Beyond the Violence… a Look at the Complex World of Counter-Strike Don Le 4760328 STS145 “Death, Stabbing Blamed on Counter-Strike”
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Estudo De Caso Do Jogo Dota 2 Florianópoli
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Repositório Institucional da UFSC UNIVERSIDADE FEDERAL DE SANTA CATARINA TIAGO FERRARI LUNA MARKETING COLABORATIVO – ESTUDO DE CASO DO JOGO DOTA 2 FLORIANÓPOLIS, 2015 TIAGO FERRARI LUNA MARKETING COLABORATIVO – ESTUDO DE CASO DO JOGO DOTA 2 Trabalho de conclusão de curso apresentado à disciplina CAD7304 – Laboratório de Gestão: Projeto de Trabalho de Curso, do curso de Administração da Universidade Federal de Santa Catarina como requisito para obtenção do título de bacharel em Administração. Orientador: Prof. Alexandre Moraes Ramos, Dr. FLORIANÓPOLIS, 2015 Tiago Ferrari Luna MARKETING COLABORATIVO - Estudo de caso do jogo Dota 2 Este Trabalho de Conclusão de Curso foi julgado adequado e aprovado na sua forma final pela Coordenadoria de Estágios do Departamento de Ciências da Administração da Universidade Federal de Santa Catarina. Florianópolis, 15 de novembro de 2015. ________________________________ Prof.ª Evelize Welzel, Drª. Coordenadora de Estágios Professores Avaliadores: ________________________________ Prof. Alexandre Moraes Ramos, Dr. Orientador Universidade Federal de Santa Catarina ________________________________ Prof. Eduardo Lobo, Dr. Avaliador 1 Universidade Federal de Santa Catarina ________________________________ Prof. Rudimar Antunes da Rocha, Dr. Avaliador 2 Universidade Federal de Santa Catarina AGRADECIMENTOS Agradeço primeiramente a minha namorada Gabrielly, por estar ao meu lado me dando apoio e suporte durante toda a graduação. Em segundo para a minha família pelo apoio durante todo o curso. Um obrigado ao prof. Dr. Alexandre por ter me orientado neste trabalho e para minha parceira de orientador, Giovana, pelas discussões que tivemos e por um ter ajudado o outro em certos momentos. -
High-Performance Play: the Making of Machinima
High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously. -
Encoding the Symptom Or the Cause? Values in the Design of Computer Games That Represent School Mass-Shootings
The Philosophy of Computer Games Conference, Copenhagen, 2018 Encoding the Symptom or the Cause? Values in the Design of Computer Games that Represent School Mass-Shootings Peter Nelson Introduction In this paper, I examine how two first-person shooter (FPS) computer games set in North American high schools communicate different values in relation to the same violent phenomenon. While both commit the same transgression by making a game based on school mass-shootings, the socio-cultural, institutional and material context of their designers in relation to the violent phenomenon results in two very different readings, and very different ways to understand violence in computer games. In this paper, I locate the representational affordances of the FPS genre according to Rune Klevjer’s 2006 paper ‘The Way of the Gun’, Alexander Galloway’s research on FPS subjectivity (2006), Paul Virilio’s (1989) theory of military optics and John Bale’s (2003) research into the transgressive appropriation of non-game environments in various sporting traditions. Building on the paradigm of values as expressed through both game design and the social context of play found in procedural rhetorics (Bogost 2006) and simulation theory (Frasca 2001), I examine how the context of my designers relative to their games expresses particular values about the sociological factors surrounding school mass-shootings. By revealing the different values within these games, I seek to offer an important way to differentiate between different forms of violent representation in computer games. The case studies for this paper are a student-made modification (mod) of the first-person shooter (FPS) game Counter-Strike (CS) and a training simulation produced using the Unreal Engine for the US Department of Defense and repurposed by the US Department of Homeland Security. -
