Developing a Video Game Metadata Schema for the Seattle Interactive Media Museum
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The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games
The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games by Yin Wu B.A., (New Media Arts, SIAT) Simon Fraser University, 2008 Thesis Submitted In Partial Fulfillment of the Requirements for the Degree of Master of Arts in the School of Interactive Arts and Technology Faculty of Communication, Art and Technology Yin Wu 2012 SIMON FRASER UNIVERSITY Fall 2012 Approval Name: Yin Wu Degree: Master of Arts Title of Thesis: The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games Examining Committee: Chair: Carman Neustaedter Assistant Professor School of Interactive Arts & Technology Simon Fraser University Jim Bizzocchi, Senior Supervisor Associate Professor School of Interactive Arts & Technology Simon Fraser University Steve DiPaola, Supervisor Associate Professor School of Interactive Arts & Technology Simon Fraser University Thecla Schiphorst, External Examiner Associate Professor School of Interactive Arts & Technology Simon Fraser University Date Defended/Approved: October 09, 2012 ii Partial Copyright Licence iii Abstract Every video game has a distinct visual style however the functions of visual style in game graphics have rarely been investigated in terms of medium-specific design decisions. This thesis suggests that visual style in a video game shapes players’ gaming experience in terms of three salient dimensions: narrative pleasure, ludic challenge, and aesthetic reward. The thesis first develops a context based on the fields of aesthetics, art history, visual psychology, narrative studies and new media studies. Next it builds an analytical framework with two visual styles categories containing six separate modes. This research uses examples drawn from 29 games to illustrate and to instantiate the categories and the modes. -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27. -
Video Game Archive: Nintendo 64
Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 Table of Contents…………………………………………………………………………………………. 3 Table of Figures……………………………………………………………………………………………5 Acknowledgements……………………………………………………………………………………….. 7 Executive Summary………………………………………………………………………………………. 8 1-Introduction…………………………………………………………………………………………….. 9 2-Background………………………………………………………………………………………… . 11 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 2.2 - The Console and its Competitors:………………………………………………………………. 16 Development of the Console……………………………………………………………………...16 -
Notes on Superflat and Its Expression in Videogames - David Surman
Archived from: Refractory: a Journal of Entertainment Media, Vol. 13 (May 2008) Refractory: a Journal of Entertainment Media Notes On SuperFlat and Its Expression in Videogames - David Surman Abstract: In this exploratory essay the author describes the shared context of Sculptor turned Games Designer Keita Takahashi, best known for his PS2 title Katamari Damacy, and superstar contemporary artist Takashi Murakami. The author argues that Takahashi’s videogame is an expression of the technical, aesthetic and cultural values Murakami describes as SuperFlat, and as such expresses continuity between the popular culture and contemporary art of two of Japan’s best-known international creative practitioners. Introduction In the transcript accompanying the film-essay Sans Soleil (1983), Chris Marker describes the now oft- cited allegory at work in Pac-Man (Atarisoft, 1981). For Marker, playing the chomping Pac-Man reveals a semantic layer between graphic and gameplay. The character-in-action is charged with a symbolic intensity that exceeds its apparent simplicity. Videogames are the first stage in a plan for machines to help the human race, the only plan that offers a future for intelligence. For the moment, the insufferable philosophy of our time is contained in the Pac-Man. I didn’t know when I was sacrificing all my coins to him that he was going to conquer the world. Perhaps [this is] because he is the most graphic metaphor of Man’s Fate. He puts into true perspective the balance of power between the individual and the environment, and he tells us soberly that though there may be honor in carrying out the greatest number of enemy attacks, it always comes a cropper (Marker, 1984, p. -
Music 5364 Songs, 12.6 Days, 21.90 GB
