Social Mechanics in Social Games
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Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2 2015
Repositorium für die Medienwissenschaft Jennifer deWinter; Carly A. Kocurek Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2 2015 https://doi.org/10.25969/mediarep/14996 Veröffentlichungsversion / published version Sammelbandbeitrag / collection article Empfohlene Zitierung / Suggested Citation: deWinter, Jennifer; Kocurek, Carly A.: Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2. In: Thomas Hensel, Britta Neitzel, Rolf F. Nohr (Hg.): »The cake is a lie!« Polyperspektivische Betrachtungen des Computerspiels am Beispiel von PORTAL. Münster: LIT 2015, S. 31– 48. DOI: https://doi.org/10.25969/mediarep/14996. Erstmalig hier erschienen / Initial publication here: http://nuetzliche-bilder.de/bilder/wp-content/uploads/2020/10/Hensel_Neitzel_Nohr_Portal_Onlienausgabe.pdf Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell - Weitergabe unter Attribution - Non Commercial - Share Alike 3.0/ License. For more gleichen Bedingungen 3.0/ Lizenz zur Verfügung gestellt. Nähere information see: Auskünfte zu dieser Lizenz finden Sie hier: http://creativecommons.org/licenses/by-nc-sa/3.0/ http://creativecommons.org/licenses/by-nc-sa/3.0/ Jennifer deWinter / Carly A. Kocurek Chell Game: Representation, Identification, and Racial Ambiguity in ›Portal‹ and ›Portal 2‹ Chell stands in a corner facing a portal, then takes aim at the adjacent wall with the Aperture Science Handheld Portal Device. Between the two portals, one ringed in blue, one ringed in orange, Chell is revealed, reflected in both. And, so, we, the player, see Chell. She is a young woman with a ponytail, wearing an orange jumpsuit pulled down to her waist and an Aperture Science-branded white tank top. -
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. -
Zynga Goes Real Time with Arcade-Style Game 8 May 2012, by Glenn Chapman
Zynga goes real time with arcade-style game 8 May 2012, by Glenn Chapman rack to match colors and clear paths to higher levels, a preview revealed. "The hero is Bubbles, a space drop-out monkey that has been living the good life in the jungle until poachers come and start taking his friends," Turmell said. "He has to rescue his friends and stop the poachers." Zynga is considering partnering with a group such as the Ngamba Island Chimpanzee Sanctuary in Uganda in keeping with the game's nature- Facebook games star Zynga is launching an old-school, arcade-style title that will be free at its new website or at defending theme. the world's biggest social network. "It is always good in a game to have an arch enemy, and the concept of poachers running amok in the jungle is very real," Turmell said. Facebook games star Zynga is launching an old- school, arcade-style title that will be free at its new "It is something no one is happy with... We have website or at the world's biggest social network. been trying to figure out a way to partner with that community and try to help." "Bubble Safari" crafted by a Zynga studio in the southern California city of San Diego will be the Zynga Networks posted a "Bubble Safari" video first title to debut simultaneously at zynga.com and trailer at YouTube for those interested in a peek at at Facebook on Wednesday. the game. "This is a new style of game for Zynga in that it is a Hazards and challenges heighten as players straight-out arcade game where people are going advance through the faux jungle and the 65 levels to lose," said studio creative director Mark Turmell, in the game. -
Download Case Study Zynga Inc
Case Study: For academic or private use only; all rights reserved May 2014 Supplement to the Treatise WOLFGANG RUNGE: TECHNOLOGY ENTREPRENEURSHIP How to access the treatise is given at the end of this document. Reference to this treatise will be made in the following form: [Runge:page number(s), chapters (A.1.1) or other chunks, such as tables or figures]. To compare the games business in the US and Germany to a certain degree references often ad- dress the case of the German firm Gameforge AG. For foundations of both the startups serial entrepreneurs played a key role. Wolfgang Runge Zynga, Inc. Table of Content Remarks Concerning the Market and Industry Environments ....................................................... 2 The Entrepreneur(s) .................................................................................................................... 3 The Business Idea, Opportunity and Foundation Process ............................................................ 5 Corporate Culture.................................................................................................................... 7 Market Entry, Expansion and Diversification ................................................................................ 9 Vision/Mission, Risks and Business Model ................................................................................ 11 Intellectual Property ................................................................................................................... 15 Key Metrics .............................................................................................................................. -