David Lundvall Employment History
David Lundvall [email protected] (+46) 704351312 www.davidlundvall.se Employment History 2016 - Current: Avalanche Studios - Role: Senior World Designer - Titles: RAGE 2, RAGE 2 DLC Rise Of The Ghosts, RAGE 2 DLC TerrorMania 2015 - 2016: EA DICE - Role: Level Designer - Titles: Battlefield 1 2012 - 2015: Avalanche Studios - Role: World Artist - Titles: Mad Max, Just Cause 3, The Hunter: Call Of The Wild 2010 - 2012 Starbreeze Studios - Role: Level Artist - Titles: Syndicate, Brothers: A Tale Of Two Sons 2010 - 2010: First Planet Company - Role: World Builder - Titles: Planet Calypso 2008 - 2009: Grin - Role: Level Designer - Titles: Terminator Salvation, Bionic Commando: Rearmed 2 Software - Adobe Photoshop - Google (Drive, Mail, Docs) - Perforce/P4V - 3d Studio Max - World Machine, GAEA - Vegas Pro Game Engines - GoldSrc, Source Engine - Unreal Engine 2, 3, 4 - IdTech 2, 3 - Frostbite Engine, Avalanche Open World Engine, Starbreeze Engine, Diesel Engine Mods and maps - 1 singleplayer mod for Half-Life 2; Spherical Nightmares - 4 singleplayer maps for Half-Life 2 - 30 multiplayer maps for Action Quake 2 - 6 multiplayer maps for Quake 2 - 1 multiplayer map for Unreal Tournament 3 - 1 multiplayer map for Unreal Tournament 2004 About me I am a world/level designer. Building beautiful environments with memorable experiences. I love all aspects of level design. I have experience creating singleplayer, co-op, multiplayer, first-person shooters, cover-based action, open world and adventure games. I have a wide skillset, being able to produce content in both design and art, or create a strong link between the disciplines. I am always looking to improve myself and I believe that the more levels you create, the better you get. -
Counter-Strike
Counter-Strike Ročníková práce Školní rok 2016 / 2017 Autor: Erik Hasoň, IX.A. Konzultant: Mgr. Vladěna Ševčíková Prohlášení Prohlašuji, že jsem ročníkovou práci zpracoval samostatně a použil jen prameny uvedené v seznamu literatury. Ve Sloupě 20.5.2017 Erik Hasoň Poděkování Na tomto místě bych rád poděkoval vedoucímu práce Mgr. Vladěně Ševčíkové, za ochotnou pomoc a cenné rady při vypracovávání ročníkové práci. 1 Obsah OBSAH 2 ÚVOD 3 VZNIK A HISTORIE 4 VZNIK 4 HISTORIE 4 TVŮRCI HRY 5 2.1 MINH LE 5 2.2 JESS CLIFFE 5 2.3 GABE NEWELL 5 COUNTER-STRIKE VERZE 6 3.1 VERZE 1.5;1.6 6 3.2 SOURCE 6 3.3 GLOBAL:OFFENSIVE 6 NEJLEPŠÍ TÝMY 7 4.1 TOP TÝMY ZE SVĚTA 7 4.2 TOP TÝMY Z ČR A SK 8 PROGAMING (E-SPORT) 9 NEJLEPŠÍ HRÁČI SVĚTA Chyba! Záložka není definována. TURNAJE 11 SVĚTOVÉ TURNAJE: 11 TURNAJE V ČR A SK 13 ZÁVĚR 14 RESUMÉ 14 2 Úvod Jako téma jsem si vybral online hru Counter-Strike. Tohle téma jsem si vybral, protože mě velice zaujalo a trávím u toho spoustu mého volného času. Ve hře hraje deset různých hráčů kteří jsou rozděleni na pět policistů a pět teroristů. Counter- Strike je moje oblíbená počítačová hra kterou hraji pár let. A snažím se zlepšovat každý den. 3 1. Vznik a historie 1. Vznik Hra vznikla v roce 1998 společností Valce názvem Half-Life. V té době byla největším hitem. Hra oslovila především grafikou a prostředím. Na tuto hru začalo ihned vznikat několik modifikací, které nabízeli další zpestření. -
Video Games // Net.Art WEEK 13 Greg Lewis, Dehacked, 1994
// Video Games // Net.Art WEEK 13 Greg Lewis, DeHackEd, 1994. DOS-based editor for doom.exe Justin Fischer, AlienTC, 1994. Modification of Doom (idSoftware, 1993). The “Half-Life Mod Expo”, Thursday, 29th July, 1999. Hosted by Clubi cyber café, San Francisco. Photo: Rublin Starset, Flickr. Team Fortress 2 at the ’99 Half-Life Mod Expo, Thursday, 29th July 1999. Photo: Rublin Starset, Flickr. Minh Le and Jess Cliffe, Counterstrike 1.6, 1999. Dave Johnston, de_dust, 1999. Modification of Valve Software, Half-Life, 1998. Map for Counterstricke 1.6 beta, 1999. H3LLR@Z3R, “Counter-Strike: 1.6 : Mouse Acceleration and Settings”, June 5th, 2006. (https://web.archive.org/web/20080311002 