Grow-A-Game: a Tool for Values Conscious Design and Analysis of Digital Games
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Playing to Wait: a Taxonomy of Idle Games
CHI 2018 Paper CHI 2018, April 21–26, 2018, Montréal, QC, Canada Playing to Wait: A Taxonomy of Idle Games Sultan A. Alharthi,1 Olaa Alsaedi,1 Zachary O. Toups,1 Joshua Tanenbaum,2 Jessica Hammer3 1Play & Interactive Experiences for Learning Lab, New Mexico State University, Las Cruces, NM, USA 2 Transformative Play Lab, Department of Informatics, University of California, Irvine, CA, USA 3HCI Institute / Entertainment Technology Center, Carnegie Mellon University, Pittsburgh, PA, USA {salharth, olaa}@nmsu.edu, [email protected], [email protected], [email protected] Figure 1. Sample of idle games featuring different styles of gameplay, interaction, and graphical or text interfaces. From left to right: Cookie Clicker [G50], AdVenture Capitalist [G38], Kittens Game [G16], Clicker Heroes [G66], and Cow Clicker [G39]. Screenshots taken cb author Alharthi. ABSTRACT are typically played in web browsers, on mobile devices, or Idle games are a recent minimalist gaming phenomenon in on a PC. Players progress with minimal-to-no interaction. Idle which the game is left running with little player interaction. games usually involve repeating a simple action (e.g., clicking, We deepen understanding of idle games and their characteris- rubbing, tapping) to accumulate resources as a core mechanic, tics by developing a taxonomy and identifying game features. an action that is regularly performed in play [55]. Most idle This paper examines 66 idle games using a grounded theory games also include mechanics that automate gameplay so the approach to analyze play, game mechanics, rewards, interac- game progresses by itself [50]. Although the interactions are tivity, progress rate, and user interface. -
Electronic Arts Q2 Fy12 Prepared
ELECTRONIC ARTS Q2 FY12 PREPARED COMMENTS OCTOBER 27, 2011 Rob Sison: Thank you. Welcome to EA‟s fiscal 2012 second quarter earnings call. With me on the call today is John Riccitiello, our CEO, Eric Brown, CFO, Peter Moore, COO and Studio President Frank Gibeau will join for the QA. Please note that our SEC filings and our earnings release are available at ir.ea.com. In addition, we have posted earnings slides to accompany our prepared remarks. Lastly, after the call, we will post our prepared remarks, an audio replay of this call, and a transcript. This presentation and our comments include forward-looking statements regarding future events and the future financial performance of the Company. Actual events and results may differ materially from our expectations. We refer you to our most recent Form 10-Q for a discussion of risks that could cause actual results to differ materially from those discussed today. Electronic Arts makes these statements as of October 27th, 2011 and disclaims any duty to update them. Throughout this call, we will discuss both GAAP and non-GAAP financial measures. Our earnings release and the earnings slides provide a reconciliation of our GAAP to non-GAAP measures. These non-GAAP measures are not intended to be considered in isolation from, as a substitute for, or superior to our GAAP results. We encourage investors to consider all measures before making an investment decision. All comparisons made in the course of this call are against the same period in the prior year unless otherwise stated. Now, I‟ll turn the call over to John Riccitiello. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Enhancing the Therapy Experience Using Principles of Video Game Design
AJSLP Viewpoint Enhancing the Therapy Experience Using Principles of Video Game Design John Wm. Folkins,a Tim Brackenbury,a Miriam Krause,a and Allison Havilanda Purpose: This article considers the potential benefits that emotion or cognitive connection. The discovery principle applying design principles from contemporary video games promotes indirect learning in focused environments. The risk- may have on enhancing therapy experiences. taking principle addresses the uncertainties clients face when Method: Six principles of video game design are presented, attempting newly learned skills in novel situations. The and their relevance for enriching clinical experiences is generalization principle encourages multiple opportunities for discussed. skill transfer. The reward system principle directly relates to Results: The motivational and learning benefits of each the scaffolding of frequent and varied feedback in treatment. design principle have been discussed in the education Last, the identity principle can assist clients in using their newly literature as having positive impacts on student motivation learned communication skills to redefine self-perceptions. and learning and are related here to aspects of clinical Conclusion: These principles highlight areas for research practice. The essential experience principle suggests and interventions that may be used to reinforce or advance connecting all aspects of the experience around a central current practice. ideo games are captivating. Around the world, for a number of years, both at school and at our clinic. people spend more than three billion hours a week Martin typically showed low levels of engagement in both V playing them (Knewton Inc., 2014), with the average environments despite multiple attempts to make sessions gamer playing 8 hr per week (Entertainment Software interesting and enjoyable. -
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined. -
Can Game Companies Help America's Children?
