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AWS Is How Game Tech Volume 2
Behind great games, there’s game tech. AWS is How Game Tech Volume 2 AWS IS HOW GAME TECH EDITION Volume 2 2 Player profile Player Player ID: Eric Morales Classification: Reconnecting through tech Head of AWS Game Tech EMEA Player history Stockholm Joined Gamer since 59°32′N 18°06′E July 2015 1995 Over the past year, many of us have felt compelled to escape into a game, even if only for a few hours. Technology has been our salvation and our solace. When we’ve been forced to stay apart, tech has helped us to feel connected, whether by racing strangers through virtual cities or teaming up to battle awesome foes in Wolcen: Lords of Mayhem. There has, perhaps, never been a greater keep pushing forward on a bumpy road and instead of sticking to a plan that no longer Perhaps one of the key things we can need for the escape that gaming gives when to somersaulto a ne ont w one. fits. New ideas come through all the time learn from these studios is that adversity us. So I’d like to say an extra thank you to and you have to embrace them.” can spark the creativity we need to build Building on AWS gives studios the chance the studios we’re featuring in this issue. something truly spectacular. In many to experiment, innovate, and make For some of the developers we spoke Without you, lockdown would have been games, your character levels up and gets mistakes in order to keep forging ahead. to, the pandemic has been just one of just a little bit harder for so many millions stronger regardless of your own skill, which I’m 100 percent with Roberta Lucca many hurdles they’ve overcome. -
Annual Review
annual review 2017 our board Ukie Annual Review 2016/17 contents 02 foreword 04 Noirin Carmody - Chair Harvey Eagle chair’s report Owner and COO Xbox UK Marketing Director Our initiatives Revolution Software Microsoft 06 ceo’s report Ian Livingstone CBE - Vice Chair Miles Jacobson OBE Chairman Studio Director Playmob Sports Interactive 08 a year in westminster and brussels askaboutgames Dave Gould - Treasurer Veronique Lallier askaboutgames.com Snr Director of Sales UK & Export European Managing Director 12 Take 2 Interactive Hi-Rez Studios research and analysis Without house background Simon Barratt Warwick Light 16 Director UK Managing Director and Vice President ukie’s year in numbers Sony Interactive Entertainment Barog Game Labs INSPIRATIONAL COMPUTING 18 Katherine Bidwell Phil Mansell Digital Schoolhouse acting locally thinking globally Co-Founder CEO digitalschoolhouse.org.ukWith house background State of Play Games Jagex 20 ukie’s global trade programme Neil Boyd Andy Payne OBE INSPIRATIONAL COMPUTING European Anti-Piracy Counsel CEO Nintendo Europe AppyNation 22 the digital schoolhouse Shaun Campbell Kirsty Rigden Games London UK Country Manager Operations Director games.london 24 Electronic Arts FuturLab inspiring talent John Clark Ella Romanos 26 Senior Vice President, Commercial Director promoting a positive image Publishing Rocket Lolly Games SEGA Europe Students 27 Rob Cooper Roy Stackhouse making the most of your IP Managing Director Northern Europe and Vice President - UK, Ireland & Benelux Ukie Students Export Territories -
Playing to Death • Ken S
Playing to Death • Ken S. McAllister and Judd Ethan Ruggill The authors discuss the relationship of death and play as illuminated by computer games. Although these games, they argue, do illustrate the value of being—and staying—alive, they are not so much about life per se as they are about providing gamers with a playground at the edge of mortality. Using a range of visual, auditory, and rule-based distractions, computer games both push thoughts of death away from consciousness and cultivate a percep- tion that death—real death—is predictable, controllable, reasonable, and ultimately benign. Thus, computer games provide opportunities for death play that is both mundane and remarkable, humbling and empowering. The authors label this fundamental characteristic of game play thanatoludism. Key words: computer games; death and play; thanatoludism Mors aurem