DATORSPELANDETS MENING Bortom Idén Om Den Interaktiva Illusionen

Total Page:16

File Type:pdf, Size:1020Kb

DATORSPELANDETS MENING Bortom Idén Om Den Interaktiva Illusionen GÖTEBORG STUDIES IN EDUCATIONAL SCIENCES 211 Jonas Linderoth DATORSPELANDETS MENING Bortom idén om den interaktiva illusionen ACTA UNIVERSITATIS GOTHOBURGENSIS DATORSPELANDETS MENING Bortom idén om den interaktiva illusionen GÖTEBORG STUDIES IN EDUCATIONAL SCIENCES 211 Jonas Linderoth DATORSPELANDETS MENING Bortom idén om den interaktiva illusionen Bortom idén om den interaktiva illusionen ACTA UNIVERSITATIS GOTHOBURGENSIS Jonas Linderoth, 2004 ISBN 91-7346-496-1 ISSN 0436-1121 Distribution: ACTA UNIVERSITATIS GOTHOBURGENSIS Box 222 SE-405 30 Göteborg, Sweden Abstract Title: The meaning of gaming Beyond the idea of the interactive illusion Langue: Swedish Keywords: Gaming; computer games; video games; simula- tion; interaction; representation; frame analysis; ecological psychology; sociocultural theory; chil- dren; learning ISBN: 91-7346-496-1 omputer games and other forms of interactive media have been said to nar- C row the gap between representation and represented phenomena. Elements like immersion, interactivity and fidelity are then seen as components which make games more likely to influence knowledge, beliefs and attitudes of the reader/user, than older media. Since the actual process of computer gaming seldom is studied the purpose of this study was to identify and depict struc- tures in the meaning that emerges in children’s interaction when playing com- puter games. Interaction analysis was conducted on 23,5 hours of video data from 24 gaming session with totally 36 children in the age of 6 to 11. Data was collected both in home and school environments and on gamming sessions with different game genres. The theoretical tools in the analysis were assembled from a situ- ative/pragmatist-sociohistoric perspective on learning and cognition. The results showed that children establish their interaction when playing computer games by shifting between different frameworks for handling the things they see on the screen and by relating, transforming and/or dissociating aspects of the world outside the gaming situation. Five patterns of interaction can be identified in this process. Three patterns are described as sorts of frame- works were children relate features in the game either to the: rules of the game, the theme of the game or the aesthetics of the game. The other two patterns are described as structures in the dynamics of game play i.e. internal dynamics be- tween different frames, such as frame conflicts, confusions and parallel frames and external dynamics were circumstances from other contexts must be handled in the gaming situation. In rule focused interaction, which is a common interac- tion pattern, the meaning of the game is to see and act upon different affor- dances built into the rules of the game. The children are thus interested in what can be done with different game features and not what they represent. This finding suggests that we must reconsider the way we understand games and what the effects of gaming might be. Kapitel 1 Till Mattias och Daniel, må livets t20 alltid rulla er väg vii Innehåll 1. IDÉN OM DEN INTERAKTIVA ILLUSIONEN......................................... 3 DEN PERFEKTA REPRESENTATIONEN......................................................... 3 FIGUR OCH GRUND I TEXTEN ............................................................... 4 BILDEN AV INTERAKTIVA MEDIER ............................................................ 5 INTERAKTION OCH MENING ................................................................11 STUDIENS SYFTE ..........................................................................13 Frågeställningar ...................................................................14 Studien i ett vidare sammanhang...............................................14 AVHANDLINGENS DESIGN OCH DISPOSITION .................................................14 2. KUNSKAPEN KRING DATORSPEL ................................................. 19 DATORSPELSLITTERATURENS KARAKTÄR....................................................19 Vad har studerats..................................................................21 VAD ÄR ETT SPEL? ........................................................................22 Avgränsningar mot andra företeelser ..........................................22 SPEL, LÄRANDE OCH UNDERVISNING .......................................................28 Vad lär sig datorspelaren? .......................................................29 Varför använda spel i undervisning?............................................32 STUDIER AV DATORSPELANDE ..............................................................42 Termers betydelse i spelande ...................................................42 Spelande och ramverk ............................................................43 3. INTERAKTION OCH INNEBÖRD ................................................... 49 STUDIENS TEORETISKA RESONEMANG.......................................................49 DEN INTERAKTIVA ILLUSIONENS UTGÅNGSPUNKTER .........................................49 Mentala representationer........................................................50 Resonemangets logik..............................................................52 SITUERAT/PRAGMATISKT – SOCIOHISTORISKT PERSPEKTIV ..................................53 SOCIOKULTURELL TEORI...................................................................55 Lärande som appropriering ......................................................56 Språk, sociala praktiker och lärande ...........................................57 Kritik mot det sociokulturella perspektivet ..................................60 RAMVERKSTEORI ..........................................................................62 Situerade aktivitetssystem ......................................................64 En notering om resursbegreppet................................................65 Goffmans cellmetafor ............................................................ 