Theorising Video Game Narrative
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
DLCC Software Catalog
Daniel's Legacy Computer Collections Software Catalog Category Platform Software Category Title Author Year Media Commercial Apple II Integrated Suite Claris AppleWorks 2.0 Claris Corporation and Apple Computer, Inc. 1987 800K Commercial Apple II Operating System Apple IIGS System 1.0.2 --> 1.1.1 Update Apple Computer, Inc. 1984 400K Commercial Apple II Operating System Apple IIGS System 1.1 Apple Computer, Inc. 1986 800K Commercial Apple II Operating System Apple IIGS System 2.0 Apple Computer, Inc. 1987 800K Commercial Apple II Operating System Apple IIGS System 3.1 Apple Computer, Inc. 1987 800K Commercial Apple II Operating System Apple IIGS System 3.2 Apple Computer, Inc. 1988 800K Commercial Apple II Operating System Apple IIGS System 4.0 Apple Computer, Inc. 1988 800K Commercial Apple II Operating System Apple IIGS System 5.0 Apple Computer, Inc. 1989 800K Commercial Apple II Operating System Apple IIGS System 5.0.2 Apple Computer, Inc. 1989 800K Commercial Apple II Reference: Programming ProDOS Basic Programming Examples Apple Computer, Inc. 1983 800K Commercial Apple II Utility: Printer ImageWriter Toolkit 1.5 Apple Computer, Inc. 1984 400K Commercial Apple II Utility: User ProDOS User's Disk Apple Computer, Inc. 1983 800K Total Apple II Titles: 12 Commercial Apple Lisa Emulator MacWorks 1.00 Apple Computer, Inc. 1984 400K Commercial Apple Lisa Office Suite Lisa 7/7 3.0 Apple Computer, Inc. 1984 400K Total Apple Lisa Titles: 2 Commercial Apple Mac OS 0-9 Audio Audioshop 1.03 Opcode Systems, Inc. 1992 800K Commercial Apple Mac OS 0-9 Audio Audioshop 2.0 Opcode Systems, Inc. -
A Casual Revolution Reinventing Video Games and Their Players
A CASUAL REVOLUTION REINVENTING VIDEO GAMES AND THEIR PLAYERS JESPER JUUL ACASUALREVOLUTION ACASUALREVOLUTION Reinventing Video Games and Their Players Jesper Juul The MIT Press Cambridge, Massachusetts London, England 8 2010 Jesper Juul All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or informa- tion storage and retrieval) without permission in writing from the publisher. For information about special quantity discounts, please email [email protected] This book was set in Scala Serif and Scala Sans on 3B2 by Asco Typesetters, Hong Kong. Printed and bound in the United States of America. Library of Congress Cataloging-in-Publication Data Juul, Jesper, 1970– A casual revolution : reinventing video games and their players / Jesper Juul. p. cm. Includes bibliographical references and index. ISBN 978-0-262-01337-6 (hardcover : alk. paper) 1. Video games—Psychological aspects. 2. Video gamers—Psychology. I. Title. GV1469.34.P79J88 2010 794.8—dc22 2009009091 10987654321 Contents Acknowledgments vii 1 A Casual Revolution 1 2 What Is Casual? 25 3 All the Games You Played Before 65 4 Innovations and Clones: The Gradual Evolution of Downloadable Casual Games 79 5 Return to Player Space: The Success of Mimetic Interface Games 103 6 Social Meaning and Social Goals 121 7 Casual Play in a Hardcore Game 129 8 Players, Developers, and the Future of Video Games 145 Appendix A: Player Survey 153 Appendix B: Player Stories 157 Appendix C: Developer Interviews 175 Notes 219 References 233 Index 247 Acknowledgments First, I must thank colleagues and students for the knowledge, helpful- ness, and discussions that made this book infinitely better than it would have been otherwise. -
NEXT Generation Issue #21 September 1996
PC CD-ROM Nintendo 64 PlayStation Saturn 3D0 Arcade M2 Online V ' •* .... 1 Contact Next Generation Imagine Publishing, Inc. 150 North Hill Drive Brisbane CA 94005 Advertising 415.' Editorial 415. 468. 4684 (E-mail: ngonline@imagine- FAX 415- 46B. 4686 If you have questions about subscription, please contact Customer Service 415. 4&i Customer Service fax 415. 656. 2486 (E-mail: [email protected] with"Next Generation" as the subject) Editorial Neil West editor-in-chief Douglass Perry managing editor Chris Charla features editor Jeff Lundrigan reviews editor Eugene Wang associate art director Richard Szeto associate art director Retrogaming: hip or hype? still Eugene Jarvis is the creator of 1 98 's Defender and 1 982's Robotron, two of arcade gaming's all-time classics. He's in the Colin Campbell editor, NG Online are as good as they used to be? Christian Svensson new media editor business, at the helm of Midway's Cruis'n World. So does this veteran believe that games Editorial Contributors Patrick Baggatta, Jason Bates, Roger Burchill, Nicolas di Costanzo, Chris Crawford, Francis Kong, Mike Salmon, EH" Tod Vaughn, Marcus Webb, Gary Whitta, I Mike Wolf, Bernard Yee, George Zachary Photography & Artistic Contributors Mark Koehler, Cal Clapper Advertising Doug Faust advertising manager Aldo Rice-a-Roni the San Francisco treat Melody Stephenson ad coordinator Production Richard Lesovoy production director Kim Hansen production coordinator Imagine Publishing, Inc. Jonathan Simpson-Bint publisher Gail Egbert circulation director Maryanne Napoli single copy sales dir. Doug Haynie circulation analyst Bruce Eldridge newsstand sales manager Tom Valentino vice president/CFO Chris Anderson president Next Generation (ISSN* 1078-%93) is published monthly by Imagine Publishing, Inc, 150 North Hill Drive, Brisbane, CA 94005, USA. -
Modding: Amateur Authorship and How the Video Game Industry Is Actually Getting It Right Ryan Wallace
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Brigham Young University Law School BYU Law Review Volume 2014 | Issue 1 Article 7 1-27-2014 Modding: Amateur Authorship and How the Video Game Industry is Actually Getting It Right Ryan Wallace Follow this and additional works at: https://digitalcommons.law.byu.edu/lawreview Part of the Entertainment, Arts, and Sports Law Commons, and the Intellectual Property Law Commons Recommended Citation Ryan Wallace, Modding: Amateur Authorship and How the Video Game Industry is Actually Getting It Right, 2014 BYU L. Rev. 219 (2014). Available at: https://digitalcommons.law.byu.edu/lawreview/vol2014/iss1/7 This Comment is brought to you for free and open access by the Brigham Young University Law Review at BYU Law Digital Commons. It has been accepted for inclusion in BYU Law Review by an authorized editor of BYU Law Digital Commons. For more information, please contact [email protected]. DO NOT DELETE 4/14/2014 11:55 AM Modding: Amateur Authorship and How the Video Game Industry Is Actually Getting It Right I. INTRODUCTION The video game industry is one of the largest entertainment industries in the world. In 2012, the global video game industry posted revenues of $78.5 billion.1 Although this revenue falls short of the $88.2 billion brought in by the global movie industry last year,2 the growth and strength of the video game industry is amazing considering that the industry is not even fifty years old,3 and has, arguably, only hit its stride within the last twenty years.4 As an example of the vast earning potential of video games, this year Take-Two Interactive Software’s Grand Theft Auto V smashed sales records and reached $1 billion in sales within three days of its release;5 James Cameron’s Avatar, the highest grossing movie of all time,6 reached that milestone in seventeen days.7 1.