vellens: Vivite ait venio. —Appendix Vergiliana, “Copa” Consider here a meditation on death. Or, more specifically, a meditation on play and death, which are mutual and at times even complementary pres- ences in the human condition. To be clear, by meditation we mean just that: a pause for contemplation, reflection, and introspection. We do not promise an empirical, textual, or theoretical analysis, though there are echos of each in what follows. Rather, we intend an interlude in which to ponder the interconnected phenomena of play and death and to introduce a critical tool—terror manage- ment theory—that we find helpful for thinking about how play and death interact in computer games. Johan Huizinga (1955) famously asserted that “the great archetypal activi- ties of human society are all permeated with play from the start” (4). -
Balasko-Mastersreport-2020
The Report Committee for Alexander Balasko Certifies that this is the approved version of the following report: An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre APPROVED BY SUPERVISING COMMITTEE: Supervisor: _____________________________________ James Buhler _____________________________________ Bryan Parkhurst An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre by Alexander Balasko Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Music The University of Texas at Austin May 2020 An Untitled Goose by Any Other Name: A Critical Theorization of the Indie Game Genre Alexander Balasko, M.Music The University of Texas at Austin, 2020 Supervisor: James Buhler As the field of ludomusicology has grown increasingly mainstream within music studies, a methodological trend has emerged in discussions of genre that privileges the formal attributes of game sound while giving relatively little attention to aspects of its production. The problems with this methodological bent become apparent when attempting to discuss the independent (“indie”) game genre, since, from 2010-2020 the indie game genre underwent a number of significant changes in aesthetic trends, many of which seem incoherent with one another. As such, the indie genre has received relatively little attention within the ludomusicological literature despite its enormous impact on broader gaming culture. By analyzing the growth of chiptune aesthetics beginning in 2008 and the subsequent fall from popularity towards 2020, this paper considers how a satisfying understanding of the indie game genre can be ascertained through its material cultures, rather than its aesthetics or gameplay. -
Internet Trends 2017 – Code Conference
INTERNET TRENDS 2017 – CODE CONFERENCE Mary Meeker May 31, 2017 kpcb.com/InternetTrends Internet Trends 2017 1) Global Internet Trends = Solid Slowing Smartphone Growth 4-9 2) Online Advertising (+ Commerce) = Increasingly Measurable + Actionable 10-79 3) Interactive Games = Motherlode of Tech Product Innovation + Modern Learning 80-150 4) Media = Distribution Disruption @ Torrid Pace 151-177 5) The Cloud = Accelerating Change Across Enterprises 178-192 6) China Internet = Golden Age of Entertainment + Transportation 193-231 (Provided by Hillhouse Capital) 7) India Internet = Competition Continues to Intensify Consumers Winning 232-287 8) Healthcare @ Digital Inflection Point 288-319 9) Global Public / Private Internet Companies 320-333 10) Some Macro Thoughts 334-351 11) Closing Thoughts 352-353 KP INTERNET TRENDS 2017 | PAGE 2 Thanks... Kleiner Perkins Partners Alexander Krey & Ansel Parikh - who were fearless and sometimes sleepless - helped steer the ideas / presentation we hope you find useful / learn from / improve on. Key contributors to specific content include: Noah Knauf & Nina Lu (Healthcare), Bing Gordon (Interactive Games), Alex Tran & Anjney Midha (India), Daegwon Chae (Ads + Commerce) and Alex Kurland & Lucas Swisher (Enterprise). In addition, Eric Feng, Daniel Axelsen, Dino Becirovic and Shabih Rizvi were more than on call with help. Hillhouse Capital Especially Liang Wu his / their contribution of the China sector of Internet Trends provides an especially thoughtful overview of the largest market of Internet users in the world Participants in Evolution of Internet Connectivity From creators to consumers who keep us on our toes 24x7...and the people who directly help us prepare this presentation... Kara & Walt For continuing to do what you do so well.. -
