Online Computer and Video Games”, OECD Digital Economy Papers, No
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Concord Mcnair Scholars Research Journal
Concord McNair Scholars Research Journal Volume 9 (2006) Table of Contents Kira Bailey Mentor: Rodney Klein, Ph.D. The Effects of Violence and Competition in Sports Video Games on Aggressive Thoughts, Feelings, and Physiological Arousal Laura Canton Mentor: Tom Ford, Ph.D. The Use of Benthic Macroinvertebrates to Assess Water Quality in an Urban WV Stream Patience Hall Mentor: Tesfaye Belay, Ph.D. Gene Expression Profiles of Toll-Like Receptors (TLRs) 2 and 4 during Chlamydia Infection in a Mouse Stress Model Amanda Lawrence Mentor: Tom Ford, Ph.D. Fecal Coliforms in Brush Creek Nicholas Massey Mentor: Robert Rhodes Appalachian Health Behaviors Chivon N. Perry Mentor: David Matchen, Ph.D. Stratigraphy of the Avis Limestone Jessica Puckett Mentors: Darla Wise, Ph.D. and Darrell Crick, Ph.D. Screening of Sorrel (Oxalis spp.) for Antioxidant and Antibacterial Activity Sandra L. Rodgers Mentor: Jack Sheffler, M.F.A. Rembrandt’s Path to Master Painter Crystal Warner Mentor: Roy Ramthun, Ph.D. Social Impacts of Housing Development at the New River Gorge National River 2 Ashley L. Williams Mentor: Lethea Smith, M.Ed. Appalachian Females: Catalysts to Obtaining Doctorate Degrees Michelle (Shelley) Drake Mentor: Darrell Crick, Ph.D. Bioactivity of Extracts Prepared from Hieracium venosum 3 Running head: SPORTS VIDEO GAMES The Effects of Violence and Competition in Sports Video Games on Aggressive Thoughts, Feelings, and Physiological Arousal Kira Bailey Concord University Abstract Research over the past few decades has indicated that violent media, including video games, increase aggression (Anderson, 2004). The current study was investigating the effects that violent content and competitive scenarios in video games have on aggressive thought, feelings, and level of arousal in male college students. -
Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games
Vanderbilt Journal of Entertainment & Technology Law Volume 18 Issue 3 Issue 3 - Spring 2016 Article 2 2015 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Internet Law Commons, and the Labor and Employment Law Commons Recommended Citation Julian Dibbell, Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games, 18 Vanderbilt Journal of Entertainment and Technology Law 419 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. VANDERBILT JOURNAL OF ENTERTAINMENT & TECHNOLOGY LAW VOLUME 18 SPRING 2016 NUMBER 3 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell ABSTRACT When does work become play and play become work? Courts have considered the question in a variety of economic contexts, from student athletes seeking recognition as employees to professional blackjack players seeking to be treated by casinos just like casual players. Here, this question is applied to a relatively novel context: that of online gold farming, a gray-market industry in which wage-earning workers, largely based in China, are paid to play fantasy massively multiplayer online games (MMOs) that reward them with virtual items that their employers sell for profit to the same games' casual players. -
Video and Computer Games As Grounding Experiences for Learning
Black, J.B., Khan, S.A.and Huang,S.C.D.(2014) Video games as grounding experiences for learning. In F. C. Blumberg (Ed.) Learning by playing: Frontiers of videogaming in education. New York: Oxford University Press Video and Computer Games as Grounding Experiences for Learning John B. Black, Saadia A. Khan and Shih-Chieh Doug Huang Teachers College, Columbia University Abstract A powerful role for games and simulations is providing rich, perceptually- grounded experience with the content being learned, which when combined with more formal learning activities, provides deeper more robust learning that transfers. Research with an historical simulation game found that grappling with historical dynamics via game play prepared students to learn more from reading a difficult chapter from a college history text. Similarly, interpreting observations in an archaeological site simulation increased students’ ability to interpret and argue using such