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Doom: Gráficos Avançados E Atmosfera Sombria
PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO GRANDE DO SUL PROGRAMA DE PÓS-GRADUAÇÃO EM COMUNICAÇÃO SOCIAL TECNOLOGIAS DE CONTATO: OS IMPACTOS DAS PLATAFORMAS DOS JOGOS DIGITAIS NA JOGABILIDADE SOCIAL CHRISTOPHER ROBERT KASTENSMIDT Professora Orientadora: Dra. Magda Rodrigues da Cunha Porto Alegre Dezembro/2011 CHRISTOPHER ROBERT KASTENSMIDT TECNOLOGIAS DE CONTATO: OS IMPACTOS DAS PLATAFORMAS DOS JOGOS DIGITAIS NA JOGABILIDADE SOCIAL Dissertação apresentada como requisito parcial para obtenção do grau de Mestre pelo Programa de Pós-Graduação em Comunicação Social da Pontifícia Universidade Católica do Rio Grande do Sul. Orientadora: Dra. Magda Rodrigues da Cunha PORTO ALEGRE 2011 CHRISTOPHER ROBERT KASTENSMIDT Dados Internacionais de Catalogação na Publicação (CIP) K19t Kastensmidt, Christopher Robert Tecnologias de contato: os impactos das plataformas dos jogos digitais na jogabilidade social. / Christopher Robert Kastensmidt. – Porto Alegre, 2011. 172 p. Dissertação (Mestrado) Programa de Pós-Graduação em Comunicação Social – Faculdade de Comunicação Social, PUCRS. Orientadora: Profa. Dra. Magda Rodrigues da Cunha 1. Comunicação Social. 2. Jogos Digitais. 3. Jogabilidade Social. 4. Jogos Eletrônicos. I. Cunha, Magda Rodrigues da. II. Título. CDD 794.8 Ficha elaborada pela bibliotecária Anamaria Ferreira CRB 10/1494 TECNOLOGIAS DE CONTATO: OS IMPACTOS DAS PLATAFORMAS DOS JOGOS DIGITAIS NA JOGABILIDADE SOCIAL Dissertação apresentada como requisito parcial para obtenção do grau de Mestre pelo Programa de Pós-Graduação em Comunicação Social -
VINTAGE ARCADIA 2001 SYSTEM in ORIGINAL BOX W 15 GAMES
Buy Sell My eBay Community Help Sign in Site Map All Categories Search Advanced Search Categories Motors Stores Back to home page Listed in category: Video Games > Systems VINTAGE ARCADIA 2001 SYSTEM IN ORIGINAL BOX w/ 15 GAMES Item number: 370130303815 Bidder or seller of this item? Sign in for your status Bidding has ended for this item Sell an item like this or buy a similar item below. Find more items from the same seller. Bid or Buy Now! VINTAGE ARCADIA 2001 LOT OF 4 GAMES VINTAGE ARCADIA 2001 LOT OF 5 GAMES NEW AIR PALM NAILER W/LEATHER GOLVE WestBrass Disposal Kit Polished Chrome Flange STILL IN PACKAGE STILL IN PACKAGE Sells For $99.99 & Stopper 0 bids: US $3.99 1 bids: US $3.99 0 bids: US $19.99 0 bids: US $4.99 US $15.99 Time left: 3d 6h 4m US $24.99 US $9.99 Time left: 3d 6h 4m Time left: 3d 6h 4m Time left: 3d 6h 4m Visit seller's Store Sponsored links Sony playstation ps1 system Nintendo ds lite polar white Ds system lite metallic silver games Airzooka D5039a 18.2gb ultra wide scsi for ninten... 7,200rpm hotswap ... Best Value: $188.88 Best Value: $159.99 Best Value: $14.95 at TechLoops.com at Westview Games Best Value: $198.99 at Edmund Scientific Best Value: $249.00 at DeepDiscount.com at eSISO Similar items from all eBay sellers Help Item Name Price End Date VINTAGE ROBERTS RALLY IV GAME SYSTEM COMPLETE IN BOX US $99.99 Feb-07-09 16:06:45 PST Nintendo Gamecube System in Original box w/ Controller US $49.99 Feb-10-09 11:03:12 PST SNES Super Nintendo System - Complete in original box! US $124.95 Feb-08-09 15:05:51 PST SNES Super Nintendo System - Complete in original box! US $124.95 Feb-10-09 13:48:42 PST See all similar items.. -
The Golden Age of Video Games
The Golden Age of Video Games The Birth of a Multi-Billion Dollar Industry The Golden Age of Video Games The Birth of a Multi-Billion Dollar Industry Roberto Dillon CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2011 by Taylor & Francis Group, LLC CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Version Date: 20130822 International Standard Book Number-13: 978-1-4398-7324-3 (eBook - PDF) This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, trans- mitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers. For permission to photocopy or use material electronically from this work, please access www.copyright. com (http://www.copyright.com/) or contact the Copyright Clearance Center, Inc. -
Kaboom Atari Jaguar CD Homebrew | Ebay