Cloud Gaming
Cloud Gaming Cristobal Barreto[0000-0002-0005-4880] [email protected] Universidad Cat´olicaNuestra Se~norade la Asunci´on Facultad de Ciencias y Tecnolog´ıa Asunci´on,Paraguay Resumen La nube es un fen´omeno que permite cambiar el modelo de negocios para ofrecer software a los clientes, permitiendo pasar de un modelo en el que se utiliza una licencia para instalar una versi´on"standalone"de alg´un programa o sistema a un modelo que permite ofrecer los mismos como un servicio basado en suscripci´on,a trav´esde alg´uncliente o simplemente el navegador web. A este modelo se le conoce como SaaS (siglas en ingles de Sofware as a Service que significa Software como un Servicio), muchas empresas optan por esta forma de ofrecer software y el mundo del gaming no se queda atr´as.De esta manera surge el GaaS (Gaming as a Servi- ce o Games as a Service que significa Juegos como Servicio), t´erminoque engloba tanto suscripciones o pases para adquirir acceso a librer´ıasde jue- gos, micro-transacciones, juegos en la nube (Cloud Gaming). Este trabajo de investigaci´onse trata de un estado del arte de los juegos en la nube, pasando por los principales modelos que se utilizan para su implementa- ci´ona los problemas que normalmente se presentan al implementarlos y soluciones que se utilizan para estos problemas. Palabras Clave: Cloud Gaming. GaaS. SaaS. Juegos en la nube 1 ´Indice 1. Introducci´on 4 2. Arquitectura 4 2.1. Juegos online . 5 2.2. RR-GaaS . 6 2.2.1. -
Bossa Studios Player Profile Player ID: Roberta Lucca Classification: Marketer-In-Chief and Co-Founder
AWS IS HOW GAME TECH EDITION Volume 2 Bossa Studios Player profile Player Player ID: Roberta Lucca Classification: Marketer-in-Chief and Co-founder Player history Roberta Lucca, one of the original founders of Bossa Studios, is a computer scientist turned marketing expert turned entrepreneur. An experienced keynote speaker and angel investor, Roberta’s many accolades include; the Forbes Top 50 Women in Tech, the Top 30 Women in Games and Inspiring Fifty UK. Player ID: Sylvain Cornillon Classification: Chief Technology Officer Player history Sylvain Cornillon is the Chief Technology Officer at Bossa Studios, where he’s been working closely with the founders to build highly original, off-the-wall games. With a background in programming and developing, an eye for creative and a flair for the unusual, Sylvain brings a steady hand to this successful indie studio. Studio London Founded Employees 51°52′N 0°08′E 2010 78 AWS IS HOW GAME TECH EDITION Volume 2 Bossa Studios Surgery shenanigans. Bread and fish. Game creativity redefined. It started with the birth of social media. These platforms thrived as they enticed and enthralled millions and, as they evolved, they also introduced tech savvy users to the world of gaming. These early games populated throughout social media channels used gambling mechanics to keep people hooked, but lacked the depth of true gaming experiences. When Bossa Studios entered the fray, this creatively-driven indie studio saw an opportunity to make games that offered something different. Founded in 2010 by Roberta Lucca, Bread, a game that follows a slice of bread’s Henrique Olifiers, Imre Jele and Ric Moore, journey to become toast, Bossa Studios this British video game developer set out has stuck to its vision of offering gamers to redefine the genre. -
I Am Bread MAC Ilmaiseksi Direct Link Torrent Nocd Kirjoittanut Xghost