Music 5364 songs, 12.6 days, 21.90 GB Name Album Artist Miseria Cantare- The Beginning Sing The Sorrow A.F.I. The Leaving Song Pt. 2 Sing The Sorrow A.F.I. Bleed Black Sing The Sorrow A.F.I. Silver and Cold Sing The Sorrow A.F.I. Dancing Through Sunday Sing The Sorrow A.F.I. Girl's Not Grey Sing The Sorrow A.F.I. Death of Seasons Sing The Sorrow A.F.I. The Great Disappointment Sing The Sorrow A.F.I. Paper Airplanes (Makeshift Wings) Sing The Sorrow A.F.I. This Celluloid Dream Sing The Sorrow A.F.I. The Leaving Song Sing The Sorrow A.F.I. But Home is Nowhere Sing The Sorrow A.F.I. Hurricane Of Pain Unknown A.L.F. The Weakness Of The Inn Unknown A.L.F. I In The Shadow Of A Thousa… Abigail Williams The World Beyond In The Shadow Of A Thousa… Abigail Williams Acolytes In The Shadow Of A Thousa… Abigail Williams A Thousand Suns In The Shadow Of A Thousa… Abigail Williams Into The Ashes In The Shadow Of A Thousa… Abigail Williams Smoke and Mirrors In The Shadow Of A Thousa… Abigail Williams A Semblance Of Life In The Shadow Of A Thousa… Abigail Williams Empyrean:Into The Cold Wastes In The Shadow Of A Thousa… Abigail Williams Floods In The Shadow Of A Thousa… Abigail Williams The Departure In The Shadow Of A Thousa… Abigail Williams From A Buried Heart Legend Abigail Williams Like Carrion Birds Legend Abigail Williams The Conqueror Wyrm Legend Abigail Williams Watchtower Legend Abigail Williams Procession Of The Aeons Legend Abigail Williams Evolution Of The Elohim Unknown Abigail Williams Forced Ingestion Of Binding Chemicals Unknown Abigail -
The Play of Contradictions in the Music of Katamari Damacy
Chaos in the Cosmos: The Play of Contradictions in the Music of Katamari Damacy. Steven B. Reale (Youngstown, OH) Ausgabe 2011/2 ACT – Zeitschrift für Musik & Performance, Ausgabe 2011/2 2 Steven B. Reale: Chaos in the Cosmos: The Play of Contradictions in the Music of Katamari Damacy. Abstract. At first glance, Katamari Damacy (Namco, 2004) is a simple and cheery video game. Yet the game is full of thematic complexities and complications, which raise a number of ethical and aesthetic prob- lems, including the relationships between childhood and terror, father and son, and digital and analog; furthermore, the complexities gov- erning each of these pairs are cleverly underscored by the game’s mu- sic. The article traces a musical theme that serves as the game’s idée fixe which is transformed in the music across several of the game’s levels. Because the music has the potential to affect player performance, even non-diegetic, non-dynamic video game music can serve profoundly different functions than non-diegetic film music. Zusammenfassung. Auf den ersten Blick ist Katamari Damacy (Namco, 2004) ein simples und heiteres Computerspiel. Dennoch steckt es voller thematischer Verwicklungen und Komplikationen, die eine Reihe von ethischen und ästhetischen Fragen aufwerfen, beispielsweise die Beziehung von Kind- heit und Schrecken, zwischen Vater und Sohn sowie von digital und analog; darüber hinaus werden all die Verwicklungen, die diese Paa- rungen bestimmen, geschickt von der Musik des Spiels unterstrichen. Der Artikel spürt einem musikalischen Thema nach, welches als idée fixe des Spiels fungiert und im Verlauf mehrerer Levels des Spiels musikalisch umgestaltet wird. -
New Joysticks Available for Your Atari 2600
May Your Holiday Season Be a Classic One Classic Gamer Magazine Classic Gamer Magazine December 2000 3 The Xonox List 27 Teach Your Children Well 28 Games of Blame 29 Mit’s Revenge 31 The Odyssey Challenger Series 34 Interview With Bob Rosha 38 Atari Arcade Hits Review 41 Jaguar: Straight From the Cat’s 43 Mouth 6 Homebrew Review 44 24 Dear Santa 46 CGM Online Reset 5 22 So, what’s Happening with CGM Newswire 6 our website? Upcoming Releases 8 In the coming months we’ll Book Review: The First Quarter 9 be expanding our web pres- Classic Ad: “Fonz” from 1976 10 ence with more articles, games and classic gaming merchan- Lost Arcade Classic: Guzzler 11 dise. Right now we’re even The Games We Love to Hate 12 shilling Classic Gamer Maga- zine merchandise such as The X-Games 14 t-shirts and coffee mugs. Are These Games Unplayable? 16 So be sure to check online with us for all the latest and My Favorite Hedgehog 18 greatest in classic gaming news Ode to Arcade Art 20 and fun. Roland’s Rat Race for the C-64 22 www.classicgamer.com Survival Island 24 Head ‘em Off at the Past 48 Classic Ad: “K.C. Munchkin” 1982 49 My .025 50 Make it So, Mr. Borf! Dragon’s Lair 52 and Space Ace DVD Review How I Tapped Out on Tapper 54 Classifieds 55 Poetry Contest Winners 55 CVG 101: What I Learned Over 56 Summer Vacation Atari’s Misplays and Bogey’s 58 46 Deep Thaw 62 38 Classic Gamer Magazine December 2000 4 “Those who cannot remember the past are condemned to Issue 5 repeat it” - George Santayana December 2000 Editor-in-Chief “Unfortunately, those of us who do remember the past are Chris Cavanaugh condemned to repeat it with them." - unaccredited [email protected] Managing Editor -Box, Dreamcast, Play- and the X-Box? Well, much to Sarah Thomas [email protected] Station, PlayStation 2, the chagrin of Microsoft bashers Gamecube, Nintendo 64, everywhere, there is one rule of Contributing Writers Indrema, Nuon, Game business that should never be X Mark Androvich Boy Advance, and the home forgotten: Never bet against Bill. -