observations. Other research showed that having learners use avatars to role play historical actors and events in a virtual world simulation of the history increased learning, understanding and transfer of historical knowledge acquired from reading about the history. Further research found that increasing the perceptual richness of grounding physics experiences with a simulation game providing force feedback increased student learning and understanding of concepts in physics. Keywords: Grounded Cognition, Embodied Cognition, Experience, Learning, Transfer 1 Most of learning in school is thin and shallow: it is not understood very deeply, is quickly forgotten and does not really become part of the way the learners think about the world. As Dewey (1938) pointed out, learning without experiencing what is being learned is not meaningful. -
GCLC-BT Conference 5 December 2005, London Competition Law and Media Content
GCLC-BT Conference 5 December 2005, London Competition Law and Media Content I. MORNING SESSION 9:00 – 9:10 General introduction to the conference Damien Geradin Director of the GCLC Paolo Palmigiano Head of Competition and Regulatory Law, BT Retail 9:10 – 9:30 Welcome words Dan Marks CEO TV Services, BT Paolo Palmigiano Head of Competition and Public Law, BT Retail SESSION 1: THE LAW AND ECONOMICS OF MEDIA CONTENT 9:30 – 10:00 The economics of media content Stefan Szymanski Professor of Economics, Tanaka Business School, Imperial College London 10:00 – 10:30 Overview of the legal framework applicable to the media content Romano Subiotto Partner, Cleary Gottlieb 10:30 – 10:50 Coffee break SESSION 2: REGULATORY AND COMPETITION LAW APPROACHES TO MEDIA CONTENT IN THE EU, THE UK, AND THE US 10:50 – 11:10 The situation in the EU Speaker from the European Commission to be advised 11:10 – 11:30 The situation in the UK Becket McGrath Partner, Berwin Leighton Paisner 11:30 – 11:50 The situation in the US John Thorne Deputy General Counsel, Verizon 11:50 – 12:20 Roundtable discussion 12:20 – 13:30 Lunch break II. AFTERNOON SESSION 13:30 – 13:50 Tomorrow’s world – How will the media content industry look like in the future SESSION 3: CURRENT ISSUES REGARDING MEDIA CONTENT Chairman: Bernard Amory, Partner, Jones Day 13:50 – 14:10 Competition law issues raised by exclusivity Didier Théophile Partner, Darrois, Villey, Maillot et Brochier 14:10 – 14:30 Cross platform bundling of rights Andrea Appella Vice President & Associate General Counsel - Time Warner Europe 14:30 – 14:50 Collective selling and buying of premium content rights Helmut Brockelman Partner, Martinez Lage & Associados 14: 50 – 15:20 Commentators Dr. -
Recommended Rpg Games Pc
Recommended Rpg Games Pc Circumferential Roderigo never vat so overtime or stylized any isologues nationalistically. Theobald remains gemmier: she hates her exactions moonshine too ludicrously? Uncarted and alphabetical Tedman immuring some dampness so valuably! Since the crystal than computers of rpg games Players also available. Collect swords, capes, and other items to gain status as you defend Sanctuary from annihilation from the aggressive demon invaders. You can find the full list of the best RPGs on PC below. Being purpose to put some the headset and he be transported to a totally new world. The pc rpgs and. Among those is the Enhanced Edition of Neverwinter Nights, one of my favorite games of my early years. RPG or Roleplaying games are alive the user favorites. For the most part, truly wireless earphones feel very much alike. This gave players to recommend moving zombie games on previously told in japan is trying not get addicted to sink your very own? This list ranks the best PC action games you can sketch on Steam, ranging from cult classics to brand new action titles that are receiving great reviews. Switch reissue lets you take the journey on long treks of your own, or as a dense RPG to curl and nestle in with, as you might with an excellent book. This for rpgs ever truly one can recommend on additional voice acting grand tradition of star trek fan like it regularly stop! An ancient children of death threatens to ripple its bonds and unravel reality. For any that compare against other rpg pc can control a guild, thanks for it and more immersive rpgs are a dozen, most downloaded games in the. -
