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Videogames in the Museum: Participation, Possibility and Play in Curating Meaningful Visitor Experiences
Videogames in the museum: participation, possibility and play in curating meaningful visitor experiences Gregor White Lynn Parker This paper was presented at AAH 2016 - 42nd Annual Conference & Book fair, University of Edinburgh, 7-9 April 2016 White, G. & Love, L. (2016) ‘Videogames in the museum: participation, possibility and play in curating meaningful visitor experiences’, Paper presented at Association of Art Historians 2016 Annual Conference and Bookfair, Edinburgh, United Kingdom, 7-9 April 2016. Videogames in the Museum: Participation, possibility and play in curating meaningful visitor experiences. Professor Gregor White Head of School of Arts, Media and Computer Games, Abertay University, Dundee, UK Email: [email protected] Lynn Parker Programme Leader, Computer Arts, Abertay University, Dundee, UK Email: [email protected] Keywords Videogames, games design, curators, museums, exhibition, agency, participation, rules, play, possibility space, co-creation, meaning-making Abstract In 2014 Videogames in the Museum [1] engaged with creative practitioners, games designers, curators and museums professionals to debate and explore the challenges of collecting and exhibiting videogames and games design. Discussions around authorship in games and games development, the transformative effect of the gallery on the cultural reception and significance of videogames led to the exploration of participatory modes and playful experiences that might more effectively expose the designer’s intent and enhance the nature of our experience as visitors and players. In proposing a participatory mode for the exhibition of videogames this article suggests an approach to exhibition and event design that attempts to resolve tensions between traditions of passive consumption of curated collections and active participation in meaning making using theoretical models from games analysis and criticism and the conceit of game and museum spaces as analogous rules based environments. -
Effects of Art Styles on Video Game Narratives
Effects of Art Styles on Video Game Narratives UNIVERSITY OF TURKU Department of Future Technologies Master's Thesis July 2018 Leena Hölttä UNIVERSITY OF TURKU Department of Future Technologies HÖLTTÄ, LEENA Effects of Art Styles on Video Game Narratives Master's thesis, 76 pages, 29 appendix pages Computer Science August 2018 The effect of an art style on a video game's narrative is not widely studied and not much is known about how the general player base views the topic. This thesis attempts to answer this question through the use of two different surveys, a general theory related one, and one based upon images and categorization and a visual novel based interview that aims at gaining a further understanding of the subject. The general results point to the art style creating and emphasizing a narrative's mood and greatly enhancing the player experience. Based on these results a simple framework ASGDF was created to help beginning art directors and designers to create the most fitting style for their narrative. Key words: video games, art style, art, narrative, games TURUN YLIOPISTO Tulevaisuuden teknologioiden laitos HÖLTTÄ, LEENA Taidetyylien vaikutus videopelien narratiiviin Pro gradu -tutkielma, 76 s., 29 liites. Tietojenkäsittelytiede Elokuu 2018 Taidetyylien vaikutus videopelien narratiiviin ei ole laajasti tutkittu aihe, eikä ole laajasti tiedossa miten yleinen pelaajakunta näkee aiheen. Tämä tutkielma pyrkii vastaamaan tähän kysymykseen kahden eri kyselyn avulla, joista toinen on teoriaan perustuva kysely, ja toinen kuvien kategorisointiin perustuva kysely. Myös visuaalinovelliin perustuvaa haastattelua käytettiin tutkimuskysymyksen tutkimiseen. Yleiset tulokset viittaavat siihen, että taidetyyli vaikuttaa narratiivin tunnelmaan ja korostaa pelaajan kokemusta. -
