Kinect: the Next Generation of Motion Control
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Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
2012 Promaxbda Game Marketing Awards Finalist List
2012 PROMAXBDA GAME MARKETING AWARDS FINALIST LIST **PLEASE NOTE** Due to select categories being judged at a later date, the finalists/winners In those categories will be announced at the awards show. SHARPEST LIVE ACTION AWARD - BEST ENGINEERING CALL OF DUTY: MODERN WARFARE 3, "THE VET AND THE N00B" 72ANDSUNNY FORZA MOTORSPORT 4 "ENDANGERED SPECIES" MICROSOFT XBOX MICHAEL DEUTSCH PURITY FIRST TRAILER (DEUS EX: HUMAN REVOLUTION) SQUARE ENIX RAGE BLAKE GRIFFIN ONLINE TRAILER THE ANT FARM THE ELDER SCROLLS V: SKYRIM - TV LIVE ACTION COMMERCIAL BETHESDA SOFTWORKS, AKQA AND LOGAN BEST USE OF SOUND ASSASSIN'S CREED REVELATIONS INTERNATIONAL TV30 THE ANT FARM BATTLEFIELD 3 "MY LIFE' ELECTRONIC ARTS CALL OF DUTY: MODERN WARFARE 3, "THE VET AND THE N00B" 72ANDSUNNY RAGE TRAILER 1 "WASTELAND" THE ANT FARM BATTLEFIELD 3 'IS IT REAL?' ELECTRONIC ARTS THE ELDER SCROLLS V - SKYRIM DEFACTO SOUND & BETHESDA SOFTWORKS Page | 1 BEST COPYWRITING FOR STATIC MEDIA OR ONLINE ACE COMBAT: ASSAULT HORIZON PETROL BATTLEFIELD 3 'ABOVE AND BEYOND THE CALL' ELECTRONIC ARTS UNCHARTED 3: DRAKE'S DECEPTION PETROL CALL OF DUTY: MODERN WARFARE 3 - SOAP'S FIELD MANUAL ARMED MIND (NOTE: ILLUSTRATION WAS HANDLED BY ARMED MIND’S PARTNER AGENCY, PETROL) INFINITY BLADE 2 HEADLINE LIQUID ADVERTISING AND EPIC GAMES SAINTS ROW: THE THIRD PETROL BEST COPYWRITING FOR A VIDEO ASSET BULLETSTORM: DUTY CALLS ELECTRONIC ARTS CABELA'S BIG GAME HUNTER 2012 "BRODY" TRAILER ACTIVISION PUBLISHING, INC AND NOODLEHAUS HOUSE OF THE DEAD – ‘STRIPPERS’ TRAILER MAVERICK MEDIA LTD. PURITY FIRST TRAILER (DEUS EX: HUMAN REVOLUTION) SQUARE ENIX RAGE BLAKE GRIFFIN ONLINE TRAILER THE ANT FARM SKYLANDERS SPYRO'S ADVENTURE, "MENACE" 72ANDSUNNY BEST PRODUCT LOGO DESIGN BATMAN ARKHAM CITY - LOGO RUN WB GAMES AND HAMMER CREATIVE CALL OF DUTY ELITE LOGO ACTIVISION AND DOJO RAGE RUINS LOGO BETHESDA SOFTWORKS/THE ANT FARM CONTINUED ON NEXT PAGE… Page | 2 ROCKSMITH - LOGO UBISOFT AND CUTWATER SAINTS ROW THE THIRD THQ AND HAMAGAMI/CARROLL, INC. -
EA Sports Challenge Series Powered by Virgin Gaming Launches Today
EA Sports Challenge Series Powered by Virgin Gaming Launches Today Virtual Athletes Compete for a Chance to Win Over $1-Million in Cash and Prizes in New Sports Video Game Tournament Exclusively on PlayStation 3 REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Pro athletes will not be the only ones cashing in on their highlight reel moves in 2012, as Electronic Arts Inc. (NASDAQ:ERTS) today announced the EA SPORTS™ Challenge Series, a sports video game tournament series that will determine the most skilled Madden NFL 12, NHL®12 and FIFA 12 gamers. Powered by Virgin Gaming and exclusive to the PlayStation®3 (PS3TM) computer entertainment system, participants will compete for over $1- million in cash and prizes — the largest prize money of any console-based sports gaming tournament ever. Available online at www.virgingaming.com, new technology allows gamers to participate in the tournament online at their leisure by pairing up gamers playing on the site at the same time. "Virgin Gaming is earning a reputation for hosting the biggest gaming tournaments, but our members have been asking for even larger prize pools. That's what drove the creation of the EA SPORTS Challenge Series; the idea came from them," said Rob Segal, CEO of Virgin Gaming. "This is also the perfect opportunity to bring our unique tournament format to the masses, giving gamers the freedom to compete whenever they want, instead of according to a set schedule. Those who make it through the online qualifier phase will then earn a seat to play in the live finals for huge cash prizes and true e-sport star status." Players that want to compete in the EA SPORTS Challenge Series can register and participate immediately. -
