Minecraft, Beyond Construction and Survival
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Minecraft Volume Beta Download Free Minecraft Volume Beta Download Free
minecraft volume beta download free Minecraft volume beta download free. This is the second part to the official soundtrack to the most popular video game in recent history. Critics like to compare the style of my album to Erik Satie, Roedelius, and Brian Eno. Aphex Twin also once said I stole his style. The big difference of Volume Beta is that the tone is both more positive and at times very dark. Some of the songs even have percussion, which is something that was a complete rarity with Volume Alpha. For example “Taswell” or “Aria Math”. A bunch of the songs are VERY long. “Alpha”, being 10 minutes, while “The End” clocks in at 15 minutes. And a lot of the “creative mode” songs are at least around 8 minutes in length. Additionally, this soundtrack contains the collectible records, which are little vinyl songs you can find in Minecraft, the game. With the exception of Cat. That song you can find on the previous soundtrack, Volume Alpha. “Ki,” like “Key,” on the previous album is an introduction to the album. But this time it’s not quiet, somber and welcoming, but dark and foreboding. “Alpha” is a medley of past songs. It acts as the score that plays when you “beat” Minecraft, but it also acts as a celebration of past music from Volume Alpha. “Blind Spots” is the first song I wrote with the clear intention of having a unique soundtrack for Minecraft’s “creative mode”. I tried to create a piece that doesn’t particularly change much, but keeps reiterating on itself, like a constant remixing of its core theme. -
Art Worlds for Art Games Edited
Loading… The Journal of the Canadian Game Studies Association Vol 7(11): 41-60 http://loading.gamestudies.ca An Art World for Artgames Felan Parker York University [email protected] Abstract Drawing together the insights of game studies, aesthetics, and the sociology of art, this article examines the legitimation of ‘artgames’ as a category of indie games with particularly high cultural and artistic status. Passage (PC, Mac, Linux, iOS, 2007) serves as a case study, demonstrating how a diverse range of factors and processes, including a conducive ‘opportunity space’, changes in independent game production, distribution, and reception, and the emergence of a critical discourse, collectively produce an assemblage or ‘art world’ (Baumann, 2007a; 2007b) that constitutes artgames as legitimate art. Author Keywords Artgames; legitimation; art world; indie games; critical discourse; authorship; Passage; Rohrer Introduction The seemingly meteoric rise to widespread recognition of ‘indie’ digital games in recent years is the product of a much longer process made up of many diverse elements. It is generally accepted as a given that indie games now play an important role in the industry and culture of digital games, but just over a decade ago there was no such category in popular discourse – independent game production went by other names (freeware, shareware, amateur, bedroom) and took place in insular, autonomous communities of practice focused on particular game-creation tools or genres, with their own distribution networks, audiences, and systems of evaluation, only occasionally connected with a larger marketplace. Even five years ago, the idea of indie games was still burgeoning and becoming stable, and it is the historical moment around 2007 that I will address in this article. -
Digital Games and Electronic Literature: Toward an Intersectional Analysis
Patrick Jagoda 1 Digital Games and Electronic Literature: Toward an Intersectional Analysis Introduction: Literature and the Paraliterary Should groups such as the Electronic Literature Organization (ELO) play a role in the study of digital games? And what about broader professional organizations such as the Modern Language Association (MLA)? These questions suggest others: Fundamentally, what is the relationship between the categories of “electronic literature” or “literature” as such, on the one hand, and “digital games” on the other? Also, how do we understand the field of literature to be changing when so many compelling artistic experiments are unfolding in the realm of computer, console, and mobile games? The mission statement of the ELO notes that the organization exists to “foster and promote the reading, writing, teaching, and understanding of literature as it develops and persists in a changing digital environment” (Electronic Literature Organization 2013). The overarching MLA statement explains that the organization works to “strengthen the study and teaching of language and literature” (Modern Language Association 2013). It is noteworthy (though perhaps unsurprising to most readers) that games are nowhere to be found in either of these statements. Since the focus, in these descriptions, is on the term “literature,” it is worth asking one final and more rudimentary question: How does the form of “games,” especially as it has transformed in the early twenty-first century, relate to the category of “literature”? In his work from the mid-1990s, novelist and critic Samuel Delany posits a material practice of “paraliterature” that describes “texts which the most uncritical literary reader would describe as ‘just not literature.’” In the illustrative list that follows, he includes “Comic books, mysteries, westerns, science fiction, pornography, greeting card verse, newspaper reports, academic criticism, advertising texts, movie and TV scripts, popular song lyrics” (Delany 1995, Patrick Jagoda 2 210). -