66 Primära och transponerade ramverk ........................................... 68 Goffman i relation till psykologiska teorier .................................. 69 EKOLOGISK PSYKOLOGI ................................................................... 70 Gibsons ontologi ................................................................... 70 Interaktionserbjudanden - affordances ....................................... 70 Ekologisk syn på perception ..................................................... 74 Gibsons bildteori .................................................................. 75 Information och innebörd – mening kan upptäckas .......................... 76 COLLAGET TAR FORM ..................................................................... 77 Interaktionserbjudanden och ramverk......................................... 77 Hur mening kan vara direkt och samtidigt dynamisk........................ 78 Argumentationslinjer knyts ihop ............................................... 80 4. ATT ANALYSERA INTERAKTION...................................................85 INTERAKTIONSANALYS..................................................................... 85 Teorin i metoden .................................................................. 85 Olika kunskapsanspråk............................................................ 86 KUNSKAPSTEORETISKA ANTAGANDEN ...................................................... 88 Situerat och generellt ............................................................ 88 En realistisk grundsyn ............................................................ 89 Kumulativitet i vetenskap ....................................................... 90 STUDIENS DESIGN ......................................................................... 91 Projekt blev pilotstudier......................................................... 91 Den slutgiltiga datamängden .................................................... 92 Ett ändamålsenligt urval......................................................... 93 Barnens bakgrunder............................................................... 93 Spelen som använts ............................................................... 96 Situationerna som studerats..................................................... 99 Olika urvalsprinciper ............................................................. 99 GENOMFÖRANDE........................................................................ 100 Forskningsetiska hänsynstaganden ........................................... 100 Videodata samlas in............................................................. 101 Bearbetning av data ............................................................ 104 ANALYSFÖRFARANDE.................................................................... 106 Responsprincipen ................................................................ 106 Transkriptionerna ............................................................... 109 Analys av tankar? ................................................................ 111 5. FRÅN DATA TILL RESULTAT..................................................... 115 ANALYSFÖRFARANDET I PRAKTIKEN ...................................................... 115 EN EXEMPLIFIERANDE ANALYS ........................................................... 116 ANALYTISK AGENDA..................................................................... 124 6. DATORSPELANDETS STRUKTURER ............................................. 131 EN INLEDANDE BILD .................................................................... 131 RESULTATREDOVISNINGENS
Recommended publications
  • Possessions, Identity (De)Activation, and Task Performance
    Article Journal of Marketing Research 2018, Vol. 55(5) 752-765 ª American Marketing Association 2018 The Seesaw Self: Possessions, Identity Article reuse guidelines: sagepub.com/journals-permissions (De)activation, and Task Performance DOI: 10.1177/0022243718793885 journals.sagepub.com/home/mrj Jaeyeon Chung and Gita V. Johar Abstract Research has shown that possessions have the power to change consumers’ self-construal and activate different aspects of the self. Building on this literature, the authors suggest that the salience of product ownership not only activates the product- related self but also simultaneously deactivates product-unrelated selves, resulting in impaired performance on tasks unrelated to the activated self. In five experiments, we first elicit feelings of ownership over a product (e.g., a calculator) to activate a product-related identity (e.g., the math self). Participants then engage in a task that is labeled as being a product-related task (e.g., a math task) or a product-unrelated task (e.g., a visual task). Although the task is the same, participants in the ownership condition perform worse on a task labeled as product-unrelated than those in the baseline condition do. Support for the underlying identity activation process comes from the finding that performance impairment is more likely to hold under conditions of low self-concept clarity, in which identity is malleable. The authors discuss the theoretical and practical impli- cationsofthisfinding. Keywords ownership, identity, self-concept clarity, task performance, possessions Online supplement: https://doi.org/10.1177/0022243718793885 Teenagers purchase Nike shoes believing that they can be feelings of ownership can improve consumers’ performance in better athletes when they are wearing these shoes.