Video Games, Fair Use and the Internet: the Plight of the Let’S Play
VIDEO GAMES, FAIR USE AND THE INTERNET: THE PLIGHT OF THE LET’S PLAY Ivan O. Taylor Jr. TABLE OF CONTENTS Introduction .................................................................................................... 248 I. Background ......................................................................................... 249 A. Fighting for Rights ...................................................................... 249 B. Start of a Hobby........................................................................... 251 II. The Law as We Know It ..................................................................... 252 A. Copyright Law and its Expansion ............................................... 252 B. A Helpful Explanation ................................................................. 254 III. Fair Use and Companies ..................................................................... 257 A. Midway v. Publications International .......................................... 257 B. Sony v. Connectix ....................................................................... 257 C. Sony v. Bleem ............................................................................. 258 IV. Applying Fair Use to Let’s Plays ........................................................ 259 A. Resident Evil 5 (Co-Op) .............................................................. 260 1. Purpose and Character of Use ............................................... 260 2. Nature of Copyrighted Work ................................................. 260 3. Amount -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for Fiscal Year Ended March 2012 (Briefing Date: 4/27/2012) Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2008 FY3/2009 FY3/2010 FY3/2011 FY3/2012 Net sales 1,672,423 1,838,622 1,434,365 1,014,345 647,652 Cost of sales 972,362 1,044,981 859,131 626,379 493,997 Gross profit 700,060 793,641 575,234 387,965 153,654 (Gross profit ratio) (41.9%) (43.2%) (40.1%) (38.2%) (23.7%) Selling, general and administrative expenses 212,840 238,378 218,666 216,889 190,975 Operating income 487,220 555,263 356,567 171,076 -37,320 (Operating income ratio) (29.1%) (30.2%) (24.9%) (16.9%) (-5.8%) Non-operating income 48,564 32,159 11,082 8,602 9,825 (of which foreign exchange gains) ( - ) ( - ) ( - ) ( - ) ( - ) Non-operating expenses 94,977 138,727 3,325 51,577 33,368 (of which foreign exchange losses) (92,346) (133,908) (204) (49,429) (27,768) Ordinary income 440,807 448,695 364,324 128,101 -60,863 (Ordinary income ratio) (26.4%) (24.4%) (25.4%) (12.6%) (-9.4%) Extraordinary income 3,934 339 5,399 186 84 Extraordinary loss 10,966 902 2,282 353 98 Income before income taxes and minority interests 433,775 448,132 367,442 127,934 -60,877 Income taxes 176,532 169,134 138,896 50,262 -17,659 Income before minority interests - - - 77,671 -43,217 Minority interests in income -99 -91 -89 50 -13 Net income 257,342 279,089 228,635 77,621 -43,204 (Net income ratio) (15.4%) (15.2%) (15.9%) (7.7%) (-6.7%) - 1 - Nintendo Co., Ltd. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for the Nine-Month Period Ended December 2011 (Briefing Date: 2012/1/27) Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2008 FY3/2009 FY3/2010 FY3/2011 FY3/2012 Apr.-Dec.'07 Apr.-Dec.'08 Apr.-Dec.'09 Apr.-Dec.'10 Apr.