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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. -
Memoria Del Reportaje, Jorge
Indice de contenidos. 1. Resumen. Pág. 2 2. Palabras clave. Pág. 2 3. Introducción. Pág. 4 3. 4. Hipótesis y Objetivos. Pág. 5 4.1. Hipótesis. Pág. 5 4.2. Objetivos. Pág. 5 4. 5. Metodología. Pág. 6 5.1. El reportaje, un marco teórico. Pág. 7 4.2. 5. 2. Dificultades. Pág. 8 5.3. Diario de trabajo. Pág. 9 6. Reportaje. Pág. 16 7. Conclusiones. Pág. 34 7.1. Sobre la hipótesis. Pág. 34 7.2. Sobre los Objetivos. Pág. 35 7.3. Conclusiones. Pág. 36 8. Referencias Bibliograficas y fuentes. Pág. 39 8.1. Libros. Pág. 39 8.2. Artículos y fuentes cibernéticas. Pág. 39 8.3. Fuentes académicas. Pág. 40 8.4. Fuentes Orales. Pág. 40 8.5. Videojuegos. Pág. 40 1 1. Resumen. El objetivo de este trabajo es el de mostrar las relaciones internas entre las empresas dedicadas al desarrollo de videojuegos y la prensa especializada del videojuego, habida cuenta de la importancia que el ocio electrónico está adquiriendo en la sociedad, y la influencia que los medios de comunicación pueden ejercer en el público. Por tanto, se analiza el propio universo del videojuego y su significado cultural, así como la propia prensa especializada y su evolución, para terminar con la realización de un reportaje con la información obtenida a través de las múltiples fuentes y la credibilidad de las críticas de videojuegos realizadas en estos medios especializados. La mayor motivación para realizar este trabajo es la de comprender la telaraña mediática en este sector en España y su importancia real para el consumo de videojuegos por parte del público, teniendo en cuenta el importante factor económico que se halla detrás de esta aún relativamente reciente alternativa de ocio, que se está convirtiendo en la más importante económica y socialmente durante este siglo. -
Senran Kagura 12 La Historia De Zelda 26
OPINIÓN EN MODO HARDCORE TodoMARZO 2016 JuegosNÚMERO 41 OPINIÓN | REPORTAJES | NOTICIAS | AVANCES PES SE SUBE A LA EUROCOPA UNA REALIZACIÓN DE PLAYADICTOS CASA MATRIZ VITACURA: Shopping Los Cobres. Local G7. VITACURA: Shopping Los Cobres. Local F4. Videojuegos, consolas y accesorios Juegos usados, coleccionables y blu-ray LOCALES FRANQUICIA PROVIDENCIA: Dos Caracoles. Local 21B. RECOLETA: Dardignac 451. Local 20. Videojuegos y accesorios Videojuegos, juegos usados y accesorios. Editorial ¿Y si nos dedicamos a jugar? efinitivamente, a su última versión y a los gamers no que será uno de los Dhay cómo de- mejores del género jarlos contentos. Y lo en PlayStation 4 una digo por el reciente vez que reciba todo el caso del tan critica- contenido... por cier- do Street Fighter V. to, de forma total- Claramente un juego Jorge Maltrain Macho mente gratuita. que salió al mercado Editor General incompleto, pero con Es cierto que lo que- la promesa más que postura de no esperar remos todo y ahora, palpable de ir suman- más el lanzamiento y pero en lo personal do elementos en los salir con lo que tenía, no me disgusta te- próximos meses. recibiendo críticas in- ner por adelantado justas respecto a la un juego como éste, Capcom, a mi juicio, calidad general del que no es que te vaya asumió la riesgosa título, muy superior a dejar colgado con su Equipo de Revista TodoJuegos DIRECTOR Rodrigo Salas Alejandro Abarca Caleb Hervia #Feniadan #Caleta PRODUCTOR Cristian Garretón EDITOR GENERAL Luis F. Puebla Pedro Jiménez Y DIAGRAMADOR #D_o_G #PedroJimenez Jorge Maltrain Macho historia ni nada por el salga al mercado, lo UNA PRODUCCIÓN DE estilo. -
The Video Game Industry and Its Influence on Society
THE CREATIVE INDUSTRIES: THE VIDEO GAME INDUSTRY AND ITS INFLUENCE ON SOCIETY Author: Isabel Martínez Oñate Tutor: Luis Martínez Cháfer BACHELOR’S DEGREE IN BUSINESS ADMINISTRATION AE1049 – BACHELOR’S THESIS INDEX 1. INTRODUCTION 4 2. THEORETICAL FRAMEWORK 4 2.1. Concept of Creativity and Innovation 5 2.2. Concept of Creative and Culture Industries 6 2.2.1. Video Game Industry 9 2.2.2. Social Problems 10 2.2.3. Gamification 11 3. CONTEXT OF THE VIDEO GAME SECTOR 12 3.1. Video games outside of Spain 12 3.1.1. Habits of Video Games in China 13 3.1.2. Habits of Video Games in Japan 13 3.1.3. Habits of Video Games in United States 14 3.1.4. Leading Video Games Companies Outside Spain 15 3.2. Video games in Spain 16 3.2.1. Habits of Video Games in Spain 16 3.2.2. Leading Video Games Companies in Spain 17 4. EVOLUTION OF THE VIDEO GAME INDUSTRY 17 4.1. History 17 4.2. The ESports in the world 22 4.3. The indie gaming industry 24 5. VIDEO GAMES MARKETS IN THE WORLD 26 5.1. China Video Games Market 26 5.2. Japan Video Games Market 27 5.3. United States Video Games Market 29 5.4. The Video Games Industry in Spain 30 6. COMPARATIVE ANALYSIS 31 6.1. Economic comparative analysis 32 6.2. Strategic comparative analysis 35 6.3. Social comparative analysis 37 6.4. Results 39 7. CONCLUSIONS 41 8. BIBLIOGRAPHY 43 1 A. Table of Tables Table 1. -