Acquiring Literacy: Techne, Video Games and Composition Pedagogy
ACQUIRING LITERACY: TECHNE, VIDEO GAMES AND COMPOSITION PEDAGOGY James Robert Schirmer A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY August 2008 Committee: Kristine L. Blair, Advisor Lynda D. Dixon Graduate Faculty Representative Richard C. Gebhardt Gary Heba © 2008 James R. Schirmer All Rights Reserved iii ABSTRACT Kristine L. Blair, Advisor Recent work within composition studies calls for an expansion of the idea of composition itself, an increasing advocacy of approaches that allow and encourage students to greater exploration and more “play.” Such advocacy comes coupled with an acknowledgement of technology as an increasingly influential factor in the lives of students. But without a more thorough understanding of technology and how it is manifest in society, any technological incorporation is almost certain to fail. As technology advances along with society, it is of great importance that we not only keep up but, in fact, reflect on process and progress, much as we encourage students to do in composition courses. This document represents an exercise in such reflection, recognizing past and present understandings of the relationship between technology and society. I thus survey past perspectives on the relationship between techne, phronesis, praxis and ethos with an eye toward how such associative states might evolve. Placing these ideas within the context of video games, I seek applicable explanation of how techne functions in a current, popular technology. In essence, it is an analysis of video games as a techno-pedagogical manifestation of techne. With techne as historical foundation and video games as current literacy practice, both serve to improve approaches to teaching composition. -
The Dreamcast, Console of the Avant-Garde
Loading… The Journal of the Canadian Game Studies Association Vol 6(9): 82-99 http://loading.gamestudies.ca The Dreamcast, Console of the Avant-Garde Nick Montfort Mia Consalvo Massachusetts Institute of Technology Concordia University [email protected] [email protected] Abstract We argue that the Dreamcast hosted a remarkable amount of videogame development that went beyond the odd and unusual and is interesting when considered as avant-garde. After characterizing the avant-garde, we investigate reasons that Sega's position within the industry and their policies may have facilitated development that expressed itself in this way and was received by gamers using terms that are associated with avant-garde work. We describe five Dreamcast games (Jet Grind Radio, Space Channel 5, Rez, Seaman, and SGGG) and explain how the advances made by these industrially productions are related to the 20th century avant- garde's lesser advances in the arts. We conclude by considering the contributions to gaming that were made on the Dreamcast and the areas of inquiry that remain to be explored by console videogame developers today. Author Keywords Aesthetics; art; avant-garde; commerce; console games; Dreamcast; game studios; platforms; politics; Sega; Tetsuya Mizuguchi Introduction A platform can facilitate new types of videogame development and can expand the concept of videogaming. The Dreamcast, however brief its commercial life, was a platform that allowed for such work to happen and that accomplished this. It is not just that there were a large number of weird or unusual games developed during the short commercial life of this platform. We argue, rather, that avant-garde videogame development happened on the Dreamcast, even though this development occurred in industrial rather than "indie" or art contexts. -
4. the Street Fighter Lady