-Dec.'11 Net sales 1,316,434 1,536,348 1,182,177 807,990 556,166 Cost of sales 761,944 851,283 715,575 487,575 425,064 Gross profit 554,489 685,065 466,602 320,415 131,101 (Gross profit ratio) (42.1%) (44.6%) (39.5%) (39.7%) (23.6%) Selling, general and administrative expenses 160,453 183,734 169,945 161,619 147,509 Operating income 394,036 501,330 296,656 158,795 -16,408 (Operating income ratio) (29.9%) (32.6%) (25.1%) (19.7%) (-3.0%) Non-operating income 37,789 28,295 19,918 7,327 7,369 (of which foreign exchange gains) (143) ( - ) (9,996) ( - ) ( - ) Non-operating expenses 995 177,137 2,064 85,635 56,988 (of which foreign exchange losses) ( - ) (174,233) ( - ) (84,403) (53,725) Ordinary income 430,830 352,488 314,511 80,488 -66,027 (Ordinary income ratio) (32.7%) (22.9%) (26.6%) (10.0%) (-11.9%) Extraordinary income 3,830 98 4,310 115 49 Extraordinary loss 2,135 6,171 2,284 33 72 Income before income taxes and minority interests 432,525 346,415 316,537 80,569 -66,051 Income taxes 173,679 133,856 124,063 31,019 -17,674 Income before minority interests - - - 49,550 -48,376 Minority interests in income -83 35 -127 -7 -25 Net income 258,929 212,524 192,601 49,557 -48,351 (Net income ratio) (19.7%) (13.8%) (16.3%) (6.1%) (-8.7%) - 1 - Nintendo Co., Ltd. -
Sony Computer Entertainment Case Analysis
Sony Computer Entertainment Quentin J Thomas University of Florida July 2011 This case was prepared and written by Quentin Thomas as a final project for the Master of Arts International Business program at The University of Florida. This case is intended for discussion and freely distributed courtesy of Queso Media Group via RapConQueso.com. This case is to be neither redistributed for profit or without proper credit given to the appropriate source. 1 INTRODUCTION Wednesday, June 6th 2011, Jack Tretton, President and C.E.O. of Sony Computer Entertainment America, is preparing to take the stage for the Sony E3 press conference being held in Los Angeles, California. It is about 60 days since the PlayStation Network has been hacked and approximately three months since the devastating earthquake and tsunami that brought much of Japan to a stand-still. Both are expected to cost Sony Corporation billions of dollars—a big difference from the predicted profits for the 2011 fiscal year. Now he will address six thousand consumers, some victims of the recent hack, about the future of Sony Computer Entertainment. (E3, 2011) INTERACTIVE ENTERTAINMENT INDUSTRY The video game industry has seen huge leaps since the mid 1960’s. In 1966, a German-born inventor named Ralph Baer began work on what would be the first home video game console. The console was called “Brown Box,” powered by D-cells and connected to a black and white television. (Orlando, 2007) It was later named Odyssey and released by Magnavox in August of 1972. (Magnavox, 2011) Odyssey received lukewarm sales, but Baer started something he probably never imagined. -
2012 Promaxbda Game Marketing Awards Finalist List
2012 PROMAXBDA GAME MARKETING AWARDS FINALIST LIST **PLEASE NOTE** Due to select categories being judged at a later date, the finalists/winners In those categories will be announced at the awards show. SHARPEST LIVE ACTION AWARD - BEST ENGINEERING CALL OF DUTY: MODERN WARFARE 3, "THE VET AND THE N00B" 72ANDSUNNY FORZA MOTORSPORT 4 "ENDANGERED SPECIES" MICROSOFT XBOX MICHAEL DEUTSCH PURITY FIRST TRAILER (DEUS EX: HUMAN REVOLUTION) SQUARE ENIX RAGE BLAKE GRIFFIN ONLINE TRAILER BETHESDA SOFTWORKS & THE ANT FARM THE ELDER SCROLLS V: SKYRIM - TV LIVE ACTION COMMERCIAL BETHESDA SOFTWORKS, AKQA AND LOGAN BEST USE OF SOUND ASSASSIN'S CREED REVELATIONS INTERNATIONAL TV30 THE ANT FARM BATTLEFIELD 3 "MY LIFE' ELECTRONIC ARTS CALL OF DUTY: MODERN WARFARE 3, "THE VET AND THE N00B" 72ANDSUNNY RAGE TRAILER 1 "WASTELAND" BETHESDA SOFTWORKS & THE ANT FARM BATTLEFIELD 3 'IS IT REAL?' ELECTRONIC ARTS THE ELDER SCROLLS V - SKYRIM DEFACTO SOUND & BETHESDA SOFTWORKS Page | 1 BEST COPYWRITING FOR STATIC MEDIA OR ONLINE ACE COMBAT: ASSAULT HORIZON NAMCO BANDAI & PETROL BATTLEFIELD 3 'ABOVE AND BEYOND THE CALL' ELECTRONIC ARTS UNCHARTED 3: DRAKE'S DECEPTION SONY COMPUTER ENTERTAINMENT AMERICA & PETROL CALL OF DUTY: MODERN WARFARE 3 - SOAP'S FIELD MANUAL ARMED MIND (NOTE: ILLUSTRATION WAS HANDLED BY ARMED MIND’S PARTNER AGENCY, PETROL) INFINITY BLADE 2 HEADLINE LIQUID ADVERTISING AND EPIC GAMES SAINTS ROW: THE THIRD THQ & PETROL BEST COPYWRITING FOR A VIDEO ASSET BULLETSTORM: DUTY CALLS ELECTRONIC ARTS CABELA'S BIG GAME HUNTER 2012 "BRODY" TRAILER ACTIVISION PUBLISHING, -