Non-Serious Serious Games
Press Start Non-Serious Serious Games Non-Serious Serious Games Matthew Hudson Toshiba Design Center Abstract Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a ‘clan’ or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes from an ethnographic study and the analysis of user generated data from an online gaming clan. The outcomes support previous research which shows that non-serious games can be a setting for improved social well- being, second language learning, and self-esteem/confidence building. In addition this paper presents the novel results that play within online game communities can impart benefits to players, such as treating a fear of public speaking. This paper ultimately argues that communities of Gamers impart ‘serious’ benefits to their members. Keywords Online communities; digital games; clan; social play; serious games; non-serious games Press Start 2016 | Volume 3 | Issue 2 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Hudson Non-Serious Serious Games Introduction Serious games have been shown to promote behavioural change and impart skills to players (Lampton et al. 2006, Wouters et al. 2009), and non-serious games have been shown to have numerous benefits (Granic et al. -
Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
Strategy Games Big Huge Games • Bruce C
04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together. -
Alfa U-Play Games
Alfa U-Play Games App name Developer Table Tennis Shots Gamezop Rollout Gamezop Salazar Gamezop Super Sprint Gamezop Slit Sight Gamezop Sneaky Snack Gamezop Rodeo Rider Gamezop Rocket Man Gamezop Shadow Run Gamezop Ship It Up! Gamezop Sheep Stacking Gamezop Savage Revenge Gamezop Save Your Pinky Gamezop Saucer Dodge Gamezop Light Tower Gamezop Spikes Don't Move Gamezop Spinning Shooter Gamezop Kickin It Gamezop Jelly Doods Gamezop Jumpy: The First Jumper Gamezop Jello Go Round Gamezop Hoop Loop Gamezop Rains of Fire Gamezop Red Rush Gamezop Quick Slip Gamezop Pirate's Pillage! Aye! Aye! Gamezop Pop Soap Gamezop Punch Heroes Gamezop Monsters Burn Too Gamezop Nosedive Gamezop Pie Attack Gamezop Gerbil Jump Gamezop Homerun Hit Gamezop Game of Tiles Gamezop Ludo With Friends Gamezop Dodgy Gamezop Dribblin Dot Gamezop Furious Speed Gamezop Focus Locus Gamezop Dodge Bot Gamezop Holiday Cheer Gamezop Fly Safe Gamezop Cuby Dash Gamezop Tic Tac Toe Gamezop Colour Chase Gamezop Time Warp Gamezop Cosmo Fighter Gamezop Tiny Tripper Gamezop Twin Hop Gamezop Traffic Command Gamezop Vegetables vs. Chef Gamezop Watch The Walls Gamezop Escape Run Gamezop Drop Dead Gamezop Whirly Chick Gamezop Coin Grab Gamezop Boxing Club Gamezop Bouncy Gamezop Drone Gamezop Yummy Taco Gamezop Battle Fish Gamezop Blocking Bugs Gamezop Bottle Shoot Gamezop Attention Span Gamezop Tricky Trip Gamezop Zombies Can't Jump 2 Gamezop The Sea Lion Act Gamezop Sling Soccer Gamezop Sticky Goo Gamezop Super Goalie Auditions Gamezop Slap Fest Gamezop Rope Ninja Gamezop Shade Shuffle Gamezop Rock the Dock Gamezop Pillar Hopper Gamezop Pixel Slime Gamezop Penguin Skip Gamezop Knight Ride Gamezop Melon Pinch Gamezop Odd One Out Gamezop Grumpy Gorilla Gamezop Foot Chinko Gamezop Groovy Ski Gamezop Flexi Snake Gamezop Drop Me Gamezop Fidgety Frog Gamezop Cyberfusion Gamezop Catch-a-pult Gamezop Clay Pigeon: Tap and Shoot Gamezop Cowboy vs. -
Programmers' Tool Chain
Reduce the complexity of programming multicore ++ Offload™ for PlayStation®3 | Offload™ for Cell Broadband Engine™ | Offload™ for Embedded | Custom C and C++ Compilers | Custom Shader Language Compiler www.codeplay.com It’s a risk to underestimate the complexity of programming multicore applications Software developers are now presented with a rapidly-growing range of different multi-core processors. The common feature of many of these processors is that they are difficult and error-prone to program with existing tools, give very unpredictable performance, and that incompatible, complex programming models are used. Codeplay develop compilers and programming tools with one primary goal - to make it easy for programmers to achieve big performance boosts with multi-core processors, but without needing bigger, specially-trained, expensive