4. The Street Fighter Lady Invisibility and Gender in Game Composition Andy Lemon and Hillegonda C Rietveld Transactions of the Digital Games Research Association December 2019, Vol. 5 No. 1, pp. 107-133. ISSN 2328-9422 © The text of this work is licensed under a Creative Commons Attribution — NonCommercial –NonDerivative 4.0 License (http://creativecommons.org/licenses/by-nc- nd/ 2.5/). IMAGES: All images appearing in this work are property of the respective copyright owners, and are not released into the Creative Commons. The respective owners reserve all rights ABSTRACT The international success of Japanese game design provides an example of the invisibility of female game composers, as well as of gendered identification in game music production and sound design. Yoko Shimomura, the female composer who produced the iconic soundtrack for the 1991 arcade game, Street Fighter II (Capcom 1991), seems to have been invisible to game developers and music producers, which is partly due to the way in which the game is credited as a team effort. Regardless of their personal gender identity, game composers respond to themed briefs by 107 108 The Street Fighter Lady drawing on transnational musical ideas and gendered stereotypes that resonate with the Global Popular. Game music, as imagined as suitable for hyper-masculine game arcades, seems to draw on a masculinist aesthetic developed in Hollywood compositions. In turn, Street Fighter II’s music and the competitive game culture of arcade fighting games has been interwoven with masculinist music scenes of hip-hop and grime. The discussion of the music of Street Fighter II and the musical versions it inspired, nevertheless highlights that although seemingly simplified gendered stereotypes are reproduced within the game, gender identification itself can be complex within the context of game music composition. -
Onimusha Soul” for Pcs and Smartphones - Aiming for More Growth in the Online Content Business Through the Multiple Use of Popular Titles
March 9, 2012 Press Release 3-1-3, Uchihiranomachi, Chuo-ku Osaka, 540-0037, Japan Capcom Co., Ltd. Haruhiro Tsujimoto, President and COO (Code No. 9697 Tokyo - Osaka Stock Exchange) Capcom Announces Entry in the Growing Browser Game Market First Title will be “Onimusha Soul” for PCs and Smartphones - Aiming for more growth in the online content business through the multiple use of popular titles - Capcom Co., Ltd. (Capcom) is pleased to announce that the launch date of“Onimusha Soul”, the company’s first browser game, will be June 28, 2012. “Onimusha” is a series of samurai survival action game. Set in the Warring States period of Japan, the games require young swordsmen to advance while slaying enemies and solving mysteries. The first title was “Onimusha”, a game for the “PlayStation®2” that made its debut in 2001 and became the first million seller. Cumulative sales of all “Onimusha” titles were 7.9 million units at the end of December 2011, making this one of Capcom’s most successful series of games. In recent years, the pachislo versions of “Onimusha 3” and “Onimusha: Dawn of Dreams” have also become big hits. “Onimusha Soul” is a Sengoku simulation RPG based on the characters that appear in “Onimusha” series. Each player is a daimyo (feudal lord) of one of the warring states. Players use their powers to achieve the growth of their respective states and train military commanders as they fight with other players. “Onimusha Soul” also allows players to enjoy an original story. The game is easy to play as it offers two unique advantages of browser games. -
The Art of Computer Game Design the Art of Computer Game Design by Chris Crawford