Minecraft Java Edition Free
Minecraft Java Edition Free Minecraft Java Edition Free CLICK HERE TO ACCESS MINECRAFT GENERATOR The game features a dedicated server browser interface on the official website which allows players to choose from a selection of servers to play on, although these are not all guaranteed to be free from hackers and cheaters. Note that some servers may be permanently locked by hackers as a form of revenge. To gain access to such rarer servers players are usually required to send an email request.", Minecraft is a sandbox game originally designed and created by Markus "Notch" Persson, and now developed by Mojang. It was publicly released for the PC on May 17, 2009, as a developmental alpha version and, after gradual updates, was published as a full release version on November 18, 2011. A version for Android was released a month earlier on October 7, and an iOS version was released on November 17, 2011. On May 9, 2012, the game was released on Xbox 360 as an Xbox Live Arcade game. The game allows players to build with a variety of different blocks in a 3D procedurally generated world. Other activities include exploration, resource gathering, crafting, and combat. The PC version of the game is published by Mojang. The Xbox 360 version is published by Microsoft Studios. The release of the mobile versions are handled by external publishers, such as Electronic Arts, Ubisoft, Warner Bros. Interactive Entertainment and Halfbrick Studios for iOS devices, and Mojang for Android. The game is currently available on all major platforms except Google Chrome OS.", First, go to the App Store or click on the "Get" button below to download Minecraft. -
PROCEDURAL CONTENT GENERATION for GAME DESIGNERS a Dissertation
UNIVERSITY OF CALIFORNIA SANTA CRUZ EXPRESSIVE DESIGN TOOLS: PROCEDURAL CONTENT GENERATION FOR GAME DESIGNERS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Gillian Margaret Smith June 2012 The Dissertation of Gillian Margaret Smith is approved: ________________________________ Professor Jim Whitehead, Chair ________________________________ Associate Professor Michael Mateas ________________________________ Associate Professor Noah Wardrip-Fruin ________________________________ Professor R. Michael Young ________________________________ Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Gillian Margaret Smith 2012 TABLE OF CONTENTS List of Figures .................................................................................................................. ix List of Tables ................................................................................................................ xvii Abstract ...................................................................................................................... xviii Acknowledgments ......................................................................................................... xx Chapter 1: Introduction ....................................................................................................1 1 Procedural Content Generation ................................................................................. 6 1.1 Game Design................................................................................................... -
Ah 3000-004 Art History of Videogames 1/10
AH 3000-004 ART HISTORY OF VIDEOGAMES 1/10 AH 3000-004 ART HISTORY OF VIDEOGAMES (A CLASS IN FIVE ACTS) Term: Fall Semester, 2010 Start/End Dates: August 23 – December 18; No class Sept 6 (Labor Day), Nov 24 (Thanksgiving Break) Day/Times: MW mornings, 10:50am – 12:05pm Room Location: COB 208 Course Blog: criticalgamestudies.wordpress.com Instructor: Devin Monnens Office Hours: MW mornings, 9:30-10:30 or by appointment Email: [email protected] Phone: 303.506.5602 Texts Needed: Other texts will be available online and are listed in the course schedule. Braid [Steam; PC/Mac/Xbox 360 - $10] Half-Life 2 [Steam; PC $10]* Half-Life 2, Episode Two [Steam; PC $10] OR – You can buy both along with Portal in The Orange Box for $29.99 *If the HL2:E2 version of Dear Esther is completed, we won't need HL2. The Path [Steam; PC $10] The Graveyard [Steam; PC $5] Texts Recommended: Bissell, Tom. (2010). Extra Lives. New York: Pantheon Books. Course Description: AH 3000-004 – Art History of Videogames is the survey and analysis of videogames as an art form. We will cover basic foundations of critical game studies such as ludology, narratology, and historical analysis. We will be interested in discovering where the art of games lies – is it in the visuals, the subject matter, the narrative, the gameplay? Or is it in the game as a whole? What is needed for a game to qualify as art? Course Objectives: To explore major topics behind games as art and their critical analysis as artistic works. -