development teams to get there. Introducing Codeplay Based in Edinburgh, Scotland, Codeplay Software Limited was founded by veteran games developer Andrew Richards in 2002 with funding from Jez San (the founder of Argonaut Games and ARC International). Codeplay introduced their first product, VectorC, a highly optimizing compiler for x86 PC and PlayStation®2, in 2003. In 2004 Codeplay further developed their business by offering services to processor developers to provide them with compilers and programming tools for their new and unique architectures, using VectorC’s highly retargetable compiler technology. Realising the need for new multicore tools Codeplay started the development of the company’s latest product, the Offload™ C++ Multicore Programming Platform. In October 2009 Offload™: Community Edition was released as a free-to-use tool for PlayStation®3 programmers. Experience and Expertise Codeplay have developed compilers and software optimization technology since 1999. -
Especial Starfox a Través De Foros, Del Blog Y De Nuestra Página De Facebook
por Skullo ...............................................................03 .................................................04 Prince of Persia por Alf ...................................................... 05 Action Fighter por Skullo .................................................... 08 Battletoads por NesBeer..................................................... 11 Ren & Stimpy Quest for the Shaven Yak por Valveider ..... 15 Hybrid Heaven por El Mestre .............................................. 17 por Skullo ............................................. 20 Entrevista a Multitap.es por Skullo ................................... 21 32X por Skullo ..................................................................... 23 Double Dragon por Skullo .................................................. 27 Tails por Skullo ................................................................... 32 La prostituta de los chinos (parte 2) por NesBeer ............ 36 Starfox por Skullo ............................................................... 41 Maquetación: Skullo Todas las imágenes y nombres que aparecen en esta revista son propiedad de sus respectivas marcas, y se usan simplemente a modo informativo. Las opiniones mostradas en esta revista pertenecen al redactor de cada artículo. Bienvenidos a Bonus Stage Magazine número 16, un número que esperamos os ayude a pasar los días de vacaciones que muchos de vosotros tendréis. Como habréis observado el especial de este número está centrado en la saga Starfox, de manera que le hemos dedicado unas -
The Next Production Revolution
The Next Production Revolution IMPLICAtiONS FOr GOVErnMEntS AND BUSinESS The Next Production Revolution IM P L I CA ti O N S FO S r GOVE rn ME nt S A S N D BUS in ESS The Next Production Revolution IMPLICATIONS FOR GOVERNMENTS AND BUSINESS This report, except Chapters 2 and 5, was approved and declassified by the OECD Committee for Scientific and Technological Policy (CSTP) on 17 April 2017 by written procedure. Chapter 2 was approved and declassified by the Committee for Digital Economy Policy on 12 February 2017 by written procedure. Chapter 5 was approved and declassified by the Environment Policy Committee on 30 January 2017. The report was prepared for publication by the OECD Secretariat. This document, as well as any data and any map included herein, are without prejudice to the status of or sovereignty over any territory, to the delimitation of international frontiers and boundaries and to the name of any territory, city or area. Please cite this publication as: OECD (2017), The Next Production Revolution: Implications for Governments and Business, OECD Publishing, Paris. http://dx.doi.org/10.1787/9789264271036-en ISBN 978-92-64-27099-2 (print) ISBN 978-92-64-27103-6 (PDF) ISBN 978-92-64-27115-9 (ePub) The statistical data for Israel are supplied by and under the responsibility of the relevant Israeli authorities. The use of such data by the OECD is without prejudice to the status of the Golan Heights, East Jerusalem and Israeli settlements in the West Bank under the terms of international law. Photo credits: Cover © Willyam Bradberry/Shutterstock.com.