The Art of Computer Game Design The Art of Computer Game Design by Chris Crawford Preface to the Electronic Version: This text was originally composed by computer game designer Chris Crawford in 1982. When searching for literature on the nature of gaming and its relationship to narrative in 1997, Prof. Sue Peabody learned of The Art of Computer Game Design, which was then long out of print. Prof. Peabody requested Mr. Crawford's permission to publish an electronic version of the text on the World Wide Web so that it would be available to her students and to others interested in game design. Washington State University Vancouver generously made resources available to hire graphic artist Donna Loper to produce this electronic version. WSUV currently houses and maintains the site. Correspondance regarding this site should be addressed to Prof. Sue Peabody, Department of History, Washington State University Vancouver, [email protected]. If you are interested in more recent writings by Chris Crawford, see the "Reflections" interview at the end of The Art of Computer Game Design. Also, visit Chris Crawford's webpage, Erasmatazz. An acrobat version of this text is mirrored at this site: Acrobat Table of Contents ■ Acknowledgement ■ Preface ■ Chapter 1 - What is a Game? ■ Chapter 2 - Why Do People Play Games? ■ Chapter 3 - A Taxonomy of Computer Games ■ Chapter 4 - The Computer as a Game Technology ■ Chapter 5 - The Game Design Sequence ■ Chapter 6 - Design Techniques and Ideals ■ Chapter 7 - The Future of Computer Games ■ Chapter 8 - Development of Excalibur ■ Reflections - Interview with Chris WSUV Home Page | Prof. -
Game List of Game Elf (Vertical) 001.Ms
Game list of game elf (Vertical) 001.Ms. Pac-Man ▲ 044.Arkanoid 002.Ms. Pac-Man (speedup) 045.Super Qix 003.Ms. Pac-Man Plus 046.Juno First 004.Galaga 047.Xevious 005.Frogger 048.Mr. Do's Castle 006.Frog 049.Moon Cresta 007.Donkey Kong 050.Pinball Action 008.Crazy Kong 051.Scramble 009.Donkey Kong Junior 052.Super Pac-Man 010.Donkey Kong 3 053.Bomb Jack 011.Galaxian 054.Shao-Lin's Road 012.Galaxian Part X 055.King & Balloon 013.Galaxian Turbo ▲ 56.1943 014.Dig Dug 057.Van-Van Car 015.Crush Roller 058.Pac-Man Plus 016.Mr. Do! 059.Pac & Pal 017.Space Invaders Part II 060.Dig Dug II 018.Super Invaders (EMAG) 061.Amidar 019.Return of the Invaders 062.Zaxxon ▲ 020.Super Space Invaders '91 063.Super Zaxxon 021.Pac-Man 064.Pooyan 022.PuckMan ▲ 065.Pleiads 023.PuckMan (speedup) 066.Gun.Smoke 024.New Puck-X 067.The End 025.Newpuc2 ▲ 068.1943 Kai 026.Galaga 3 069.Congo Bongo 027.Gyruss 070.Jumping Jack 028.Tank Battalion 071.Big Kong 29.1942 072.Bongo 030.Lady Bug 073.Gaplus 031.Burger Time 074.Ms. Pac Attack 032.Mappy 075.Abscam 033.Centipede 076.Ajax ▲ 034.Millipede 077.Ali Baba and 40 Thieves 035.Jr. Pac-Man ▲ 078.Finalizer - Super Transformation 036.Pengo 079.Arabian 037.Son of Phoenix 080.Armored Car 038.Time Pilot 081.Astro Blaster 039.Super Cobra 082.Astro Fighter 040.Video Hustler 083.Astro Invader 041.Space Panic 084.Battle Lane! 042.Space Panic (harder) 085.Battle-Road, The ▲ 043.Super Breakout 086.Beastie Feastie Caution: ▲ No flipped screen’s games ! 1 Game list of game elf (Vertical) 087.Bio Attack 130.Go Go Mr. -
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. -
PSP UGNG Manual.Pdf
BOOKLET - PSP 2 PANEL 4 PAGE 1/8" BLEED ZONE A0030.02 FLAT: 6.688" x 6.75" 1/16" SAFETY ZONE FINISHED: 3.375" x 0.0" x 6.688" PRINT/TEXT ZONES 01/21/05 6.688" capcom.com/psp 3.375" 3.375" 6.75" ugng psp final.qxd 6/14/06 9:28 AM Page ii For safe use of this product, carefully read the following section of this manual and the Precautions section of the instruction manual supplied with the PSP (PlayStation®Portable) entertainment system before use. Retain both this software manual and the instruction manual for future reference. CONTENTS Health precautions • When operating the unit, play in a well-lit room and keep a safe distance from the screen. • Avoid prolonged use of the system. Take a break of about 15 minutes during GETTING STARTED 2 every hour of play. • Do not use the system when you are tired or short of sleep. • When using headphones, do not turn the volume up before putting the headphones on. Also, do STARTING UP 3 not listen at loud volume levels for extended periods of time. Stop using the system immediately if you experience any of the following symptoms. If the condition persists, ARTHUR’S ULTIMATE TEST! 4 consult a doctor. • Lightheadedness, nausea, or a sensation similar to motion sickness. GETTING INTO THE GAME 6 • Discomfort or pain in the eyes, ears, hands, arms, or any other part of the body. Use and handling precautions GAME RULES 8 • This disc is PSP™ (PlayStation®Portable) format software and is intended for use with the SCREEN LAYOUT 9 PSP system only. -