Passage, Dys4ia, and the Meanings of Collision
Beyond Shooting and Eating: Passage, Dys4ia, and the Meanings of Collision Noah Wardrip-Fruin Introduction We are now more than three decades into the period of video games as a dominant media form. While only some of us remember the “Pac-Man Fe- ver” that seemed to wash over the United States in the 1980s as this period began, a glance back at writing of the time reminds us that nods to video games became nearly universal among those commenting on the cultural changes enabled by, and enabling, the spread of computation—whether the topic was human-computer interaction techniques, computing’sgrowth in our social and psychological lives, or the emerging informatics of domi- nation.1 Yet somehow in the intervening decades we have developed no account of the basic operations of video games. The fundamental vocabulary of games is discussed, for the most part, only by those involved in game pro- duction and using terminology (for example, collision detection, resource sink) that is largely unfamiliar in circles concerned with culture. It is as though we are discussing cinema without access to concepts such as mon- tage—or discussing poetry without concepts such as meter. Certainly in- teresting interpretive work can be done without access to such concepts (and it is), but for the field as a whole it is useful to be able to discuss works in such terms. 1. See Buckner and Garcia, “Pac-Man Fever,” “Pac-Man” Fever (Columbia 02673, 1981); Ben Shneiderman, “Direct Manipulation: A Step Beyond Programming Languages,” Computer 16 (August 1983): 57–69; Sherry Turkle, The Second Self: Computers and the Human Spirit (New York, 1984); and Donna J. -
A LEVEL MEDIA STUDIES Factsheet
A LEVEL MEDIA STUDIES Factsheet Video games: Minecraft Overview • Minecraft is the second most successful video game of all time behind Tetris. • It was created and designed by Markus Persson, a game programmer, who also developed and published the game through his company Mojang. A full version of the game went on release in November 2011. • To date, well over 121 million copies have been sold across all platforms, including over 27 million PC copies, making it the biggest selling PC game of all time. This fact sheet introduces Minecraft as a case study to explore how the media industries’ processes of production, distribution and circulation affect media forms and platforms. It also considers how Minecraft targets, reaches and addresses customers and examines the way in which audiences have reacted to the game both as consumers and prosumers themselves. Section A: Media Industries and Audiences (Evolving Media, Paper 2 Question 2) Sample exam question: ‘Explain the impact of digitally convergent media platforms on video game production, distribution and consumption. Refer to Minecraft to support your answer.’1 1 Question taken from OCR’s sample question paper for H409/02 http://www.ocr.org.uk/Images/316675-unit-h409-02-evolving-media-sample- assessment-material.pdf www.ocr.org.uk/mediastudies Key terms Digitally convergent media: Video games consoles are Distribution: This refers to all processes linked to an excellent example of a digitally convergent device, delivering the media product to audiences both through you can not only play games but access social media, tangible (disc) and digital (Cloud based) media. -
Irrevocability in Games
IRREVOCABILITY IN GAMES Interactive Qualifying Project Report completed in partial fulfillment of the Bachelor of Science degree at Worcester Polytechnic Institute, Worcester, MA Submitted to: Professor Brian Moriarty Daniel White Michael Grossfeld 1 Abstract This report examines the history and future application of irrevocability in video games. Decision making is an essential part of playing video games and irrevocability negates replayability by disallowing alternate decisions. We found that successful games with this theme exhibit irreversibility in both story and game mechanics. Future games looking to use irrevocability well must create an ownership that the player feels towards the experience by balancing these two mechanics. 2 Table of Contents IRREVOCABILITY IN GAMES .............................................................................................................. 1 Abstract .................................................................................................................................................... 2 Table of Contents ................................................................................................................................... 3 Part One: Concept of Irrevocability ................................................................................................ 4 Introduction .......................................................................................................................................................... 4 Part Two: Chronology of Irrevocability ........................................................................................ -