Hold Onto Your Horns: Zynga Launches Running with Friends for Worldwide Audiences
May 9, 2013 Hold Onto Your Horns: Zynga Launches Running With Friends for Worldwide Audiences Players to Show-Off Their Bullish Bravado as They Challenge Opponents in the Newest 'With Friends' Game Available Today Exclusively on iPhone, iPad, and iPod touch SAN FRANCISCO, May 9, 2013 (GLOBE NEWSWIRE) -- Zynga, (Nasdaq:ZNGA), the world's leading provider of social game services, today launched Running With Friends to global audiences on iPhone, iPad, and iPod touch. Running With Friends is a high-speed, 3D action-arcade game and the first truly social endless runner game. Players around the world can now stampede their way through the cobblestone streets of Pamplona, Spain, home to the annual Running of the Bulls Festival, as they try to outmaneuver, outrun, and outscore their friends. As the seventh title in the globally popular 'With Friends' franchise and Zynga's entrant to the runner category, Running With Friends brings a new level of social interaction and fun to the genre. The game includes beloved social elements such as turn- based competition with real-life friends and a chance to bullishly climb the leaderboards by jumping, bumping, and sliding through challenging game-play. Easy to play but tough to master, players compete with friends in three rounds to outrun their opponents by swiping their screen vertically and horizontally to dodge charging bulls and speeding cars, or even ride a bucking bull for bonuses. Players select their own in-game character and can choose to run as a ninja, ballerina, or a zombie. "We are committed to expanding Zynga's mobile portfolio to bring players the most fun, social, and accessible games to play with their friends," said Travis Boatman, Senior Vice President of Mobile at Zynga. -
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Issue 01 – 2012 Journal –Peer Reviewed MELINDA JACOBS Flight 1337 [email protected] Click, click, click, click Zynga and the gamification of clicking Although the era of the social network game ofcially began with the launch of the Facebook Platform in 2007, it wasn’t until 2009 that social network games began to attract the spotlight of mainstream media with the runaway successes of several games. Not surprisingly, since that moment the online gaming industry has been fully occupied with discerning and attempting to replicate the elements that have made those Facebook games fruitful. Both academics and industry members have engaged in a hearty amount of discussion and speculation as to the reasons for the success seen by social network gaming, watching the evolution of the genre as companies have both emerged and retreated from the industry. Despite the large number of games appearing on Facebook by a variety of publishers and developers almost none have come close to meeting or bypass- ing the initial pace set by game developer Zynga. Over the course of just a few years, Zynga has built a company valued at over 15 billion USD with over 200 million monthly active users (MAU) of their games (Woo & Raice, 2011). The next closest game developer is EA at 55 million MAU. EA is one of the frst developers in the past three years to develop a game, The Sims Social with 28 million MAU, that has come close to average MAU counts—30 to 40 mil- lion—of the games released by Zynga (Appdata, 2011). What then is it about Zynga’s games in particular that make them so successful? In the discussion and literature addressing social network gaming and the reception and success of Zynga’s games in particular, three core features of their structural design stand out that are frequently referenced as reasons for the suc- cess of Zynga. -
Dark Souls™ Series By: BANDAI NAMCO Entertainment Inc