CAN GAME COMPANIES HELP AMERICA’S CHILDREN? The Case for Engagement & VirtuallyGood4Kids™ By Wendy Lazarus Founder and Co-President with Aarti Jayaraman September 2012 About The Children’s Partnership The Children's Partnership (TCP) is a national, nonprofit organization working to ensure that all children—especially those at risk of being left behind—have the resources and opportunities they need to grow up healthy and lead productive lives. Founded in 1993, The Children's Partnership focuses particular attention on the goals of securing health coverage for every child and on ensuring that the opportunities and benefits of digital technology reach all children. Consistent with that mission, we have educated the public and policymakers about how technology can measurably improve children's health, education, safety, and opportunities for success. We work at the state and national levels to provide research, build programs, and enact policies that extend opportunity to all children and their families. Santa Monica, CA Office Washington, DC Office 1351 3rd St. Promenade 2000 P Street, NW Suite 206 Suite 330 Santa Monica, CA 90401 Washington, DC 20036 t: 310.260.1220 t: 202.429.0033 f: 310.260.1921 f: 202.429.0974 E-Mail: [email protected] Web: www.childrenspartnership.org The Children’s Partnership is a project of Tides Center. ©2012, The Children's Partnership. Permission to copy, disseminate, or otherwise use this work is normally granted as long as ownership is properly attributed to The Children's Partnership. CAN GAME -
What Is Casual Gaming?
CHAPTER ONE What Is Casual Gaming? Over the past several years, the term “ casual game ” has been bandied about quite a bit. It gets used to describe so many different types of games that the definition has become rather blurred. But if we look at all of the ways that “ casual ” gets used, we can begin to tease out common elements that inform the design of these games: ● Rules and goals must be clear. ● Players need to be able to quickly reach proficiency. ● Casual game play adapts to a player’s life and schedule. ● Game concepts borrow familiar content and themes from life. While all game design should take these issues into account, these elements are of particular importance if you want to reach a broad audience beyond traditional gamers. This book will look at elements that a wide array of casual games share and draw out common lessons for approaching game design. Hopefully it will be of use not just to casual game designers, but to all game designers and even general experience designers as well. Everywhere you look these days, you see impact of casual games. More than 200 million people play casual games on the Internet, according to the Casual Games Association. This audience generated revenues in excess of $2.25 billion in 2007. 1 This may seem meager compared to the $41 billion posted by the entire game indus- try worldwide,2 but casual games currently rank as one of the fastest growing sec- tors of the game industry. As growth in the rest of the industry stagnated, the casual downloadable market barreled ahead. -
Game Development Does Not Require Large Up-Front Capital Costs
2. The recent disruption to the Irish economy may provide a boon to this sector. Casual game development does not require large up-front capital costs. It is, however, affected by the cost of office space and relevant talent. The broad reduction in the Irish cost base will likely improve our competitiveness in this field. 3. Ireland already has a flourishing technology sector which can provide broad support to the games industry. The key platforms, such as Facebook, have large Dublin offices. Infrastructure, in the form of server farms provided by companies such as Amazon, is available locally. These businesses are, in turn, supported by a wealth of quality graduates and research being produced by third-level Game On! institutions. The universities have long realised the importance of this sector. Trinity College has arguably Philip Nolan (pic), Partner at Mason Hayes & Curran and Oisin Tobin, Mason Hayes & Curran led the way with a dedicated MSc in Interactive Entertainment Technology. At Mason Hayes & Curran, we expect this The games industry can be broadly to facilitate multiplayer gaming across The game sector is one of sector to continue to develop and to go segmented into two distinct markets. the internet, was acquired by Activision from strength to strength. In this regard, the unsung success stories One market is for “hardcore” games. Blizzard in 2007 and now provides the recent Forfás report “The Games These are the big ticket, graphics- intense the technological backbone to the of the Irish economy. Sector in Ireland: An Action Plan for and expensive products which are multiplayer aspect of the record- Growth” provides much food for thought. -
1 ELECTRONIC ARTS Q4 FY16 PREPARED COMMENTS May 10
ELECTRONIC ARTS Q4 FY16 PREPARED COMMENTS May 10, 2016 Chris: Thank you. Welcome to EA’s fiscal 2016 fourth quarter earnings call. With me on the call today are Andrew Wilson, our CEO, and Blake Jorgensen, our CFO. Please note that our SEC filings and our earnings release are available at ir.ea.com. In addition, we have posted earnings slides to accompany our prepared remarks. After the call, we will post our prepared remarks, an audio replay of this call, and a transcript. A couple of quick notes on our calendar: we plan to deliver our next earnings report on Tuesday, August 2. And our press conference at EA PLAY will take place at 1pm Pacific Time on Sunday, June 12. Coming up next week, on Tuesday, May 17, is our Investor Day – if you haven’t registered already, please contact me so that we can send you an invitation. This presentation and our comments include forward-looking statements regarding future events and the future financial performance of the Company. Actual events and results may differ materially from our expectations. We refer you to our most recent Form 10-Q for a discussion of risks that could cause actual results to differ materially from those discussed today. Electronic Arts makes these statements as of May 10, 2016 and disclaims any duty to update them. During this call unless otherwise stated, the financial metrics will be presented on a non-GAAP basis. Our earnings release and the earnings slides provide a reconciliation of our GAAP to non-GAAP measures. These non-GAAP measures are not intended to be considered in isolation from, as a substitute for, or superior to our GAAP results. -