    [Show full text]
  • Daniel G. Lobo LA CIUDAD NO ES UN JUGUETE Cómo Simcity Juega Con El Urbanismo
    LA CIUDAD NO ES UN JUGUETE cómo SimCity Juega con el urbanismo Daniel G. Lobo Otoño 2006 www.daquellamanera.org LA CIUDAD NO ES UN JUGUETE: cómo SimCity juega con el urbanismo Daniel G. Lobo Este texto se publicó originalmente en español en el número 178 2/2006 de la revista Arquitectos del Consejo Superior de los Colegios de Arquitectos de España - CSCAE Construcción de ciudad Una versión preliminar del texto en inglés apareció publicada dentro de la serie Cities Programme: Architecture and Engineering Discussion Paper Series 2005 de la London School of Economics Agradecimientos a Alicia Fuentes Gargallo por su colaboración en la traducción. dosmasunoarquitectos - Ignacio Borrego, Néstor Montenegro, Lina Toro por la oportunidad de sacar el texto adelante en español. Elena por leerse una vez, y otra vez, y otra vez más el texto. Daniel G. Lobo es urbanista, artista e investigador y reside en Washington DC desde el 2000. Combina su participación en proyectos de cultura urbana contemporánea, desarrollo social y propuestas artísticas con la gestión de la plataforma Daquella manera: www.daquellamanera.org Comentarios y preguntas: [email protected] 2 ¿Es hora de ser alcalde? ¿Tienes la habilidad constructora de desarrollar una metrópolis con elevados rascacielos o la sensibilidad estética para crear una atractiva ciudad? ¿Disfrutas reparando el mundo – ensanchando la orilla de un río por aquí o aumentando impuestos por allá, para poder ver los efectos en los habitantes de tus dominios? ¿O quieres ensuciarte las manos con Los Sims en tus calles, aceptando misiones que te harán precipitarte a la carretera en un tanque? Éstas son las frases de bienvenida a SimCity 4 Deluxe, la última novedad del juego de estrategia más influyente en la historia de la planificación urbana.
    [Show full text]
  • The Philosophy of the Sims
    THE PHILOSOPHY OF THE SIMS by David Chan ([email protected]) March 21, 2003 THE PHILOSOPHY OF THE SIMS Since its January 2000 release by EA and Maxis, The Sims has proven that the simulation genre could overcome the classic formula popularized by lead designer Will Wright’s SimCity.7 After becoming the best selling PC game of all time, it has also proven that the mainstream game market could enthusiastically embrace a game based on the simulation of emotions and people over guns and fighting. But above all, The Sims marks the first time that a computer game has so deeply presented a philosophy of life within the context of entertainment. The carefully orchestrated play mechanics of The Sims charge the player in designing narratives and lifestyles within a behavioral psychology simulation that furthers a number of implicit theses about human behavior and life. It is one of the most deeply thoughtful games ever created and serves to legitimize computer games as a meaningful art form. Will Wright, co-founder of Maxis, established the modern simulation genre through his epic masterpiece, SimCity. It was one of the first games in a new brand of interactive designs that placed the consumer in charge of producing their own entertainment. He describes the simulation metaphor of SimCity as being a gardening game; one in which the player prepares the soil, plants seeds, and waits for new growth to surprise him. When the player is satisfied with maintaining his garden, he may choose to expand his garden and plant more seeds.1 Indeed, the garden metaphor does embody the play cycle that characterizes SimCity.