Kaboom Atari Jaguar CD Homebrew | eBay http://www.ebay.com/itm/Kaboom-Atari-Jaguar-CD-homebrew/222218... Hi Bryan ! Daily Deals Gift Cards Sell Help & Contact My eBay 13 Shop by All Categories Search category Back to search results | Listed in category: Video Games & Consoles > Video Games Kaboom! Atari Jaguar CD homebrew 1 viewed per hour Item Like New | Add to watch list condition: Time left: 28d 23h 9/12, 9:15PM Seller information jeffreybonez2010 (205 ) 100% Positive feedback Price: US $29.99 Follow this seller See other items Best Offer: 3 watching Add to watch list Add to collection Tracked Longtime member Best offer available international Shipping Shipping: $19.09 International Priority Shipping to United Kingdom via the Global Shipping Program | See details Item location: Charlotte, North Carolina, United States Ships to: United States and many other countries | See details Import $0.00 (amount confirmed at checkout) Mouse over image to zoom charges: No additional import charges on delivery Delivery: Estimated between Wed. Aug. 24 and Sat. Sep. 3 Includes international tracking Payments: Credit Cards processed by PayPal Have one to sell? Get more time to pay. Apply Now | See Terms See details Any international shipping and import charges are paid in part to Pitney Bowes Inc. Learn More Returns: Seller does not offer returns. You are covered by the eBay Money Back Guarantee if you received an item that is not as described in the listing. Guarantee: | See details Get the item you ordered or get your money back. Covers your purchase price and original shipping. Description Shipping and payments Report item eBay item number: 222218487220 Seller assumes all responsibility for this listing. -
The Double-Edged Sword of Backward Compatibility: the Adoption of Multi-Generational Platforms in the Presence of Intergenerational Services
The Double-Edged Sword of Backward Compatibility: The Adoption of Multi-Generational Platforms in the Presence of Intergenerational Services Il-Horn Hann Byungwan Koh Marius F. Niculescu Robert H. Smith School of Business Haskayne School of Business Scheller College of Business University of Maryland University of Calgary Georgia Institute of Technology College Park, MD 20742 Calgary, AB T2N 1N4 Atlanta, GA 30308 [email protected] [email protected] [email protected] Information Systems Research, 2016, Vol 27(1), pp. 112-130 Permalink: http://dx.doi.org/10.1287/isre.2015.0615 Abstract We investigate the impact of the intergenerational nature of services, via backward compatibility, on the adoption of multi-generational platforms. We consider a mobile Internet platform that has evolved over several generations and for which users download complementary services from third party providers. These services are often intergenerational: newer platform generations are backward compatible with respect to services released under earlier generation platforms. In this paper, we propose a model to identify the main drivers of consumers’ choice of platform generation, accounting for (i) the migration from older to newer platform generations, (ii) the indirect network effect on platform adoption due to same-generation services, and (iii) the effect on platform adoption due to the consumption of intergenerational services via backward compatibility. Using data on mobile Internet platform adoption and services consumption for the time period of 2001 – 2007 from a major wireless carrier in an Asian country, we estimate the three effects noted above. We show that both the migration from older to newer platform generations and the indirect network effects are significant. -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games (Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack (TG16, Arcade) 10. 1942 (NES, Arcade, GBC) 11. 1942 (Revision B) (Arcade) 12. 1943 Kai: Midway Kaisen (Japan) (Arcade) 13. 1943: Kai (TG16) 14. 1943: The Battle of Midway (NES, Arcade) 15. 1944: The Loop Master (Arcade) 16. 1999: Hore, Mitakotoka! Seikimatsu (NES) 17. 19XX: The War Against Destiny (Arcade) 18. 2 on 2 Open Ice Challenge (Arcade) 19. 2010: The Graphic Action Game (Colecovision) 20. 2020 Super Baseball (SNES, Arcade) 21. 21-Emon (TG16) 22. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 23. 3 Count Bout (Arcade) 24. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 25. 3-D Tic-Tac-Toe (Atari 2600) 26. 3-D Ultra Pinball: Thrillride (GBC) 27. -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
Console Games in the Age of Convergence
