Accessibility Features and Product Labels for Video Game Developers and Publishers
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Hardcore Gamer Profiling: Results from an Unsupervised Learning
Available online at www.sciencedirect.com Available onlineScienceDirect at www.sciencedirect.com Available online at www.sciencedirect.com Procedia Computer Science 00 (2018) 000–000 ScienceDirect ScienceDirect www.elsevier.com/locate/procedia Procedia Computer Science 126 (2018) 1289–1297 Procedia Computer Science 00 (2018) 000–000 www.elsevier.com/locate/procedia International Conference on Knowledge Based and Intelligent Information and Engineering Systems, KES2018, 3-5 September 2018, Belgrade, Serbia International Conference on Knowledge Based and Intelligent Information and Engineering Hardcore GamerSystems, Profiling: KES2018, 3 Results-5 September from 2018, a Belgrade,n unsupervised Serbia learning approach to playing behavior on the Steam platform Hardcore Gamer Profiling: Results from an unsupervised learning Florianapproach Baumann *to, Dominik playing Emmert, behavior Hermann on the Baumgartl, Steam Ricardo platform Buettner Aalen University, Germany Florian Baumann*, Dominik Emmert, Hermann Baumgartl, Ricardo Buettner Aalen University, Germany Abstract Based on a very large dataset of over 100 million Steam platform users we present the first comprehensive analysis of hardcore Abstractgamer profiles by over 700,000 hardcore players (users playing more than 20 hours per week) covering more than 3,300 games. Using an unsupervised machine learning approach we reveal the specific behavioral categories of hardcore players, i.e. First PersonBased on Shooter, a very largeTeam datasetFortress of 2over player, 100 millionAction gameSteam player, platform Dota users 2 player,we present Strategy the first and comprehensive action combiner, analysis Genre of- switchinghardcore player.gamer profilesSubsequ byently over we 700,000 derive hardcoreindividual players patterns (users of hardcore playing moregamers than in 20the hours categories per week) found, covering such as more strategy than- action3,300 games.games combinerUsing an orunsupervised game switching machine players. -
Papers, Please
Universitätsverlag Potsdam Artikel erschienen in: Jessica Rehse, Nathanael Riemer (Hrsg.) „Wir alle treffen Entscheidungen im Leben, aber letztendlich treffen unsere Entscheidungen uns.“ Jessica Rehse | Nathanael Riemer (Hrsg.) „Wir alle treffen Entscheidungen Didaktische Potenziale digitaler Spielwelten im Leben, aber letztendlich 2020 – 424 S. treffen unsere ISBN 978-3-86956-489-0 Entscheidungen uns.“ DOI https://doi.org/10.25932/publishup-46846 Didaktische Potenziale digitaler Spielwelten Universitätsverlag Potsdam Empfohlene Zitation: Mascha Tobe: Papers, Please, In: Jessica Rehse, Nathanael Riemer (Hrsg.): „Wir alle treffen Entscheidungen im Le- ben, aber letztendlich treffen unsere Entscheidungen uns.“ : Didaktische Potenziale digitaler Spielwelten, Potsdam, Universitätsverlag Potsdam, 2020, S. 307–319. DOI https://doi.org/10.25932/publishup-48578 Soweit nicht anders gekennzeichnet ist dieses Werk unter einem Creative Commons Lizenzvertrag lizenziert: Namensnennung 4.0. Dies gilt nicht für zitierte Inhalte anderer Autoren: https://creativecommons.org/licenses/by/4.0/deed.de Papers, Please Mascha Tobe Steckbrief Altersfreigabe: Ohne USK-Prüfung, PEGI 16 Entwickler: Lucas Pope Publisher: 3909 LLC Erscheinungsjahr: 2013 Genre: Simulation Perspektive: 2D-Ego-Ansicht Plattformen: PC, iOS und PlayStation Vita Geeignet für: Moralische Verantwortung des Einzelnen; Wert des Individuums; totalitäre Systeme, ihre Wirkung und Widerstand Fachrelevanz: Philosophie/Ethik; Politik und Ge- schichte; Literatur und Kunst 1 INHALT In Papers, Please schlüpfen die Spielenden in die Rolle eines namenlosen Arbei- ters, der in dem fiktiven totalitären Staat Arstotzka lebt. Jüngst als Gewinner aus der Arbeitslotterie hervorgegangen, wird dieser Arbeiter samt Familie umgesie- delt und an einen Grenzübergang versetzt. Hintergrund dessen ist eine kürzlich erfolgte Grenzöffnung, die die Besetzung neuer Stellen nötig macht. Welcher Tä- tigkeit der Protagonist vor dieser Versetzung nachging, erfahren die Spielenden nicht. -
056 – New Puzzle Videogames — 3/4