Video Game Addiction Presentation
Call of Duty® for Parents: Battling Video Game Addiction with Your Children Identifying the Problem “internet gaming disorder” ● gaming must cause "significant impairment or distress" in several aspects of a person's life ● does not include problems with general use of the internet, online gambling, or use of social media or smartphones ● most people who develop clinically significant gaming problems play primarily on the internet Proposed Symptoms ● Preoccupation with gaming ● Withdrawal symptoms ● Tolerance ● Unsuccessful attempts to quit gaming ● Loss of interest in previously enjoyed activities due to gaming ● Continuing to game despite problems ● Lying about the amount of time spent on gaming ● The use of gaming to relieve negative moods ● Risk Identifying the Problem “gaming disorder” ● a pattern of gaming behaviour characterized by ○ impaired control over gaming ○ increasing priority given to gaming over other activities ○ continuation or escalation of gaming despite the occurrence of negative consequences ● significant impairment in personal, family, social, educational, occupational or other important areas of functioning and would normally have been evident for at least 12 months Resistance to Identification ● excessive gaming as the primary problem or the result of other underlying difficulties ● the majority of gamers wouldn’t experience anything close to addiction ● minimizes the reality of other addictions ● a moral failure or a behavioural problem Advantages of Identification ● creates a basis so that the health care system -
NIBC First Round Case NIBC Ele Ctro N Ic Arts Contents
NIBC First Round Case NIBC Ele ctro n ic Arts Contents 1. The Scenario 2. Background Information 3. Tasks & Deliverables A. Discounted Cash Flow Analysis B. Trading Comparables Analysis C. Precedent Transactions Analysis D. LBO Analysis E. Presentation 4. Valuation & Technical Guidance A. Discounted Cash Flow Analysis B. Trading Comparables Analysis C. Precedent Transactions Analysis D. LBO Analysis 5. Rules & Regulations 6. Appendix A: Industry Overview 7. Appendix B: Precedent Transactions Legal Disclaimer: The Case and all relevant materials such as spreadsheets and presentations are a copyright of the members of the NIBC Case Committee of the National Investment Banking Competition & Conference (NIBC), and intended only to be used by competitors or signed up members of the NIBC Competitor Portal. No one may copy, republish, reproduce or redistribute in any form, including electronic reproduction by “uploading” or “downloading”, without the prior written consent of the NIBC Case Committee. Any such use or violation of copyright will be prosecuted to the full extent of the law. Need for Speed Madden NFL Electronic Arts Electronic Arts Welcome Letter Dear Competitors, Thank you for choosing to compete in the National Investment Banking Competition. This year NIBC has continued to expand globally, attracting top talent from 100 leading universities across North America, Asia, and Europe. The scale of the Competition creates a unique opportunity for students to receive recognition and measure their skills against peers on an international level. To offer a realistic investment banking experience, NIBC has gained support from a growing number of former organizing team members now on the NIBC Board, who have pursued investment banking careers in New York, Hong Kong, Toronto, and Vancouver. -
Chapter One - Introduction
Understanding learning within a commercial video game: A case study Allan Fowler B.Bus, MBA, M.Ed. a thesis submitted to the faculty of design and creative technologies AUT University in partial fulfilment of the requirements for the degree of doctor of philosophy School of Computing and Mathematical Sciences Auckland, New Zealand 2014 i DECLARATION I hereby declare that this submission is my own work and that, to the best of my knowledge and belief, it contains no material previously published or written by another person nor material which to a substantial extent has been accepted for the qualification of any other degree or diploma of a University or other institution of higher learning, except where due acknowledgement is made in the acknowledgements. ........................... ii ACKNOWLEDGMENTS This thesis has been undertaken at the Faculty of Design and Creative Technologies of AUT University in Auckland, New Zealand. I would like to take this opportunity to thank all the people who have given me invaluable feedback and support throughout the development, research, and completion of the research project and the production of this thesis. I received considerable support from many colleagues, peers, and leading academics at the various conferences I have been fortunate enough to attend. Thank you. I apologise if I fail to mention all the people who helped me, but the list would fill several pages. First and foremost, I would like to thank my supervisor, Dr. Brian Cusack for your support, feedback, and guidance over the last five years. Without your support, I am very sure this research would not have been possible.