from Järvinen, 2002). This term has two child terms: fractal and text. Fractal is a form of algorithmic art created by computations calculating the movement and display of graphic objects. It tends to be symmetrical and geometric in appearance but encompasses all abstract visualizations of color and form. Psychedelic, a child term of fractal, refers to a specific abstract fractal style featuring “kaleidoscopically swirling patterns” in bright, multicolored entropic motifs, and is commonly found in rhythm games. Figure 18. Abstract: Tetris (1984) Figure 19. Fractal: Fractal: Make Blooms Not War (2011) Figure 20. Psychedelic: Dyad (2012) Text, on the other hand, refers to an abstract visual style where the artistic elements are completely conveyed through the use of text. This is more common in older video games such Legend of the Red Dragon (1989), Zork (1977) and other MUD games. Figure 21. Text: Legend of the Red Dragon (1989) Photorealism The term “photorealism” refers to “photographic likeness with reality” (p. -
A Quantitative Study on In-App Purchases
University of Tennessee, Knoxville TRACE: Tennessee Research and Creative Exchange Supervised Undergraduate Student Research Chancellor’s Honors Program Projects and Creative Work 5-2014 Alternative Revenues: A Quantitative Study on In-App Purchases John X. Qiu University of Tennessee - Knoxville, [email protected] Follow this and additional works at: https://trace.tennessee.edu/utk_chanhonoproj Part of the E-Commerce Commons, and the Marketing Commons Recommended Citation Qiu, John X., "Alternative Revenues: A Quantitative Study on In-App Purchases" (2014). Chancellor’s Honors Program Projects. https://trace.tennessee.edu/utk_chanhonoproj/1774 This Dissertation/Thesis is brought to you for free and open access by the Supervised Undergraduate Student Research and Creative Work at TRACE: Tennessee Research and Creative Exchange. It has been accepted for inclusion in Chancellor’s Honors Program Projects by an authorized administrator of TRACE: Tennessee Research and Creative Exchange. For more information, please contact [email protected]. University of Tennessee- Knoxville College of Business Administration University Honors Thesis – UNHO 498 Alternative Revenues: A Quantitative Study on In-App Purchases John Qiu Advisor: Dr. Kelly Hewett Spring 2014 1 Table of Contents: 1. Abstract & Acknowledgements ………………………………………………… 2 2. Introduction ………………………………………………… 3 In-App Purchases in Practice 3. Hypothesis Development ………………………………………………… 7 Experience Goods Network Effects Price Positioning 4. Data ………………………………………………… 11 Measures 5. Hypothesis Testing ………………………………………………… 14 Results 6. Discussion ………………………………………………… 17 Contributions Directions for Future Research 7. References Cited ………………………………………………… 22 2 Acknowledgements: The author wishes to sincerely thank Dr. Kelly Hewett as for serving as Advisor on this project. The time and expertise she contributed to the completion of this Honors Thesis project has been tremendously helpful, and author wishes to express his utmost appreciation. -
Identifying Gaps and Bridges of Intra- and Inter-Agency Cooperation
Identifying Gaps and Bridges of Intra- and Inter-Agency Cooperation Deliverable 2.4 Deliverable report for IMPRODOVA Grant Agreement Number 787054 This project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 787054. This report reflects only the authors’ views and the European Commission is not responsible for any use that may be made of the information it contains. Published by the IMPRODOVA Consortium, Deutsche Hochschule der Polizei, Münster (Germany), March 2020 H2020-SEC-2016-2017 IMPRODOVA Deliverable 2.4 Authors of the IMPRODOVA Consortium involved in this report are: Lisa Bradley, Oona Brooks-Hayes, Michele Burman, Francois Bonnet, Fanny Cuillerdier, Thierry Delpeuch, Sergio Felgueiras, Stefanie Giljohann, Gabor Hera, Paul Herbinger, Jarmo Houtsonen, Jean-Marc Jaffré, Karmen Jereb, Joachim Kersten, Norbert Leonhardmair, Charlotte Limonier, Branko Lobnikar, Paulo Machado, Marianne Mela, Sonia Morgado, Marion Neunkirchner, Suvi Nipuli, Martta October, Lucia Pais, Bettina Pfleiderer, Lisa Richter, Bostjan Slak, Dora Szegő, Margarita Vassileva, Catharina Vogt TABLE OF CONTENTS EXECUTIVE SUMMARY: THE CHARACTERISTICS OF A “GOOD PARTNERSHIP” AGAINST DV . 6 INTRODUCTION .................................................................................................................................................. 6 1. AN ACTION THAT TARGET PRIORITY AUDIENCES ........................................................................................... 7 2. AN EXTENDED -
Understanding Mobile Game Success: a Study of Features Related to Acquisition, Retention And