Capcom Cheats
Capcom cheats For Marvel vs. Capcom: Clash of Super Heroes on the Arcade Games, GameFAQs has 40 cheat codes and secrets. For Capcom Classics Collection Reloaded on the PSP, GameFAQs has 41 cheat codes and secrets.Kai · The Battle of Midway · Ghosts 'n Goblins · Capcom: Clash of Super Heroes: This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Marvel vs. Capcom: Clash of. Capcom: Clash of Super Heroes Cheats - PlayStation Cheats: This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for. Play as Lilith. At the character selection screen, highlight Zangief, then press Left(2), Down(2), Right(2), Up(2), Down(4), Left(2), Up(4), Right, Left, Down(4). The best place to get cheats, codes, cheat codes, hints, tips, tricks, and secrets for the PlayStation (PSX). Capcom: Clash Of The Super Heroes EX Edition. Find all our Marvel vs. Capcom Cheats for Arcade. Plus great forums, game help and a special question and answer system. All Free. Asgard: Beat Arcade Mode eight Times Danger Room: Beat Arcade Mode once. Demon Village: Beat Arcade Mode Four Times Fate of the Earth: Beat Arcade. Marvel vs. Capcom Dreamcast Play as Lilith Morrigan: At the Character Selection screen, highlight Zangief and press Left (2), Down (2), Right (2), Up (2), Down. For Capcom Arcade Cabinet on the Xbox , GameRankings has 59 cheat codes and secrets. Cheats, codes, passwords, hints, tips, tricks, help and Easter eggs for the Sega Dreamcast game, Marvel Vs. Capcom: Clash of Super Heroes. The latest Dead Rising: Off The Record DLC pack adds various cheat modes to Capcom's re-tooled zombie sequel. -
1162 Game List
1162 Game List '88 Games (381 H) Anteater (271 V) Baraduke (543 H) 10-Yard Fight (540 H) APB - All Points Bulletin (353 V) Baseball Stars 2 (367 H) 1941 - Counter Attack (351 V) Appoooh (542 H) Baseball Stars Professional (366 H) 1942 (029 V) Aqua Jack (653 H) Batman(1P) (125 H) 1943 (056 V) Aquarium (654 H) Battlantis (323 V) 1943 Kai (068 V) Arabian (079 V) Battle Bakraid (408 V) 1944: The Loop Master (167 H) Arbalester (397 V) Battle Circuit (088 H) 1945 Kai III (398 V) Area 88 (172 H) Battle City (528 H) 19XX:The War Against Destiny (384 V) Argus (290 V) Battle Flip Shot (405 H) 2020 Super Baseball (375 H) Arkanoid - Revenge of DOH (395 V) Battle K-Road (669 H) 3 Count Bout (243 H) Arkanoid (044 V) Battle Lane! (084 V) 4-D Warriors (191 H) Armed Formation (298 V) Battle Rangers (317 H) 800 Fathoms (160 V) Armored Car (080 V) Battle-Road, The (085 V) Abscam (075 V) Armored Warriors (432 H) Beastie Feastie (086 V) Acrobatic Dog-Fight (533 H) Art of Fighting (050 H) Bells & Whistles (349 V) Act-Fancer Hyper Weapon (318 H) Art of Fighting 2 (051 H) Berzerk (495 H) Aero Fighters (278 V) Art of Fighting 3 (052 H) Big Kong (071 V) Aero Fighters 2 (163 H) Ashura Blaster (316 V) Big Striker (360 H) Aero Fighters 3 (164 H) Assault (327 V) Bio Attack (087 V) Aggressors of Dark Kombat (116 H) Asteroids (620 H) Bio-ship Paladin (658 H) Air Buster: Trouble Specialty Raid Unit (652 H) Asteroids Deluxe (621 H) Biomechanical Toy(1P) (428 H) Air Duel (305 V) Astro Blaster (081 V) Bionic Commando (310 H) Airwolf (189 H) Astro Fighter (082 V) Black Dragon (536 H) Ajax (076 V) Astro Invader (083 V) Black Hole (088 V) Ali Baba and 40 Thieves (077 V) Asura Blade - Sword of Dynasty (655 H) Black Tiger (661 H) Alien Syndrome (515 H) Aurail (152 H) Blade Master (032 H) Alien vs.