303/http://h3llrz3r.wordpress.com/2006/06/ 03/counter-strike-16-mouse-acceleration- and-settings/) empezar, “Beginner / pro config setups in nQuake”, QuakeWorld forum post, 2012. (https://web.archive.org/web/20121022155129/http://www.quakeworld.nu/forum/topic/5633/beginner -pro-config-setups-in) Ben Morris, Worldcraft level editor for Quake 2, 1996. Bought by Valve and released with Half-Life, 1998. Later renamed the Hammer editor. (https://web.archive.org/web/19970617154501/http://www.planetquake.com/worldcraft/tutorial/index.shtm) von Bluthund, “r_speeds und ihre Optimierung”, 2005-2016. (https://web.archive.org/web/20050222031551/http://thewall.de/content/half-life:tutorials:r_speeds) “While the countercinema described by Wollen existed largely outside Hollywood’s commercial machine, game mods are actually promoted by the commercial sector. This is what Brody Condon calls ‘industry-sanctioned hacking’.” (2006, p. 111) “[Anne-Marrie Schleiner]: In 1994 ID software released the source code for Doom… players of Doom got their hands on this source code and created editors for making custom Doom levels or what were called ‘wads’ [becasue they are made of .wad files: standing for “Where’s All The Data” because the The “Half-Life Mod Expo”, Thursday, 29th July, 1999. -
Quake III Arena This Page Intentionally Left Blank Focus on Mod Programming for Quake III Arena
Focus on Mod Programming for Quake III Arena This page intentionally left blank Focus on Mod Programming for Quake III Arena Shawn Holmes © 2002 by Premier Press, a division of Course Technology. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, elec- tronic or mechanical, including photocopying, recording, or by any information stor- age or retrieval system without written permission from Premier Press, except for the inclusion of brief quotations in a review. The Premier Press logo, top edge printing, and related trade dress are trade- marks of Premier Press, Inc. and may not be used without written permis- sion. All other trademarks are the property of their respective owners. Publisher: Stacy L. Hiquet Marketing Manager: Heather Hurley Managing Editor: Sandy Doell Acquisitions Editor: Emi Smith Series Editor: André LaMothe Project Editor: Estelle Manticas Editorial Assistant: Margaret Bauer Technical Reviewer: Robi Sen Technical Consultant: Jared Larson Copy Editor: Kate Welsh Interior Layout: Marian Hartsough Cover Design: Mike Tanamachi Indexer: Katherine Stimson Proofreader: Jennifer Davidson All trademarks are the property of their respective owners. Important: Premier Press cannot provide software support. Please contact the appro- priate software manufacturer’s technical support line or Web site for assistance. Premier Press and the author have attempted throughout this book to distinguish proprietary trademarks from descriptive terms by following the capitalization style used by the manufacturer. Information contained in this book has been obtained by Premier Press from sources believed to be reliable. However, because of the possibility of human or mechanical error by our sources, Premier Press, or others, the Publisher does not guarantee the accuracy, adequacy, or completeness of any information and is not responsible for any errors or omissions or the results obtained from use of such information. -
Professional Counter-Strike: an Analysis of Media Objects, Esports Culture, and Gamer Representation
The University of Southern Mississippi The Aquila Digital Community Dissertations Spring 2021 Professional Counter-Strike: An Analysis of Media Objects, Esports Culture, and Gamer Representation Steven Young Follow this and additional works at: https://aquila.usm.edu/dissertations Part of the Other Film and Media Studies Commons Recommended Citation Young, Steven, "Professional Counter-Strike: An Analysis of Media Objects, Esports Culture, and Gamer Representation" (2021). Dissertations. 