Console Games in the Age of Convergence Mark Finn Swinburne University of Technology John Street, Melbourne, Victoria, 3122 Australia +61 3 9214 5254 mfi [email protected] Abstract In this paper, I discuss the development of the games console as a converged form, focusing on the industrial and technical dimensions of convergence. Starting with the decline of hybrid devices like the Commodore 64, the paper traces the way in which notions of convergence and divergence have infl uenced the console gaming market. Special attention is given to the convergence strategies employed by key players such as Sega, Nintendo, Sony and Microsoft, and the success or failure of these strategies is evaluated. Keywords Convergence, Games histories, Nintendo, Sega, Sony, Microsoft INTRODUCTION Although largely ignored by the academic community for most of their existence, recent years have seen video games attain at least some degree of legitimacy as an object of scholarly inquiry. Much of this work has focused on what could be called the textual dimension of the game form, with works such as Finn [17], Ryan [42], and Juul [23] investigating aspects such as narrative and character construction in game texts. Another large body of work focuses on the cultural dimension of games, with issues such as gender representation and the always-controversial theme of violence being of central importance here. Examples of this approach include Jenkins [22], Cassell and Jenkins [10] and Schleiner [43]. 45 Proceedings of Computer Games and Digital Cultures Conference, ed. Frans Mäyrä. Tampere: Tampere University Press, 2002. Copyright: authors and Tampere University Press. Little attention, however, has been given to the industrial dimension of the games phenomenon. -
Investor Presentation
Investor presentation May 2021 Disclaimer In this strategic presentation, the terms "Atari“ and/or the "Company" mean Atari. The term "Group" means the group of companies belonging to the parent Company and all companies within its consolidation’s scope. This strategic presentation contains statements relating to ongoing or future projects, future financial and operating results and other statements about Atari’s managements’ future expectations, beliefs, goals, plans or prospects that are based on current expectations, estimates, forecasts and projections about Atari, as well as company’s future performance and the industries in which Atari operate will operate, in addition to managements’ assumptions. Words such as “expects,” “anticipates,” “targets,” “goals,” “projects,” “intends,” “plans,” “believes,” “seeks,” “estimates,” variations of such words and similar expressions are intended to identify such forward-looking statements which are not statements of historical facts. These forward-looking statements are not guarantees of future performance and involve certain risks, uncertainties and assumptions that are difficult to assess. Therefore, actual outcomes and results may differ materially from what is expressed or forecasted in such forward-looking statements. These risks and uncertainties are based upon a number of important factors including, among others: political and economic risks of our respective global operations; changes to existing regulations or technical standards; existing and future litigation; difficulties and costs in protecting intellectual property rights and exposure to infringement claims by others summarized in chapter 5 of the company’s annual financial report for the financial year ended March 31, 2020 available on the investor relations website of Atari at www.atari- investisseurs.fr. -
The Dreamcast, Console of the Avant-Garde
Loading… The Journal of the Canadian Game Studies Association Vol 6(9): 82-99 http://loading.gamestudies.ca The Dreamcast, Console of the Avant-Garde Nick Montfort Mia Consalvo Massachusetts Institute of Technology Concordia University [email protected] [email protected] Abstract We argue that the Dreamcast hosted a remarkable amount of videogame development that went beyond the odd and unusual and is interesting when considered as avant-garde. After characterizing the avant-garde, we investigate reasons that Sega's position within the industry and their policies may have facilitated development that expressed itself in this way and was received by gamers using terms that are associated with avant-garde work. We describe five Dreamcast games (Jet Grind Radio, Space Channel 5, Rez, Seaman, and SGGG) and explain how the advances made by these industrially productions are related