I am Bread MAC ilmaiseksi Direct Link torrent noCD kirjoittanut xGhost Arvioinnit “That's probably one of the hardest games I've ever played. And yet, I wanna play more of it” Michael Jones, Rooster Teeth Tietoja pelistä I am Bread! Tons of Content! TRY BAGEL RACE! Hey there people! Did you know that there’s more than one way to indulge your crumbly fantasies? Why not race a bagel around a living room as fast as you can. We promise you won’t be disappointed. iHazCupquake did - see what happened! https://www.youtube.com/watch?v=ijyHD22AzH4 Best Played with a Controller! From the creators of Surgeon Simulator comes its prequel - an adventure with a hero like no other! ‘I am Bread’ is the epic story of a slice of bread’s journey to become toast. Take the intrepid, crumby adventurer on a journey from his natural confines of the kitchen, through the home of an unsuspecting owner and into the outside world. This bread will be boldly going where no other bread has gone before . As you become attuned to bread’s uniquely challenging control system, you’ll progress from a fumbling slice of bread to a masterful bread ninja. Traversing your environment is intentionally demanding but reliable, making it possible to master even the most majestic and acrobatic of manoeuvres. Added Content:GoatBread - Goat Simulator-inspired level called ‘RAMpage mode’. You won't believe your eyes. Team Fortress 2 level...climb Heavy’s face, use tumour-inducing teleporters, fire the minigun and traverse a floor filled with sticky mines, all in the name of becoming “‘sandvich”’… Starch Wars - Attack of the Scones! Take out the Empire's Rye Fighters in this level inspired by a certain beloved universe! Key features:Story Mode: Embark on an epic journey to become toast! Take on all hazards to deliciousness as you embark on your adventure throughout the home of an unsuspecting owner: from the kitchen, through the house, to the lounge, and then venture outside into the garden and beyond. -
Ukie Review 2020.Pdf
annual review 2020 Bunnylord 2 | Annual Review 2020 BOARD MEMBERS STUART DINSEY MILES JACOBSON NINA COLLINS 04 Ukie Chair Studio Director Partnership & Production Manager Chair’s Report Chairman, Curve Digital Sports Interactive Auroch Digital 06 CEO’s Report DAVE GOULD VERONIQUE LALLIER THOMAS HEGARTY Ukie Vice Chair, Snr Director of European Managing Director Production and Finance Director 08 Sales UK & Export, Take 2 Interactive Hi-Rez Studios Roll7 Policy and Public Affairs Update LIZ FITZGERALD PHIL MANSELL SAMANTHA EBELTHITE 10 Communications Ukie Treasurer CEO UK Country Manager CONTENTS Director of Finance and Operations JAGEX Electronic Arts Sony Entertainment UK 12 Insight and Innovation DR JO TWIST OBE ANDY PAYNE OBE MARK COX 16 CEO CEO European Director of Brand Membership and Commercial Ukie Bossa Studios Riot Games 18 Games London and London Games Festival IAN LIVINGSTONE CBE KIRSTY RIGDEN PAUL METCALFE Director Development Director eCommerce Director 20 Fusebox Games FuturLab Nintendo #RaiseTheGame 23 SIMON BARRATT JAMES BUTCHER SEAN BRENNAN Digital Schoohouse Director Xbox UK and Ireland European Managing Director Fusebox Games Category Director, Microsoft ZeniMax Bethesda 24 Students and Video Game Ambassadors KATHERINE BIDWELL HELEN BURNILL DEBBIE BESTWICK MBE Co-Founder Founder CEO 26 State of Play Games EMP Interactive Team17 Ukie Epsorts 28 ANDY DAVIS RICHARD BALL GISELLE STEWART Ukie IP Protection services Commercial Director VP, Business and Legal Affairs Director, UK Corporate Affairs Capcom Europe Warner Bros Ubisoft 30 Member Working Groups DES GAYLE ANGELA DICKSON 32 Founder and Producer GM, UK and Ireland Ukie Staff Altered Gene Activision Blizzard OUR INITIATIVES Front cover design by Roll 7 4 | Annual Review 2020 Annual Review 2020 | 5 as a result of additional spending on the Get Smart About PLAY consumer education campaign and the appointment of a specialist public affairs agency. -
882663 Masterthesisebus