1886. https://aquila.usm.edu/dissertations/1886 This Dissertation is brought to you for free and open access by The Aquila Digital Community. It has been accepted for inclusion in Dissertations by an authorized administrator of The Aquila Digital Community. For more information, please contact [email protected]. PROFESSIONAL COUNTER-STRIKE: AN ANALYSIS OF MEDIA OBJECTS, ESPORTS CULTURE, AND GAMER REPRESENTATION by Steven Maxwell Young A Dissertation Submitted to the Graduate School, the College of Arts and Sciences and the School of Communication at The University of Southern Mississippi in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Approved by: Dr. John Meyer, Committee Chair Dr. Christopher Campbell Dr. Eura Jung Dr. Paul Strait Dr. Steven Venette May 2021 COPYRIGHT BY Steven Maxwell Young 2021 Published by the Graduate School ABSTRACT Esports are growing in popularity at a rapid pace worldwide. In contemporary society, individuals watch esports broadcasts as part of their normal media consuming practices. This dissertation focuses on Counter-Strike: Global Offensive (CS:GO), which is currently the most recognized first-person shooter esport worldwide and the third most popular game across all esports genres (Irwin & Naweed, 2020). -
Do You Download Half Life 2 Mods Through Synrgy Synergy
do you download half life 2 mods through synrgy Synergy. Synergy is the Half-Life 2 cooperative modification that enables you to play with others through Half-Life 2 and it's episodes (Episode 1 and 2), as well as our own levels. You may also install other third-party mods, such as MINERVA: Metastasis and ROCK 24, to also play them cooperatively with other players. Synergy tries to maintain the true Half-Life 2 gameplay, while still adding in our own unique ideas. Full Half-Life 2, Episode 1 and Episode 2 support Ability to mount other third-party mods (and games) NPC Lag Compensation Map Configuration Files ('EDTs') New Levels Soundscript Loader Coop-Style Player-Weapon Interaction Even More Coming. You can Help, Suggest an Idea! The documentation contains some usefull information on playing cooperatively and changes to Synergy. We also provide some Documentation for level artists and model designers, to help make the editing experience easier. However, we do target the "Advanced Users" audience, but you are welcome to send us feedback or ask questions at any time. How to Play Half-life 1 and Half-life 2 in VR. Half-Life: Alyx may not quite be Half-Life 3, but it may as well be for anyone who owns a VR headset. It’s Half-Life 2.5 to some, Half-Life 1.5 to others who point out that it’s a prequel to Half-Life 2, but everyone can agree that it’s almost definitely going to be a fully-fledged Half-Life VR experience. -
Nicolas Cevallos Michael Minh Le Your Bruin Guide to All Pre-Med 1 AAP Review Session Photo
1st Edition/Rev. 09/2019 Your Bruin Guide To All Pre-Med Nicolas Cevallos Michael Minh Le Your Bruin Guide To All Pre-Med 1 AAP Review Session Photo Contents Introduction ............................................................... ii About the Authors .......................................................... iii Year 01 Theme: Healthy Foundations & Academics . 1 Year 02 Theme: Exploration & Refined Academics . 4 Year 03 Theme: Development & Elevation . 5 Year 04 Theme: Roller Coaster Year . 6 Which Major Should I Pick? (Nick) . 9 Pre-med extracurricular/research checklist . 14 Building Your Extracurricular Profile . 17 How to join a lab/get involved in research? . 19 Letters of Recommendation (LOR) . 23 Personal Statement . 26 Conclusion: Nick’s Thoughts on Handling the Stresses of College . 28 Nick and Michael Closing Remarks . 32 Your Bruin Guide To All Pre-Med i Introduction If you are reading this you have made the decision or are considering treading the road of becoming a physician . I am going to be 100% honest throughout this manual and here’s the first we all need some golden nugget . It’s no joke that this road is not easy; it’s one that comes with a lot of sacrifice but in those sacrifices, you’ll med requirements, sample degree plans, timelines and other reap a wide range of information meant to help you on your path . Please note, this is rewarding benefits . More our introductory flagship manual and it will be iterated upon in so, the journey is far from the coming years . As such, we need your contributions; please impossible, but please shoot your questions via email and make your questions/concerns always remember that it heard through our in-person workshops . -