    [Show full text]
  • Philos Template PDF Generator
    The author of this informative study explores the Unleashed! Players question of what happens when players practise media and negotiate computer code, various ideologies, Players Unleashed! matters media and the game itself by modding (modifying) The Sims, the bestselling computer game of all time. Modding The Sims and Sihvonen examines the technical and material specificities ofThe Sims mods, as well as their the Culture of Gaming matters cultural context. Viewed as a manifestation of participatory culture, modding makes pc games malleable: players reconfigure the game by creating new content, changing the behaviours of game characters and altering the uses of the game engine. Using a semiotic framework, Sihvonen suggests a signification process that includes interpretation, configuration, reworking and redirection with the game system and rules. sihvonen tanja From its historical roots in shooters and text ad- venture games, the author bares the fascinating evolution and dynamics of modding, where gen- der stereotypes, the thrills of hacking and living the Sims’ American Dream intersect with the aesthetic and operational dimensions of mod- ding. Dr. Tanja Sihvonen is researcher in computer games, play and digital culture. ‘Players Unleashed! is a thought provoking and well- argued reconstruction of the history of digital games and the role of player modifications to such artifacts. Focusing on the wide-ranging universe of mods for the best selling game The Sims, Sihvonen presents a cogent and persuasive argument for the importance of
    [Show full text]
  • Marie-Laure Ryan, Avatars of Story
    Samlaren Tidskrift för svensk litteraturvetenskaplig forskning Årgång 128 2007 I distribution: Swedish Science Press Svenska Litteratursällskapet REDAKTIONSKOMMITTÉ: Göteborg: Stina Hansson, Lisbeth Larsson Lund: Erik Hedling, Eva Hættner Aurelius, Per Rydén Stockholm: Anders Cullhed, Anders Olsson, Boel Westin Uppsala: Bengt Landgren, Torsten Pettersson, Johan Svedjedal Redaktörer: Anna Williams (uppsatser) och Petra Söderlund (recensioner) Inlagans typografi: Anders Svedin Utgiven med stöd av Vetenskapsrådet Bidrag till Samlaren insändes till Litteraturvetenskapliga institutionen, Box 632, 751 26 Upp- sala. Uppsatserna granskas av externa referenter. Ej beställda bidrag skall inlämnas i form av utskrift och efter antagning även digitalt i ordbehandlingsprogrammet Word. Sista inläm- ningsdatum för uppsatser till nästa årgång av Samlaren är 1 juni 2008 och för recensioner 1 september 2008. Uppsatsförfattarna erhåller särtryck i pappersform samt ett digitalt underlag för särtryck. Det består av uppsatsen i form av en pdf-fil. Abstracts har språkgranskats av Sharon Rider. Svenska Litteratursällskapet tackar de personer som under det senaste året ställt sig till förfo- gande som bedömare av inkomna manuskript. Svenska Litteratursällskapet Pg: 5367-8. Svenska Litteratursällskapets hemsida kan nås via adressen www.littvet.uu.se. isbn 978-91-87666-25-4 issn 0348-6133 Printed in Sweden by Elanders Gotab, Stockholm 2007 Övriga recensioner · 41 bart som en interdisciplinär formation. Richard jag tar del av konferensvolymen Narratology Bey- Weisberg erbjöd i ett brev till PMLA (2006:547) ond Literary Criticism (redigerad av Jan Christoph ett svar med en mer optimistisk syn. Rätt och lit- Meister), som är produkten av ett kollokvium i teratur har inte försvunnit, det har förflyttats, me- Hamburg i november 2003, med liknande inter- nar han.
    [Show full text]
  • LA CIUDAD NO ES UN JUGUETE: Cómo Simcity Juega Con El Urbanismo
    LA CIUDAD NO ES UN JUGUETE cómo SimCity Juega con el urbanismo Daniel G. Lobo Otoño 2006 www.daquellamanera.org LA CIUDAD NO ES UN JUGUETE: cómo SimCity juega con el urbanismo Daniel G. Lobo Este texto se publicó originalmente en español en el número 178 2/2006 de la revista Arquitectos del Consejo Superior de los Colegios de Arquitectos de España - CSCAE Construcción de ciudad Una versión preliminar del texto en inglés apareció publicada dentro de la serie Cities Programme: Architecture and Engineering Discussion Paper Series 2005 de la London School of Economics Agradecimientos a Alicia Fuentes Gargallo por su colaboración en la traducción. dosmasunoarquitectos - Ignacio Borrego, Néstor Montenegro, Lina Toro por la oportunidad de sacar el texto adelante en español. Elena por leerse una vez, y otra vez, y otra vez más el texto. Daniel G. Lobo es urbanista, artista e investigador y reside en Washington DC desde el 2000. Combina su participación en proyectos de cultura urbana contemporánea, desarrollo social y propuestas artísticas con la gestión de la plataforma Daquella manera: www.daquellamanera.org Comentarios y preguntas: [email protected] 2 ¿Es hora de ser alcalde? ¿Tienes la habilidad constructora de desarrollar una metrópolis con elevados rascacielos o la sensibilidad estética para crear una atractiva ciudad? ¿Disfrutas reparando el mundo – ensanchando la orilla de un río por aquí o aumentando impuestos por allá, para poder ver los efectos en los habitantes de tus dominios? ¿O quieres ensuciarte las manos con Los Sims en tus calles, aceptando misiones que te harán precipitarte a la carretera en un tanque? Éstas son las frases de bienvenida a SimCity 4 Deluxe, la última novedad del juego de estrategia más influyente en la historia de la planificación urbana.