056 – New Puzzle videogames — 3/4 Here, a succinct review of different types of puzzle videogames published between 2001 and 2020. Not in chronological order. Single character control ● Antichamber – 2013 A first-person puzzle-platform game released for Microsoft Windows, Linux and OS X. Many of the puzzles are based on phenomena that occur within impossible objects created by the game engine, such as passages that lead the player to different locations depending on which way they face, and structures that seem otherwise impossible within normal three- dimensional space. The game includes elements of psychological exploration through brief messages of advice to help the player figure out solutions to the puzzles as well as adages for real life. The player controls the unnamed protagonist from a first- person perspective, in an environment full of obstacles. Upon completing a core set of puzzles, the player can access the exit door, upon which he starts to chase down a black cloudlike shape, using all the solving techniques learned before. Eventually he is able to capture the cloud as a black cube and enter a final, more expansive area, where the shape becomes a waiting shell. The shell creates a structure around it (similar to the game's logo) and sucks everything around it into its center, sending the screen to black and ending the game. ● Bobby Carrot – 2004 A video game series developed for iOS and as a WiiWare. The object of the game is to collect all of the carrots in an area and reach a point on the map that progresses the player to the next level. -
Management Board Report on Cd Projekt Capital Group and Cd Projekt S.A
MANAGEMENT BOARD REPORT ON CD PROJEKT CAPITAL GROUP AND CD PROJEKT S.A. ACTIVITIES IN 2018 2 Disclaimer This English language translation has been prepared solely for the convenience of English speaking readers. Despite all the efforts devoted to this translation, certain discrepancies, omissions or approximations may exist. In case of any differences between the Polish and the English versions, the Polish version shall prevail. CD PROJEKT, its representatives and employ- ees decline all responsibility in this regard. This report on the activities of the CD PROJEKT Capital Group and CD PROJEKT S.A. contains important supplementary information related to the separate financial statement of CD PROJEKT S.A. Due to the fact that the activities and separate financial statement of CD PROJEKT S.A. have a dominant influence upon the activities and consolidated financial statement of the CD PROJEKT Capital Group, information contained in further parts of this report shall apply to the consolidated financial statement of the Group insofar as it describes the activities and results of CD PROJEKT S.A. Management Board report on CD PROJEKT Capital Group and CD PROJEKT S.A. activities for the period between 1 January and 31 December 2018 (all figures quoted in PLN thousands unless stated otherwise) 3 Esteemed Shareholders, In the past year we busied ourselves with laying further foundations for the Group’s future. The year also represented the first major test for Cyberpunk 2077. The most important test was the launch of the game’s promotional campaign. The global release of a Cyberpunk trailer marked the culmination of the Xbox platform conference which immediately preceded the opening of the E3 fair. -
Download Cracked Steam
Download cracked steam Continue Click here to download Cracked Steam Follow these instructions to get all FREE STEAM GAMES! 1 Good. You have to download the cracked customer steam by clicking on the orange download button below. To open these compressed files I recommend WINZIP or WINRAR (you'll find them online and those are free!). Steam Free Download 2 when you're done with step 1 let's do the second thing. Run Crack Steam 2000 Games and let it install... It will install cracked steam and a console that allows you to update the database. 3. When you're done with installing a cracked steam and enjoy the games. (if it's updated, so let it update.. it may take a long time, but don't worry) 4. PROBLEMS. He'll probably ask for an update to the version. If it will, so click yes and it will put you through a link to download the patch. 5. If there are other problems open Tweaker. (it is installed with cracked steam, and it is on the desktop or in the same folder where you installed Cracked -Steam) and follow the instructions: -Click to go further (it is written on request / console) -click 2, then enter button 4, then enter the button 1, then enter it will look for updates, and if there is, it will update the database automatically. Warning! Probably you won't be able to play online! I'M NOT ANSWERING... AND I DON'T TAKE CREDIT FOR THAT! ENJOY Click here to download Steam Crack Click here to download Steam Cracked This software lets you play all Steam games currently released. -