1 Contents Introduction . 3 Character Activations . 22 Overview . 22 Game Contents . 4 Character Movement . 22 Setup . 8 Character Attacks . 22 Initial Setup . 8 Enemy Activations . 24 Setup After the Mini Boss . 9 Overview . 24 Tiles and Nodes . 10 Enemy Movement . 24 The Basics . 10 Enemy Attacks . 25 Node Movement . 10 Boss Encounters . 26 Range . 10 Boss Basics . 26 Node Model Limits . 10 Boss Data Cards . 26 Characters . 11 Behaviour Cards . 27 Character Boards . 11 Boss Arcs . 27 Estus Flask Tokens . 11 Starting a Boss Encounter . 28 Luck Tokens . 11 Ending a Boss Encounter . 28 Equipment . 12 Boss Activations . 29 Equipment Cards . 12 Overview . 29 Upgrade Cards . 12 Boss Attacks . 29 Equipment Modifiers . 12 Boss Movement . 29 Embers . 12 Boss Activation Example . 30 The Bonfire Tile . 13 Post-Game Ritual . 31 Home Base . 13 Blacksmith Andre . 14 The Firekeeper . 15 Resting at the Bonfire . 15 Exploration . 16 Into the Dungeon . 16 The Fog Gate . 16 Campaign Rules . 32 Introduction . 32 Encounter Setup . 17 Encounter Cards . 17 Rules of the Campaign . 33 Terrain . 17 Setup . 33 Trap Tokens . 18 Adding and Dropping Players . 33 Encounter Setup Example . 18 Dashing Through . 33 Sparks . 33 Encounters . 19 Progressing through The Basics . 19 the Campaign . 33 Activating Models . 19 The Bonfire Tile . 33 Ending an Encounter . 19 Campaign Scenarios Combat Basics . 20 Using the Core Set . 34 Target versus Hit . 20 The Endurance Bar . 20 The First Journey . 34 Enemy Data Cards . 20 The Coiled Sword . 36 Pushing . 21 Conditions . 21 Campaign -
Comparison of Esports and Traditional Sports Consumption Motives by Donghun Lee, Ball State University and Linda J
Comparison of eSports and Traditional Sports Consumption Motives by Donghun Lee, Ball State University and Linda J. Schoenstedt, and in turn, has boosted eSports consumption. Consequently, Xavier University multimedia outlets cover more eSports games and potential investors have paid more attention to this market segment as Abstract a growing sponsorship opportunity. Global companies such as With recognition of the need for studying eSports in this Samsung and Microsoft have been sponsoring the World Cyber interactive digital communication era, this study explored 14 Games at event and team levels. Corporate sponsors have jumped motivational factors affecting the time spent on eSports gaming. into the online advertising industry because online games have Using a sample of 515 college students and athletic event become a common promotional venue in which brands get repeated attendees, we further compared eSports game patterns to their exposure to an avid target market (Chaney, Lin, & Chaney, 2004). non-eSport or traditional sport involvements (game participation, Electronic sports have, in recent years, become a more popular game attendance, sports viewership, sports readership, sports form of leisure activity for many people. Based on the units sold listenership, Internet usage specific to sports, and purchase of in 2007, sports video games (including auto racing) comprised team merchandise). Multiple regression results indicated that more than 22% of the entire video game industry (Entertainment competition and skill had a statistically significant impact on the Software Association, 2008). This number rose to 44.7% if ‘action’ time spent on eSports games while peer pressure had marginal genre was included. Among the list of the top 20 popular video significance. -
Zynga Seeks New Harvest with Mobile Farmville Game 17 April 2014, by Glenn Chapman
Zynga seeks new harvest with mobile FarmVille game 17 April 2014, by Glenn Chapman "FarmVille really put social gaming on the map," Davies said. "It has stood the test of time." The new mobile version of the game was released globally in more than dozen languages. Since tens of millions of people still play "FarmVille" with friends at Facebook, the mobile version connects back to the leading social network. It also connects with Facebook rival Google+. However, the mobile version of the game gives people the option of playing FarmVille without friends for the first time in the franchise, according to Zynga vice president of games Jonathan Knight. A pedestrian walks by the Zynga headquarters on July 25, 2013 in San Francisco, California FarmVille is essentially what it sounds like, in that players feed livestock, nurture crops, craft goods and virtually tend to other aspects of country life. Social games pioneer Zynga on Thursday released In the mobile version, "we've added more ways for a version of the hit "FarmVille" tailored for players to team up together, help each other out smartphones and tablets in the hope of reaping a and even compete," Davies said. bumper crop of players. Bite-sized play The San Francisco-based game maker set on its heels by a shift away from desktop computers is Zynga has made a priority of adapting games for out to regain momentum with the mobile-format lifestyles increasingly centered on smartphones "Farmville 2: Country Escape" for iPhone, iPad and and tablets. The new game takes advantage of Android devices. -
Shopping for Game Mechanics