Katamari Forever Download Iso Compatibility
Katamari Forever download iso Compatibility. These are the current compatible games that have been tested with the emulator. This list is subject to change frequently. Be sure to check this page often to follow the latest updates. Clicking on a game's ID will redirect you to the respective forum thread, clicking the title will redirect you to the respective wiki page. Online only games on Intro, Loadable and Nothing statuses are listed with a lightning icon but not part of any game count. Playable (60.23%): Games that can be completed with playable performance and no game breaking glitches. Ingame (33.16%): Games that either can't be finished, have serious glitches or have insufficient performance. Intro (6.24%): Games that display image but don't make it past the menus. Loadable (0.28%): Games that display a black screen with a framerate on the window's title. Nothing (0.09%): Games that don't initialize properly, not loading at all and/or crashing the emulator. We Love Katamari Ps2 Iso. Saved from psxisorom.blogspot.com. More information. World Soccer Winning Eleven 7 International ps2 iso rom download. Find this Pin and more on. Developer(s): Now Production Publisher(s): Namco (JP, US, AU), Electronic Arts (EU), Namco Bandai Games (JP) Genre: Action, Puzzle Wikipedia: Wikipedia Game review links: Metacritic : 86/100 Game description: The unique and bizarre gameplay of Katamari Damacy returns in the sequel, We Love Katamari. Your goal is to roll up large balls of anything and everything that that you can find so that you may replace the stars in the universe that were accidentally destroyed. -
World of Warcraft Raiders
Durham E-Theses The Way We Play: Exploring the specics of formation, action and competition in digital gameplay among World of Warcraft raiders COCKSHUT, TAHIRIH,LADAN How to cite: COCKSHUT, TAHIRIH,LADAN (2012) The Way We Play: Exploring the specics of formation, action and competition in digital gameplay among World of Warcraft raiders, Durham theses, Durham University. Available at Durham E-Theses Online: http://etheses.dur.ac.uk/5931/ Use policy This work is licensed under a Creative Commons Attribution Non-commercial No Derivatives 3.0 (CC BY-NC-ND) Academic Support Oce, Durham University, University Oce, Old Elvet, Durham DH1 3HP e-mail: [email protected] Tel: +44 0191 334 6107 http://etheses.dur.ac.uk 2 The Way We Play: Exploring the specifics of formation, action and competition in digital gameplay among World of Warcraft raiders by T. Ladan Cockshut This thesis explores the specific practices of group gameplay (called ‘raiding’) in the massively multiplayer online roleplaying game (MMO). In particular, it presents ethnographic research conducted by the author between 2009 and 2012 where she studied raiding in World of Warcraft (WoW), a game environment that is a complicated and malleable space with many pathways of play built into it, not the least of which are the particular ways that raiders choose to shape and sustain their play experience. Building on Galloway’s ‘four moments of gamic action’ as a theoretical framework from which to consider gamic representation among raiders and through ethnographic research on raiding gameplay practices, this thesis considers the ways that formation, competition and gamic action have distinguished raiding within the online, persistent game environment, forming to become a set of interwoven principles that work in concert to sustain long-term raiding activity. -
Narrative Mechanics