Attorney/Correspondence Information
Trademark Trial and Appeal Board Electronic Filing System. http://estta.uspto.gov ESTTA Tracking number: ESTTA888551 Filing date: 04/09/2018 IN THE UNITED STATES PATENT AND TRADEMARK OFFICE BEFORE THE TRADEMARK TRIAL AND APPEAL BOARD Notice of Opposition Notice is hereby given that the following party opposes registration of the indicated application. Opposer Information Name Valve Corporation Granted to Date 04/08/2018 of previous ex- tension Address 10400 NE 4th Street, Suite 1400 Bellevue, WA 98004 UNITED STATES Attorney informa- David J. Byer tion K&L Gates LLP One Lincoln Street Boston, MA 02111 UNITED STATES Email: [email protected], [email protected], [email protected], [email protected] Applicant Information Application No 87446265 Publication date 10/10/2017 Opposition Filing 04/09/2018 Opposition Peri- 04/08/2018 Date od Ends Applicant Source Films, LLC #1323 668 N Coast Highway Laguna Beach, CA 92651 UNITED STATES Goods/Services Affected by Opposition Class 041. First Use: 2017/04/10 First Use In Commerce: 2017/04/10 All goods and services in the class are opposed, namely: Entertainment services, namely, storytelling; Multimedia entertainment softwareproduction services; Production and distribution of television shows and movies Grounds for Opposition Priority and likelihood of confusion Trademark Act Section 2(d) Marks Cited by Opposer as Basis for Opposition U.S. Registration 3160103 Application Date 07/29/2004 No. Registration Date 10/17/2006 Foreign Priority NONE Date Word Mark SOURCE Design Mark Description of NONE Mark Goods/Services Class 009. First use: First Use: 2004/11/16 First Use In Commerce: 2004/11/16 computer software used to create three dimensional graphical environments, in- cluding capabilities for animation, artificial intelligence, sound, simulation andnetworking U.S. -
Remembering Death, Adventure and Tragedy: Grasping Videogames’ Epistemic Limits Through a Postcolonial Reading of Return of the Obra Dinn
Remembering Death, Adventure and Tragedy: Grasping Videogames’ Epistemic Limits Through a Postcolonial Reading of Return of the Obra Dinn Danny Steur - 6287883 Bachelor Thesis BA Media en cultuur Supervisor: Dr. Jasper van Vught 2019-2020, Q3 + Q4 June 2020 Word Count: 7628 Contents Contents .............................................................................................................................................. 1 List of Figures ..................................................................................................................................... 1 Abstract ............................................................................................................................................... 2 Introduction ........................................................................................................................................ 3 Gaming history (or, interactive historying) ................................................................................... 7 Colonial power through Orientalism .............................................................................................. 8 Disrupting colonial power ................................................................................................................ 9 Methodology: A symptomatic, contrapuntal reading ................................................................. 12 Administrating order: Orientalist ideology and colonial epistemology ................................... 15 Lived actuality: The Obra Dinn as -
Analog Input in Gaming