RESEARCH, ART and VIDEO GAMES Cédric Parizot, Douglas Stanley
RESEARCH, ART AND VIDEO GAMES Cédric Parizot, Douglas Stanley To cite this version: Cédric Parizot, Douglas Stanley. RESEARCH, ART AND VIDEO GAMES: ETHNOGRAPHY OF AN EXTRA-DISCIPLINARY EXPLORATION. antiAtlas Journal, Institut de recherches et d’études sur le monde arabe et musulman, 2016, 10.23724/AAJ.9. halshs-01528858 HAL Id: halshs-01528858 https://halshs.archives-ouvertes.fr/halshs-01528858 Submitted on 1 Jun 2017 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. antiAtlas Journal #01 - Spring 2016 RESEARCH, ART AND VIDEO GAMES: ETHNOGRAPHY OF AN EXTRA-DISCIPLINARY EXPLORATION Cédric Parizot and Douglas Edric Stanley Cédric Parizot is Researcher in Anthropology at IREMAM (CNRS UMR 7310). He is initiator and coordinator of the antiAtlas of Borders project. His most recent publications are: Israelis and Palestinians in the Shadows of the Wall. Spaces of Separation and Occupation, 2015, Ashgate (co-edited with S. Latte Abdallah) and “Marges et Numérique/Margins and Digital Technologies”, 2015, Journal des anthropologues 142-143 (co-edited with T.Mattelart, J. Peghini and N. Wanono). Douglas Edric Stanley is an American-born artist and teaches in Aix en Provence where he founded the Atelier Hypermédia, an atelier dedicated to the exploration of algorithms and code as artistic materials. -
“Digital Game”
15 Anàlisi 54, 2016 15-30 Special section, 1st part: “Digital game” Indie or Mainstream? Tensions and Nuances between the Alternative and the Mainstream in Indie Games Óliver Pérez Latorre Department of Communication Universitat Pompeu Fabra [email protected] Recommended citation: PÉREZ LATORRE, Ó. (2016). “Indie or Mainstream? Tensions and Nuances between the Alternative and the Mainstream in Indie Games”. In: J. SÁNCHEZ- NAVARRO, A. PLANELLS, V. NAVARRO and D. ARANDA (coord). “Digital game”. Anàlisi. Quaderns de Comunicació i Cultura, 54, p. 15-30. DOI: http://dx.doi.org/10.7238/a. v0i54.2818 Submission date: November 2015 Accepted date: May 2016 Published in: June 2016 Abstract The commercial emergence of “indie games” since 2008 represents a fundamental challenge for contemporary game studies. As we still do not have a clear definition of the indie game, its popularity and commercial success have made the conceptualization of this type of game even more complex. Far from being a pure videogame model, completely separated from the mainstream sphere, indie games often involve hybridizations and ambiguities between the alternative and the mainstream. Thus this article aims to problematize the neat conceptualizations of indie games as an opposing “genre” to mainstream games by exploring the many tensions and nuances between the alternative and mainstream dimensions that can be identified within indie game production, culture and design. The first part of the article focuses on the production and distribution issues, as well as on the cultural construction and artistic legitimation of indie games. The article then posits a design-centered analytical approach to indie games inspired by Kellner (1995) and based on “procedural rhetorics” (Bogost, 2006; Flanagan and Nissenbaum, 2014). -
Download the Game at Home and Take Pictures In-Game That Can Be Shared with Other Students (Transform Learning with Minecraft)
UC Irvine UC Irvine Electronic Theses and Dissertations Title iXercise: An Immersive Exergaming Platform to Promote Physical Activity in the Pediatric Population Permalink https://escholarship.org/uc/item/8q14k213 Author Huh, Yunho Publication Date 2019 Supplemental Material https://escholarship.org/uc/item/8q14k213#supplemental Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA, IRVINE iXercise: An Immersive Exergaming Platform to Promote Physical Activity in the Pediatric Population DISSERTATION submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in Networked Systems by Yunho Huh Dissertation Committee: Professor Magda El Zarki, Co-Chair Professor Shlomit Radom-Aizik, Co-Chair Professor Nalini Venkatasubramanian 2019 Portion of Chapter 1, 2, 3 © 2016 IEEE, Inc. Portion of Chapter 1, 2, 3 © 2018 IEEE, Inc. All other materials © 2019 Yunho Huh DEDICATION To god, my wife, my daughter, my parents and my dear friends for endless love and support. ii TABLE OF CONTENTS Page LIST OF FIGURES ..................................................................................................................... vi LIST OF TABLES ....................................................................................................................... ix ACKNOWLEDGMENTS ............................................................................................................ x CURRICULUM VITAE ............................................................................................................