Abstract This thesis investigates the Games as a Service business model and its relationship to the videogame industry through a subjectivist ontology and interpretive epistemology. Observation and qualitative interviews are at the centre of an inductive research approach. The study first identifies some success factors, revenue models and risk. These include but are not limited to; commodification of virtual worlds and user engagement, microtransactions and ethical and political concerns regarding randomisation mechanics akin to gambling found in some GaaS games. Subsequent to the identification of these factors, two industry leading organisations (Valve and Epic Games) and their flagship games (Counter-Strike and Fortnite) are explored and compared in detail, from a business and user engagement perspective. Subsequently, recommendations for further research directions are given. Contents 1 Note of gratitude ............................................................................................................ 7 2 Introduction .................................................................................................................... 7 2.1 Motivation ............................................................................................................... 9 2.2 Research question ................................................................................................ 10 3 Literature Review ......................................................................................................... 11 3.1 Concepts -
Internet Trends 2017 – Code Conference
INTERNET TRENDS 2017 – CODE CONFERENCE Mary Meeker May 31, 2017 kpcb.com/InternetTrends Internet Trends 2017 1) Global Internet Trends = Solid…Slowing Smartphone Growth 4-9 2) Online Advertising (+ Commerce) = Increasingly Measurable + Actionable 10-79 3) Interactive Games = Motherlode of Tech Product Innovation + Modern Learning 80-150 4) Media = Distribution Disruption @ Torrid Pace 151-177 5) The Cloud = Accelerating Change Across Enterprises 178-192 6) China Internet = Golden Age of Entertainment + Transportation 193-231 (Provided by Hillhouse Capital) 7) India Internet = Competition Continues to Intensify…Consumers Winning 232-287 8) Healthcare @ Digital Inflection Point 288-319 9) Global Public / Private Internet Companies… 320-333 10) Some Macro Thoughts… 334-351 11) Closing Thoughts… 352-353 KP INTERNET TRENDS 2017 | PAGE 2 Thanks... Kleiner Perkins Partners Alexander Krey & Ansel Parikh - who were fearless and sometimes sleepless - helped steer the ideas / presentation we hope you find useful / learn from / improve on. Key contributors to specific content include: Noah Knauf & Nina Lu (Healthcare), Bing Gordon (Interactive Games), Alex Tran & Anjney Midha (India), Daegwon Chae (Ads + Commerce) and Alex Kurland & Lucas Swisher (Enterprise). In addition, Eric Feng, Daniel Axelsen, Dino Becirovic and Shabih Rizvi were more than on call with help. Hillhouse Capital Especially Liang Wu…his / their contribution of the China sector of Internet Trends provides an especially thoughtful overview of the largest market of Internet users in the world… Participants in Evolution of Internet Connectivity From creators to consumers who keep us on our toes 24x7...and the people who directly help us prepare this presentation... Kara & Walt For continuing to do what you do so well.. -
Press Start One Simulated Hand, Two Real Hands
Press Start One Simulated Hand, Two Real Hands One Simulated Hand, Two Real Hands: Antisimulation and Phenomenological Correspondence in Videogame Control Schemes Joseph Garvin University of Bristol Abstract This paper sets out a framework for understanding the control schemes of computer games in terms of ‘phenomenological correspondence’. The complexity of the simulated action corresponds with the complexity of the player’s action on the controls. With this, the traditional or popular view of controls as either ‘simulator’ or ‘arcade’ controls makes sense as different forms, either ‘completionist’ or ‘reductionist’, of correspondence. As well, a third kind of control scheme can be made sense of, the ‘antisimulation’ seen in games like QWOP. These controls involve an ‘excessive’ phenomenological correspondence, where one simulated hand requires two player’s hands to control. Keywords Control schemes; simulator; arcade; phenomenology Press Start Volume 2 | Issue1 | 2015 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. Garvin One Simulated Hand, Two Real Hands The control scheme of a game is often defined in terms of ‘arcade’ or ‘simulation’ controls (Birnbaum, 2014; Live For Speed, 2014; Digital Combat Simulator, 2014). Though most often applied to driving, flying, and military games