The Use of Colour in the Game Journey Case Study
The use of colour in the game Journey Case Study Emma Dickmark Faculty of Arts Department of Game Design Emma Dickmark Degree Project in Game Design, 15 ECTS Credits Game Design and Graphics Supervisors: Stellan Sundh, Hans Svensson, and Jonathan Östberg Examinator: Iwona Hrynczenko January, 2015 Abstract This thesis aims to find out the usage of colour in the game called Journey (2012). It is a case study which focuses on three different scenes in the game and how their colour scheme affects the game both emotionally and the storyline progress. The question that will be answered is: How does the choice of colour affect the players perception on an emotional level? This thesis talks about how different colours affect us in different ways and why this plays a major part in gameplay situations and how the drastic change of colour portraits different emotions. The colour choice is of great importance since it affects humans on an emotional level that enhances the experience felt by players during different scenes. Keywords: Game Studies, colour, color, player experience, emotions, Journey, Table of Contents 1 Introduction ...................................................................................................................... 1 1.1 Background .................................................................................................................. 1 1.2 Previous Research........................................................................................................ 3 1.2.1 Drastic colour changes ........................................................................................ -
2. Nintendo: Fighting the Video Game Console Wars1
2. NINTENDO: FIGHTING THE VIDEO GAME CONSOLE WARS1 2.1. Introduction The 2011 Electronic Entertainment Exposition (E3) in Las Vegas was a moment of truth for Nintendo, video games’ most iconic company. Despite the recent success of its flagship product, the Wii video game console, Nintendo was facing decreasing sales and lower revenues. The company’s hardware sales were down by 10 million units compared to 2009, and software sales were down by 30 million units compared to 2009. Income was in decline, and shares seemed to be in permanent retreat. Nintendo’s stock had retreated to levels not seen since the company’s mediocre performance before the launch of the Wii. --- INSERT FIGURE 2.1 HERE --- Nintendo’s problems were taking place at a time when the industry’s standard business model was being transformed by online social, and mobile gaming – market segments that Nintendo had been reluctant to enter. For many observers Nintendo’s problems could be traced back to Nintendo’s conservative management style and incremental innovation policy. Nintendo was still very much a family-owned and managed business. Long time CEO Hiroshi Yamauchi, great-grandson of Nintendo founder Fusajiro Yamauchi, continued the top-down management style that traditionally prevailed in the company since its incorporation in 1889. He moved away from day-to-day control of operations when in 2002, Satoru Iwata, until then Head of Corporate Planning, took over as the first ever non-family President in the history of the company. 1 This chapter was written under the supervision of Professor Joseph Lampel at Cass Business School. -