Counter Strike UBT Summer School
UBT Summer School Counter Strike 25. Juli 2012 Prof. Dr. Jochen Koubek | Universität Bayreuth | Digitale Medien | [email protected] Scouting Game Geländespiel Das Geländespiel bezeichnet eine Kategorie von Spielen, die überwiegend außerhalb von Gebäuden stattfinden und bewusst die natürlichen und baulichen Gegebenheiten in das Spiel mit einbeziehen. Vorbilder des Geländespiels sind Handlungsabläufe bei der Jagd sowie militärische und polizeiliche Manöver. Zu beachten sind bei dieser Spielekategorie die Gewaltfreiheit und rechtliche Vorschriften für spezielle Gelände wie Wald und Gewässer und beim Umgang mit Waffen. Wikipedia Cops and Robbers Räuber und Gendarm Paintball since 1981 Killergames Films Das Millionenspiel (1970) The Last of Sheila (1973) The 10th Victim (1975) Midnight Madness (1980) Running Man (1985) Steve Jackson: Killer Since 1982 Cruel 2 B Kind http://www.cruelgame.com/ http://www.shootmeifyoucan.net/ Humans vs. Zombies http://humansvszombies.org First-Person-Shooter http://www.youtube.com/watch?v=t6JQJLNYEs0 S. Colley: Maze War id: Hovertank 3D, 1991 http://www.youtube.com/watch?v=ZouboBEULS8 LA: The Eidolon, 1985 HybridArts: MIDI Maze, 1987 id: Catacomb 3D, 1991 First-Person-Shooter id: Wolfenstein 3D, 1992 id: Doom, 1993 Bungie: Marathon 1994 Quake id: Quake, 1996 id: Quake II, 1997 id: Quake III Arena, 1999 Quake simply re-invented the idea of a Id Software's Quake brought true three Wolfenstein may have started the FPS FPS, with it's online deathmatch, the dimensional polygons into the genre but Quake defined it and made it "big-bang" of FPS modification development realm and explored the the intense perspective driven community, and also starting the online play space above and beyond any experience that it is today. -
Editors Desk ...2 Community
The content of this magazine is released under the Creative Commons Attribution-Share Alike 3.0 Unported license. For more information visit user http://creativecommons.org/licenses/by-sa/3.0 TM Issue #2 - May 2009 EDITORS DESK ................................ 2 COMMUNITY NEWS ........................ 3 REPLACING THE ARCH INITSCRIPTS ......................... 5 DISASTER PREPARATIONS: HOW PARANOID SHOULD YOU BE? ........ 6 GAMERS CORNER ........................... 9 TIPS AND TRICKS ........................... 10 LIVING AT THE COMMAND LINE .... 11 PIMP MY ARCH ................................ 12 SOFTWARE REVIEW ....................... 13 Q&A ................................................... 15 EEDDIITTOORRSS DDEESSKK Arch User Magazine Issue 2 Released! ARCH USER STAFF Daniel Griffiths (Ghost1227) ........... Editor ell, obviously Issue 2 has been released... You're reading it, right? Our first David Crouse (Crouse) .......... Contributor issue was met with overwhelming success. In the first two weeks alone we Denis Martinez (Denis) .......... Contributor W pulled in almost a thousand downloads! Those of you who read Issue 1 Kevin Eldridge (LeoSolaris) ..... Contributor might recall my promise that as long as interest was expressed, I would continue to write. I'd say that we far surpassed expectations. So what do we have in store for you this month? For starters, our friend David Crouse has given us another article in his series "Living at the Command Line," this one featuring a nifty little tool he wrote that many of you may find useful (I know I did). Denis Martinez has contributed his two cents with an article on a little project he has been working on called ArchInit, and Kevin Eldridge prompts our loyal readers to be prepared for when disaster strikes. We also have a bonus for you this month..