    [Show full text]
  • Modding the Sims and the Culture of Gaming
    TURUN YLIOPISTON JULKAISUJA ANNALES UNIVERSITATIS TURKUENSIS SARJA – SER. B OSA – TOM. 320 HUMANIORA Players Unleashed! Modding The Sims and the Culture of Gaming By Tanja Sihvonen TURUN YLIOPISTO Turku 2009 TURUN YLIOPISTON JULKAISUJA ANNALES UNIVERSITATIS TURKUENSIS SARJA – SER. B OSA – TOM. 320 HUMANIORA Players Unleashed! Modding The Sims and the Culture of Gaming By Tanja Sihvonen TURUN YLIOPISTO Turku 2009 ISBN 978-951-29-3940-4 (PRINT) ISBN 978-951-29-3941-1 (PDF) ISSN 0082-6987 Uniprint – Turku, Finland 2009 PREFACE I INTRODUCTION: TINKERING WITH THE SIMS 1.1. Theory and practice of modding………………………....…………..1 1.1.1. The exceptionality of The Sims ………………………….........…..………..1 1.1.2. The game industry context………………..…………………....………...12 1.1.3. Tackling the diversification of gameplay……………….….....………...18 1.1.4. Potentiality and actuality of games …………………….......……………22 1.2. Framework of this study……………………………………………..29 1.2.1. Digital games in the circuits of capital and culture…….........................29 1.2.2. Research on play, games, and media……………………………………34 1.2.3. Structure of this work……………………………………………………..42 II MODDING AS CULTURAL AND COMMERCIAL APPROPRIATION 2.1. Game modding and participatory culture…………………………49 2.1.1. Basics of modding…………………………………………………………49 2.1.2. Towards an axiology of participatory culture………………………….54 2.1.3. Levels of engagement……………………………………………………..59 2.1.4. Involving players in game development………………………………..66 2.2. Modding in the history of games…………………………………...73 2.2.1. The ‘shooter’ history of modding………………………………………..73 2.2.2. Toolkits, construction kits and the malleability of text………………..79 2.2.3. Hacking together the action game history………………...……………85 2.2.4.
    [Show full text]
  • SIMCITY Maxis MARKLE FORUM on CHILDREN and MEDIA
    MARKLE FORUM on CHILDREN and MEDIA SIMCITY Maxis Case Presenter: •Lucy Bradshaw Maxis General Manager January 31, 2002 Why SimCity? • SimCity is a game • SimCity has been used in classrooms as an educational tool • SimCity has a uniquely broad audience since its original version • How has its educational appeal aided in the success of SimCity? • How have the above factors affected both iterations of SimCity as well as other Maxis games? SimCity Case Presentation • The SimCity Franchise – Creative and development approach – The role of research • The PC Entertainment Market • The SimCity Audience • Market & Response The SimCity Franchise • SimCity is a thirteen year phenomenon – SimCity Original, 1989 – SimCity 2000, 1993 – SimCity 3000 & Unlimited, 1999 & 2000 • Lifetime sales of over 9M units • Grown from $20M to $122M per title franchise since its first release Note: this excludes license and compilation units/revenue The Evolution of SimCity Origins of the Idea • Will Wright was inspired about building cities, organically, when making another game, Raid on Bungling Bay • A lifetime interest in emergent complex behavior from simple systems • Topical Research – specific inspiration came from Jay Forrester’s work in modeling cities on computers for social science study purposes SimCity Description • SimCity gives you they power to build the ultimate urban empire; your city, your way. – The first of a new type of entertainment software now known as “God” games. – A system simulation that provides the player with a set of rules and tools
    [Show full text]
  • Interviews with Bing Gordon, Brendan Boyle, Brenda Laurel, and Will Wright
    5 Play Interviews with Bing Gordon, Brendan Boyle, Brenda Laurel, and Will Wright I think one of the reasons why games have led the way in interaction design in some respects is because the objective is to have fun. There’s not a productive outcome, so all of the seriousness that we bring to work is not present in the design of these things. Brenda Laurel, 20011 People play to learn as well as to have fun, but they stop playing immediately if the toy or game gets boring. Toys and games are designed for enjoyment, to give rewards of pleasure and entertainment from the moment that they are first encountered to the day they are discarded.That presents a rigorous discipline for the designers and implies that we have a lot to learn from understanding how to design interactive play.There is no need for patient tolerance while the design creeps gradually through the professional2 phase. For toys and games, the design leaps • Child’s play immediately from a short enthusiast phase to the consumer phase, Photo and if it fails to please, it dies a swift and certain death. Author This chapter looks at the attributes that make the design of interactive play succeed. Bing Gordon, a founder of Electronic Arts, communicates his mastery of the video and computer game industry,explaining a taxonomy of games and interactive formats. Brendan Boyle of IDEO leads a team of designers who are dedicated to inventing toys and games, and he helps us see the design of play in physical products, most of which include embedded technology.