Analog input in gaming: Investigating the possibilities of new controller affordances in video games Pim Ostendorf Interaction Design One-Year Master Thesis Project I KD643A 15.0 credits May 23, 2018 Supervisor: Per Linde 1 Acknowledgements I would like to start by thanking my friend, Johanna Westerlund, for her dedication in creating the sprite art required to create the prototype on such a short notice. I don’t want to think about the abominations I would have drawn up if she had not been able to help me out. Furthermore, I want to thank my friends at Spelenshus Malmö, who were willing to take time out of their day to playtest and discuss the prototype I created. My thanks also goes out to my classmates for their time and input in the experiments and playtesting. Also, my thanks to my supervisor, Per Linde for his enthusiasm, passion and his inexplicable ability to make me say things that sound clever. Last but not least my thanks go out to David Cuartielles for his input and advice when I got stuck. I hope your keyboards will turn out amazing. 2 Abstract This report covers the eight week design project for the Thesis Project 1 and it looks at both the process and the results of this project. Through an iterative prototyping process a prototype was created to answer the research question: “What gameplay mechanics are required for a fighting style video game to allow for analog input in its character movements and do these mechanics allow for more natural controls and mastery?” Together with research into academic writing in the fields of neurology, embodied design and game design it was concluded that an analog control scheme, within the context of a video game that allows for that type of affordance, gives the user more natural control over the character they are playing. -
Framework for Developing Interactive 360-Degree Video Adventure Games
FACULDADE DE ENGENHARIA DA UNIVERSIDADE DO PORTO Framework for Developing Interactive 360-Degree Video Adventure Games Francisco Pinho Mestrado Integrado em Engenharia Informática e Computação Supervisor: Rui Rodrigues Co-Supervisor: Rui Nóbrega July 20, 2019 Framework for Developing Interactive 360-Degree Video Adventure Games Francisco Pinho Mestrado Integrado em Engenharia Informática e Computação July 20, 2019 Abstract Making game environments, be it in 2D or 3D is an extremely laborious and skill intensive task. 360o content is a visual medium known for its increased spatial immersion and potential enhance- ment of the users’ emotional response to content [EEW18]. The possibility of using interactive 360o video or images as the game environments will allow talent to invest their creativity into other crucial aspects of game design such as narrative, sound and game mechanics. Adventure games belong in a diverse genre comprising many different types of experiences and sub-genres, from text-based adventures to puzzle-oriented point-and-click games, a cinematic experience with player choices or even a mixture of crime investigation with courtroom drama. In essence, games with simpler means of user input and a bigger focus on interactive narratives and storytelling - a very relevant field at the cutting edge of virtual reality research [RTGG17]. Further- more these games feature entirely non reflex based mechanics making the genre of "Adventure" the most fitting for integration with 360-degree visual media. This dissertation presents a framework that will allow the streamlining of the creative process of these experiences by giving creators the tools to make a fully-fledged virtual reality adventure game with 360 visual media as an interactive setting. -
Procedural Generation and Information Games
Generative Forensics: Procedural Generation and Information Games Michael Cook [email protected] School of Electrical Engineering and Computer Science Queen Mary University of London ABSTRACT Common justifications for the use of PCG in game design isthat Procedural generation is used across game design to achieve a it increases replayability or reduces development cost or complexity wide variety of ends, and has led to the creation of several game [22]. Although these claims regularly appear in academic papers subgenres by injecting variance, surprise or unpredictability into about PCG, to our knowledge there are no studies to support either otherwise static designs. Information games are a type of mystery claim, and in our experience adding PCG can actually increase the game in which the player is tasked with gathering knowledge and complexity of the development process. A better justification for developing an understanding of an event or system. Their reliance PCG is that it enables new kinds of game design, by changing the on player knowledge leaves them vulnerable to