EA Highlights Blockbuster Games and Services for E3 2011
EA Highlights Blockbuster Games and Services for E3 2011 Global Franchises -- Battlefield, Mass Effect, Need For Speed, FIFA — Leading the Digital Transformation on Multiple Platforms REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ:ERTS) today revealed the games it will present at the Electronic Entertainment Expo (E3) at the Los Angeles Convention Center (LACC) June 7-9. This year's lineup consists of games spanning a multitude of popular genres, including immersive shooters and role-playing games for hardcore players, revolutionary sports titles for sports fans, as well as mobile and casual games for the whole family. This year's E3 press briefing, GAMECHANGERS: EA 2011 Preview will feature news from big EA titles such as, Battlefield 3™, Need for Speed™ The Run, Madden NFL 12, FIFA Soccer 12, SSX™ and Mass Effect™; 3and the highly anticipated new MMO, Star Wars™:The Old Republic™. The briefing will include news and announcements on new games and digital/online initiatives. The briefing can be viewed live exclusively on SPIKE TV Monday, June 6 at 3:30 PM ET/12:30 PM PT or at www.ea.com/e3. EA Interactive will be hosting media demos throughout E3 for key EA mobile, Chillingo and Playfish titles at the JW Marriott located at 900 West Olympic Blvd. in Salon B. Titles which will be previewed in EA's booth (#1601) at the LACC include: Battlefield 3™ Capturing the intense reality of modern warfare across the globe, from the densely populated city streets of Paris to the barren dustbowl of the Tehran desert, Battlefield 3 is the next installment in the internationally acclaimed Battlefield series. -
Gaming in a Social World: Examining the Relationship Between Social Competence and Online Video Game Involvement Rachel Valeria Kowert
Gaming in a Social World: Examining the Relationship between Social Competence and Online Video Game Involvement Rachel Valeria Kowert PhD The University of York Psychology May 2013 Abstract The proliferation of affordable and accessible Internet connectivity has changed the way video games are played by allowing individuals to connect worldwide in shared gaming spaces. These highly social environments allow players to connect, interact with, and learn from each other. However, there is a growing concern that these social environments also have the potential to displace real-world connections and interactions, contributing to a variety of losses in ‘offline’ sociability (Chiu, Lee, & Huang, 2004; Cole & Griffiths, 2007; Kim, Namkoong, Ku, & Kim, 2008; Peters & Malesky, 2008; Shen & Williams, 2010). While the association between online video game play and social incompetence remains widespread, so much so that it has evolved into a core component of the cultural perceptions of those who participate within online games (Kowert, Griffiths, & Oldmeadow, 2012; Kowert & Oldmeadow, 2012), empirical evidence illustrating this relationship has been conflicting and the potential mechanisms underlying these associations remain unclear. The work contained within this thesis aims to clarify the veracity of previously drawn conclusions, and evaluate social differences amongst adult video game players to uncover if, and how, online video game involvement supports, or undermines, the development and maintenance of traditional social skills. To this end, three, large-scale survey studies were conducted. While the results indicated that more involved online players display some variation in social outcomes as compared to other game playing groups, a general lack of unique or magnified relationships between Involvement and social outcomes within online players largely discredits the contention that increased online video game involvement inevitably coincides with severe social consequences.