    [Show full text]
  • Daniel G. Lobo a CITY IS NOT a TOY How Simcity Plays with Urbanism
    London School of Economics and Political Science CITIES PROGRAMME: ARCHITECTURE AND ENGINEERING Discussion Paper Series A CITY IS NOT A TOY How SimCity Plays with Urbanism Daniel G. Lobo DP 15/05 ISSN 1469 - 1922 A CITY IS NOT A TOY How SimCity Plays with Urbanism Daniel G. Lobo A preliminary version of some of this material appeared in “The Next American City: Cities & Technology” Issue 6, 2004. www.americancity.org Daniel G. Lobo is a freelance urban designer and researcher living in Washington DC. Born in Madrid, after an early career in contemporary art he moved to England where he graduated in City Design and Social Science from the London School of Economics. He has been participating in planning and development initiatives in and around the United States capital for the past five years Please, address any comments to: [email protected] 2 This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License. To view a copy of this license, visit: http://creativecommons.org/licenses/by-nc-sa/2.0/ or send a letter to: Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA. Cover image © Electronic Arts Inc. Is it time – to be Mayor? Do you have the empire-building skills to develop a metropolis of soaring skyscrapers or the aesthetic sensibilities to create a city that delights the eye? Do you enjoy tinkering with an entire world – widening a river bed there, increasing a tax rate here – to see the effects on the inhabitants under your sway? Or do you want to get down and dirty with The Sims in your streets, taking on missions that have you hurtling down highways in a tank? These are the welcome lines to SimCity 4 Deluxe, the last release of the most influential strategy game in the history of urban planning.
    [Show full text]
  • TEAM Ling - Live, Informative, Non-Cost and Genuine! Games That Sell!
    TEAM LinG - Live, Informative, Non-cost and Genuine! Games That Sell! Mark H. Walker Wordware Publishing, Inc. TEAM LinG - Live, Informative, Non-cost and Genuine! Library of Congress Cataloging-in-Publication Data Walker, Mark (Mark H.) Games that sell! / by Mark H. Walker. p. cm. Includes index. ISBN 1-55622-950-X (pbk.) 1. Video games—Marketing. 2. Video games—Evaluation. I. Title. GV1469.3.W43 2003 794.8--dc21 2003010229 CIP © 2003, Wordware Publishing, Inc. All Rights Reserved 2320 Los Rios Boulevard Plano, Texas 75074 No part of this book may be reproduced in any form or by any means without permission in writing from Wordware Publishing, Inc. Printed in the United States of America ISBN 1-55622-950-X 10987654321 0306 Screen images and concept art from Warcraft® III: Reign of Chaos™, StarCraft™, and Diablo II™ courtesy of Blizzard Entertainment®. All screen shots and game titles used in this book remain the property of their respective publishers. All brand names and product names mentioned in this book are trademarks or service marks of their respective companies. Any omission or misuse (of any kind) of service marks or trademarks should not be regarded as intent to infringe on the property of others. The publisher recognizes and respects all marks used by companies, manufacturers, and developers as a means to distinguish their products. This book is sold as is, without warranty of any kind, either express or implied, respecting the con- tents of this book and any disks or programs that may accompany it, including but not limited to implied warranties for the book’s quality, performance, merchantability, or fitness for any particular purpose.
    [Show full text]