spoilers and hard to player’s relationship with the game’s systems, or allowing the de- replay. In this paper we introduce the notion of generative forensics velopers to work at a scale that would be otherwise impractical. The games, a subgenre of information games that challenge the player best-known example of this is Spelunky, a blend of platformer and to understand the output of a generative system. We introduce roguelike [15]. In his book of the same name [24], designer Derek information games, show how generative forensics develops the Yu explained that the use of procedural generation in Spelunky idea, report on two prototype games we created, and evaluate our was intended to reduce the reliance on rote learning in platformers, work on generative forensics so far from a player and a designer by making levels unpredictable. -
Polemic Games
Mestrado em Design e Multimédia Faculdade de Ciências e Tecnologia da universidade de Coimbra 2017/2018 Polemic Games Pedro António Jesus de Oliveira [email protected] Orientadores Prof. Rui Neves Craveirinha Prof. António Silveira Gomes Júri Prof. José Maçãs Carvalho (Arguente) Prof. Fernando Amílcar Cardoso (Vogal) Polemic Games 2017/2018 AGRADECIMENTO “Por no jardim da noite, a horas Um especial obrigado a um grande amigo e colega de projecto más, A tua aparição não ter fal- tado, Pelo teu braço de silêncio e Nuno Barreto, que esteve sempre presente no desenvolvimento paz, Obrigado!” da minha dissertação e me ajudou imenso na lógica do jogo. (Pedro Mello, 1984) Um obrigado de afecto ao meu orientador Rui Craveirinha por ter-me ajudado a tornar este projecto possível. Obrigado a todos os participantes dos testes que tiraram do seu tempo para contribuir no desenvolver deste projecto. Por fim e não menos importante, quero agradecer à minha mãe e à minha mulher, por toda a paciência e amor não só durante a Dissertação mas por todos os momentos que fazem o homem que sou hoje. RESUMO Este relatório descreve o desenho de um videojogo sobre os bair- ros de Chelas. Para alcançar este resultado começou-se por fazer uma investigação sobre o espaço, e foram analisados jogos persu- asivos que se debruçam sobre temas semelhantes. A partir desta análise, foi desenhado e desenvolvido um protótipo, que pretende comunicar à população os problemas sócio-culturais encontrados nos bairros sociais de Chelas. “Distorção” é um jogo que coloca o participante a viver no bairro de Chelas, numa a posição social desconfortável dos seus habi- tantes, e confronta-o com decisões morais complexas que têm impacto na vida do bairro. -
FICCIÓ DIGITAL Videojocs + 12 Anys
BIBLIOTEQUES MAIG DE GRANOLLERS 2020 FICCIÓ DIGITAL videojocs + 12 anys Les històries de ficció també ens arriben en format digital, i no només en forma de llibre electrònic, sinó també a través dels videojocs. Et deixem algunes recomanacions de jocs que pots compartir en família a través de diferents dispositius, seguint els mateixos criteris de qualitat i diversitat que tenim en compte a l’hora d’escollir llibres, cinema o música. Consideracions prèvies Edat: les indicacions d’edat dels videojocs (https://pegi.info/es) tenen en compte només la idoneïtat segons l’edat, però no l’habilitat. Nosaltres hem intentat tenir present les dues coses. Idioma: només l’indiquem quan sols es troba en anglès i és essencial per poder seguir el fil narratiu de la història. Espais de joc i compraventa: pàgines com Steam, Itch.io, Epic Game o Origin us poden ajudar a ampliar el ventall de videojocs, oferint-vos propostes alternatives als videojocs més comercials: autors premiats, estètiques molt diverses, i plantejaments que us sorprendran (jocs narratius, d’exploració, col·laboratius, trencaclosques, enginy, humor...). Preu: a les xarxes podeu trobar jocs gratuïts de més o menys qualitat. Els videojocs, però, com tot l’oci cultural, tenen un preu que reverteix en els artistes creadors. El preu que us adjuntem és aproximat. Si seguiu les plataformes de videojocs sovint hi ha ofertes molt interessants. Et recomanem Outer Wilds Premiat. Món obert, un bucle espaciotemporal. T’acabes d’incorporar en un programa espacial que viatja per un sistema solar desconegut i en constant evolució. Explora les ciutats subterrànies, desxifra els missatges secrets alienígenes i, sobretot, comprova els teus nivells d’oxigen i vigila amb les conseqüències del bucle temporal infinit.