2 SBC Journal on Interactive Systems, volume 5, number 2, 2014 Understanding mobile game success: a study of features related to acquisition, retention and monetization Átila V. M. Moreira, Vicente V. Filho, Geber L. Ramalho Center of Informatics (CIn) Federal University of Pernambuco Recife-PE, Brazil {avmm, vvf, glr}@cin.ufpe.br Abstract— As mobile game distribution costs gets near zero, with game performance. The aspects of games that have been the number of available games on app stores, which is already considered for analysis and optimization include: enormous, continues to grow. It gets increasingly difficult for game developers to build a mobile game and achieve the top • Research projects that study the effect of narrative on positions on charts. With it in mind, this paper’s main purpose is games [1][2][3]. to investigate the relationship between game features and the performance achieved by mobile games in terms of number of • Studies that examine the relationship between level design downloads and gross revenue. A total of 37 game features were parameters of games and player experience [4][5][6]. analyzed in order to study how each of them influence mobile games’ performance on app stores. The performance of mobile • Research studies that investigate the development of game games is measured based on their current position in download rules in a dynamic and automatic way [7][8]. and revenue charts on Google Play store. A linear regression model that maps game features and charts performance is • Articles that investigate the aesthetic side of games and trained using a M5 prime classifier and data from 64 mobile their influence in players’ experience [9][10]. -
Justin Hwang STS145 March 18, 2002
Justin Hwang STS145 March 18, 2002 Maximum Convergence “The technological line between video games and action movies has become so tenuous that even the nimble Lara Croft may have a hard time detecting it” – so reads a recent USA Today article (“Games, Movies Share”). Indeed, given the latest flurry of new action motion pictures based on computer and video games, it would appear as though we are headed for an ultimate convergence between the two media into a cataclysmic Big Bang giving birth to a new interactive medium. Coming from the other direction, as computer technology and graphics advance at an astonishingly rapid pace, we see computer and video games borrowing more from movies, incorporating such elements as flashy cinematography and wild camera angles, while game designers supplement atmosphere with original soundtracks and stronger narrative plots that bring more to games than just mindlessly blasting the opposition into a digital oblivion. Max Payne, designed by Remedy Entertainment, is one such game featuring all of the above elements and appearing at the forefront of this seemingly unavoidable collision. Serving as a springboard for the future of entertainment media, Max Payne might appear to symbolize the upcoming conglomeration of two massive multi-billion dollar industries, signifying a revolution in the entertainment industry, as well as new radical changes in how society interacts with its cultural media. The consequences of such a revolution are staggering. However, we are not heading toward an age where there will be no distinction between video games and movies, but rather, both media will continue to thrive together, existing in a symbiotic relationship where both forms ultimately remain unique and distinct yet intertwined and interdependent upon each other. -
Turbografx-16 Games
Open Archaeology 2019; 5: 350–364 Original Study John Aycock*, Andrew Reinhard, Carl Therrien A Tale of Two CDs: Archaeological Analysis of Full-Motion Video Formats in Two PC Engine/ TurboGrafx-16 Games https://doi.org/10.1515/opar-2019-0022 Received March 18, 2019; accepted July 16, 2019 Abstract: As an example of how the archaeology of modern/contemporary media can be conducted, we examine the technology behind artifacts with cultural relevance in modern society: video games. In particular, we look at two game artifacts from the PC Engine/TurboGrafx-16, a game console produced from 1987–1994. A 1× CD-ROM drive could be added on to the console, with a corresponding increase in the amount of data a game could access, and some games took advantage of this capability to include full-motion video (FMV). This digital excavation report details the FMV formats of two such games along with the methodology used to reverse engineer the formats and verify the correctness of the analysis. Keywords: video games, CD-ROM, digital media, full-motion video, reverse engineering 1 Introduction Domestic video game entertainment in the 1980s developed into two distinct digital enclaves. Console gaming was seen as a novel and cheap way to bring the arcade into anyone’s living room, while personal computers were typically less competent to translate the frenetic action of popular arcade titles. Part of the attraction exerted by the more expensive personal computers came from the versatility and affordability of the preferred storage medium (magnetic cassette tapes or diskettes, versus the expensive ROM chips used for consoles).