to the 20th century avant- garde's lesser advances in the arts. We conclude by considering the contributions to gaming that were made on the Dreamcast and the areas of inquiry that remain to be explored by console videogame developers today. Author Keywords Aesthetics; art; avant-garde; commerce; console games; Dreamcast; game studios; platforms; politics; Sega; Tetsuya Mizuguchi Introduction A platform can facilitate new types of videogame development and can expand the concept of videogaming. The Dreamcast, however brief its commercial life, was a platform that allowed for such work to happen and that accomplished this. It is not just that there were a large number of weird or unusual games developed during the short commercial life of this platform. We argue, rather, that avant-garde videogame development happened on the Dreamcast, even though this development occurred in industrial rather than "indie" or art contexts. -
September 2006 If Your Browser Does Not
September 2006 If your browser does not support HTML or you have trouble clicking on links, go to the online version of this newsletter at http://www.intellivisionlives.com/media/newsletters /current.html (type or paste this URL into your web browser if you can't click on it). COME TO THE RETROTOPIA CLASSIC GAMING PARTY SEPTEMBER 30 It's party time! In May, Intellivision sponsored a bitchin' party during E3. We called it RETROTOPIA and held it at the Arena Interactive Lounge on Santa Monica Blvd. in Los Angeles. Arena is the primo video game venue around. 50" Hi-Def TVs hooked up to PlayStation 2s and Xbox 360s. Custom vibration-feedback sofas. For the party, we added classic arcade machines and live music. It was great! It was so popular that we decided to make it a regular event, open to all classic-gaming fans. Our next Retrotopia will be September 30 at 8 PM. There will be classic console games - Intellivision, Atari 2600, Nintendo - for unlimited play on the big screens. Classic arcade machines set on free play. Plus contests and door prizes. The special musical guests will be The Megas - a Mega Man tribute band. You can check them out at myspace.com/themegas. Some of the Blue Sky Rangers will be showing up. Here's your chance to challenge them on your favorite Intellivision game. And you can try out the as-yet unreleased Intellivision Lives! for the Nintendo DS! Admission is $15, but go to retrotopia.com for a $5 discount! We hope to see you there! Not in the LA area? You can listen to the event live on allgames.com or get the podcast on their site a few days later. -
Panel Discussion: the Next Killer Application
Panel Discussion: The Next Killer Application Moderator: Howard Sachs Telairity Panelists: Ajay Luthra Motorola David Kirk Nvidia Edward Frank Broadcom Nick Tredennick Gilder Technology Pradeep Dubey Intel Abstract: Hot Chips has always focused on the latest semiconductor processes and computer architectures. As transistors continue to shrink, design costs increase and wafer sizes go from 200mm to 300mm, larger volumes of chips need to be sold in order to pay for the design, mask, EDA software, and manufacturing costs. This puts more pressure on the semiconductor business to search for the next killer application in the hopes of filling the factories. Some of the issues raised below will be discussed. • What are some of the past successful killer applications? • What were the key enabling factors? • What are the financial requirements to be considered a killer application? • Are FPGAs a killer application? • What are the next killer applications? • Has the emergence of foundries and COT service enabled more killer apps? • Does the next killer app depend upon your perspective? • Is HDTV one of the next killer apps? Panelist Biographies: Ajay Luthra received his B.E. (Hons) from BITS, Pilani, India in 1975, M.Tech. in Communications Engineering from IIT Delhi in 1977 and Ph.D. from Moore School of Electrical Engineering, University of Pennsylvania in 1981. From 1981 to 1984 he was a Senior Engineer at Interspec Inc., Philadelphia, Pennsylvania, where he was involved in applications of Digital Signal and Image Processing for Bio-medical applications. From 1984 to 1995 he was at Tektronix, Beaverton, Oregon, where from 1985 - 1990 he was manager of Digital Signal and Picture Processing Group and from 1990 - 1995 he was Director of Communications / Video Systems Research Lab.