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. -
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 -
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. -
New Trends and Issues Proceedings on Humanities and Social Sciences
New Trends and Issues Proceedings on Humanities and Social Sciences Volume 6, Issue 6 (2019) 048-057 www.prosoc.eu Selected Paper of 6th Global Conference on Contemporary Issues in Education 29-31 August 2019, St. Petersburg, Russia Practical study on the effect of educational games on ADHD students Ramiz Salama*, Department of Computer Engineering, Near East University, Nicosia, Cyprus Mohammed Elsayed, Department of Computer Engineering, Near East University, Nicosia, Cyprus Suggested Citation: Salama, R. & Elsayed, M. (2019). Practical study on the effect of Educational Games on ADHAD students. New Trends and Issues Proceedings on Humanities and Social Sciences. [Online]. 6(6), pp 048–057. Available from: www.prosoc.eu Selection and peer review under responsibility of Prof. Dr. Huseyin Uzunboylu, Near East University, North Cyprus ©2019 United World Center of Research Innovation and Publication. All rights reserved. Abstract Rising kids’ concentrations is a hard task for both parents and teachers. We can achieve our goal of the game (Increasing kid's concentration level) by making the game surroundings a lot harder in the intercourse of the game, so we have here four kinds of surroundings for the kid to interact with: Green box: this is the main box for the kid to hit. Yellow box: this is a box with negative attitude that the kid should stay aware of. White box: this is a box for increasing time if he ran out of time. Red box: this is a rare box it's appears and disappears in a 1 second and requires a high concentration level to hit it. -
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. -
TOP HRA: Súťaž S Portálom Dead Island Riptide
Digitálno-Lifestyle magazín pre každého Číslo 17 / máj 2013 | www.gamesite.sk PREDSTAVUJEME EVGA GeForce GTX 650 Ti BOOST OTESTOVALI SME dvojicu tabletov Prestigio TOP HRA: Súťaž s portálom Dead Island Riptide Súťaž o 45 hier na Playstation 3! Súťaž o Dead Island Súťaž o 45 hier Riptide na PlayStation 3 , kde nájdete aj podmienky súťaže. http://www.gamesite.sk/sutaze.html Súťažiť môžete priamo na è HRY MESIACA: è HARDVÉR MESIACA: è FILMY, KTORÉ ZAUJALI: è TOP TÉMY: BioShock: Infinite MultiPad 8.0 ULTRA DUO Blu-ray: Hobit Gamesite Deťom pokračuje aj tento rok Resident Evil 6 SB Tactic3D Omega Wireless Blu-ray: Atlas Mrakov Rozhovor s tvorcami Dead Island Riptide Luigi's Mansion 2 Logitech FabricSkin Folio Blu-ray: Argo Rozhovor s Martinom Sabolom Lords of Shadow - Mirror of Fate Asus Taichi 21 Blu-ray: Späť v hre Kniha: Zlodejka duší - Kiersten Whiteová Keď sedím pri každomesačnej uzávierke, uvedomujem si, ako to celé rýchlo beží. Človek sa ani nenazdá a už znova rieši nový Mission Games s.r.o., mesiac, uvedomuje si len tie dôležité dátumy vo svojom živote, Železiarenská 39, ktorými sú veľké sviatky a narodeniny blízkych. Potom sa na 040 15 Košice 15 Slovenská republika chvíľku pozastaví, zistí, že zima tu už dávno nie je, vonku je skoro 30 stupňov a zárezov na čiare jeho života pribúda. Poďme sa však E: [email protected] W: www.mission.sk pozrieť, čo zaujímavého sme si tento mesiac pre vás pripravili. Hru Dead Island vám zrejme ani nie je potrebné predstavovať. REDAKCIA Jej pokračovanie s podtitulom Riptide sme si nemohli nechať újsť, Šéfredaktor / Zdeno HIRO Moudrý a tak vám prinášame okrem recenzie, samozrejme, aj rozhovor Zástupca šéfredaktora / Patrik Barto Webadmin / Richard Lonščák s developermi, ale taktiež aj súťaž o hodnotné ceny z tohto Jazykové redaktorky / Zdenka Schwarzová / titulu.