Beat Suter, René Bauer, Mela Kocher (eds.) Narrative Mechanics Media Studies | Volume 82 Beat Suter (PhD), born in 1962, works as lecturer and researcher in game design at the Zurich University of the Arts (ZHdK) and manages GameLab and Game Ar- chive. He has a PhD in literary studies. René Bauer, born in 1972, studied German philology and literary studies, biolo- gy and computer linguistics at the University of Zurich. He works as lecturer, re- searcher, and head of master education in game design at the Zurich University of the Arts (ZHdK). Mela Kocher (PhD), born in 1972. After publishing her dissertation in 2007 on aes- thetics and narratology in video games, she spent two years on a post-doc project at the University of California, San Diego. Today she works as senior researcher in game design at the Zurich University of the Arts (ZHdK). Beat Suter, René Bauer, Mela Kocher (eds.) Narrative Mechanics Strategies and Meanings in Games and Real Life This book has been supported by the Zurich University of the Arts, its GameLab and its subject area Game Design. Open Access has been funded by its Media and Information Centre. Bibliographic information published by the Deutsche Nationalbibliothek The Deutsche Nationalbibliothek lists this publication in the Deutsche National- bibliografie; detailed bibliographic data are available in the Internet at http:// dnb.d-nb.de This work is licensed under the Creative Commons Attribution 4.0 (BY) license, which means that the text may be remixed, transformed and built upon and be copied and re- distributed in any medium or format even commercially, provided credit is given to the author. -
Les Jeux Vidéo De Formule 1
Les jeux vidéo de Formule 1 PDF générés en utilisant les outils open source mwlib. Voir http://code.pediapress.com/ pour plus d’informations. PDF generated at: Fri, 07 Aug 2009 15:08:45 UTC Contenu Articles Jeu vidéo de Formule 1 1 Championship Sprint 3 F- 1 World Grand Prix 6 F- 1 World Grand Prix II 7 F1 (jeu vidéo, 1993) 7 F1 2009 (jeu vidéo) 8 F1 Circus CD 9 F1 Circus MD 10 F1 Grand Prix 11 F1 Grand Prix: Nakajima Satoru 12 F1 Pole Position 64 13 F1 Racing Championship 14 F1 Super License: Nakajima Satoru 16 F1 World Championship Edition 16 Famicom Grand Prix: F1 Race 17 Fastest 1 18 Ferrari Grand Prix Challenge 18 Final Lap 19 Formula One (jeu vidéo) 20 Formula One (série) 21 Formula One 06 23 Formula One Championship Edition 26 Formula One Grand Prix 30 Formula One World Championship: Beyond the Limit 32 Grand Prix (série) 33 Grand Prix 2 34 Grand Prix 4 35 Grand Prix Legends 37 Indy Racing 2000 37 Nigel Mansell's World Championship 38 Pole Position (jeu vidéo) 39 Pro Monaco GP 41 Racing Simulation: Monaco Grand Prix 41 Super Monaco GP 42 Super Monaco GP II 44 Super Sprint 45 Virtua Racing 46 Vroom 47 Warm Up! 49 World Tour Racing 50 Références Sources et contributeurs de l'article 51 Source des images, licences et contributeurs 53 Licence des articles Licence 55 Jeu vidéo de Formule 1 1 Jeu vidéo de Formule 1 Un jeu vidéo de Formule 1 est un type de jeu vidéo dont le gameplay est basé sur le contrôle d'un véhicule de Formule 1 (F1), les jeux de F1 représentent une bonne partie de la famille des jeux vidéo de course. -
Game Changer: the Topology of Creativity
Game Changer: The Topology of Creativity MATHIJS DE VAAN Columbia University DAVID STARK Columbia University BALAZS VEDRES Central European University Please address all correspondence to David Stark, Department of Sociology, Columbia University, 606 W. 122nd Street, New York, NY 10027; [email protected]. Research for this paper was supported by a grant from the National Science Foundation, # SES-1123807. For their comments, criticisms, and suggestions, we are grateful to Shamus Khan, Gianluca Carnabuci, Matteo Prato, Elena Esposito, Koen Frenken, Monique Girard, Gernot Grabher, Michael Hutter, Francesco Mazzucchelli, Damon J. Phillips, and the participants of the CODES seminar at Columbia’s Center on Organizational Innovation. Thanks to the European University Institute in Florence and to the Netherlands Institute for Advanced Study for supporting Stark during his leave year while this manuscript was in preparation. Game Changer: The Topology of Creativity MATHIJS DE VAAN DAVID STARK BALAZS VEDRES Columbia University Columbia University Central European University Abstract. What accounts for creative success when the unit of innovation is a team? In particular, what are the sociological factors that explain why some ensembles are able to meet the challenge of creating a cultural product that is not only inventive but also critically acclaimed? We build on work pointing to structural folding – the network property of a cohesive group whose membership overlaps with that of another cohesive group. To explore the processes whereby structural folding contributes to creative success, we draw on new insights in cultural sociology. We hypothesize that the effects of structural folding on game changing success are especially strong when overlapping groups are cognitively distant.