Shopping for Game Mechanics Tiago Machado, Ivan Bravi, Zhu Wang, Andy Nealen, Julian Togelius New York University {tiago.machado, ivan.bravi, zhu.wang, nealen, julian.togelius}@nyu.edu ABSTRACT Recommender systems are very common nowadays, from shopping websites to social net- works, from map routing systems to entertainment stream services. We use recommender systems as an inspiration to create an AI Game Design Assisted tool which recommends game elements, such as sprites and mechanics, during the development process. Sugges- tions are based on similarities between games and freely inspired by game analysis studies. The tool is based on the Video Game Description Language. Keywords Recommender Systems, AI Game Design Assisted Tool, Game Analysis Studies INTRODUCTION Recommender systems are very common nowadays. Practically every system has its own way to suggest users to be friends with, movies to watch, or something to buy. It is possible to find recommender systems in the game industry as well, although they focus on suggesting games to the user, based on the games she or her friends played before (newgrounds.com 2016). In this work, we describe a recommender system designed to assist developers, by sug- gesting VGDL game mechanics (Ebner et al. 2013). Our methods are inspired by Game Analysis studies, which describe some methods commonly used in games’ pre-production phase. Our system uses the games in the GVG-AI framework game library as its knowledge base (Perez et al. 2015). Every time a user requests suggestions, it provides recommenda- tions by comparing the current game with the games in the library. Two types of sugges- tions are provided based on two search paradigms: the item-based search and the user-based search. -
Growth Opportunities for Online Games Beyond Facebook
Growth Opportunities for Online Games Beyond Facebook Philip Reisberger Chief Revenue Officer Games Developer Conference San Francisco Bigpoint at a Glance The Company The Figures Founded 2002 70 active games, 30 languages Number of Employees 900+ More than 250+ million users Over 1 billion daily transactions Key Titles Battlestar Galactica Online, Drakensang Industry Accolades Online, DarkOrbit, Farmerama European Business Awards 2011 Unity Awards 2011 Locations Investor Allstars Awards 2011 Hamburg (GER), Berlin (GER) Startup of the Century Award 2011 San Francisco (USA) European Games Awards 2011 Malta, Sao Paulo (BRA) Browser Game of the Year 2011 Paris (FRA), London (UK) Mashable Best Online Game 2010 International Business Award 2010 2 What Happened in 2011 3 Facebook Growth Penetration of Total Internet Audience Out of 2.1 Billion Internet Users Worldwide Source: CNET 4 Social Games Explosion Top 10 Facebook Games of 2011 1. GARDENS OF TIME (PLAYDOM) 2. THE SIMS SOCIAL (EA) 3. CITYVILLE (ZYNGA) 4. DOUBLEDOWN CASINO (DOUBLEDOWN ENTERTAINMENT) 5. INDIANA JONES ADVENTURE WORLD (ZYNGA) 6. WORDS WITH FRIENDS (ZYNGA) 7. BINGO BLITZ (BUFFALO STUDIOS) 8. EMPIRES & ALLIES (ZYNGA) 9. SLOTOMANIA-SLOT MACHINES (PLAYTIKA) 10. DIAMOND DASH (WOOGA) Source: Mashable 5 In Europe, Facebook is building a dedicated gaming team… Goal to replicate US gaming ecosystem More then 500 million downloads of Angry Birds across all platforms Angry Birds Rio won "Best Mobile App for Consumers" at Global Mobile Awards, "Best Mobile Game" at the Mobile Excellence Awards and "Best Mobile Game" at the Golden Joystick Awards. 185% User Growth in 2011 – Berlin Start Up #3 on Facebook 14 million (01/11) => 40 million MAU (01/12). -
Vocabulary Can Be Reinforced by Using a Variety of Game Formats. Focus May Be Placed Upon Word Building, Spelling, Meaning, Soun
ocabulary can be reinforced by using a variety of game formats. Focus may be placed upon word building, spelling, meaning, sound/symbol correspon Vdences, and words inferred from sentence context. Teaching Techniques. The full communicative potential of these games can be real ized through good spirited team competition. Working in pairs or in small groups, students try to be the first to correctly complete a task. These games can be used at the end of a lesson or before introducing new material as a “change of pace” activity. Teachers should allow sufficient time for class discussion after the game has been completed. word games 2 Letter Power Add a letter A. From each word below, make two new words by adding a letter (1) at the end; (2) at the beginning. B. Form new words as in A (above). In addition, form a third word by adding a letter at the beginning and the end of the word. 3 Change the first letter. Make one word into another by changing the first letter. Example: Change a possessive pronoun to not sweet. Answer: your, sour. 1. Change a past tense of BE to an adverb of place. 2. Change an adjective meaning not high to an adverb meaning at the present time. 3. Change a period of time to a term of affection. 4. Change was seated to have a meal. 5. Change a part of the head to international strife. 6. Change a respectful title to atmosphere. 7. Change to learn thoroughly to not as slow. 8. Change very warm to a negative adverb.