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Tesis Doctoral
De lo virtual a lo físico: expandiendo las fronteras entre arte y vida a través de los juegos digitales emersivos Samuel Gallastegui González Directora de tesis: Cristina Miranda de Almeida de Barros Programa de doctorado: Investigación y Creación en Arte 2006/2008 Tesis presentada y defendida en 2016 Departamento de Arte y Tecnología Universidad del País Vasco - Euskal Herriko Unibertsitatea iii Agradecimientos Han pasado muchos años desde que apareció en mi mente la primera intuición de lo que iba a ser esta tesis. Desde entonces, el proceso ha sido largo e intermitente, pero en él he contado, por suerte, con la compañía de Cristina Miranda de Almeida, que además de ser una gran amiga, es una profesional brillante que siempre me ha proporcionado las indicaciones precisas para orientarme en lo más oscuro y frondoso del bosque de ideas. Me siento muy agradecido por los consejos acertadísimos, la inspiración continua y la libertad intelectual que me ha dado para realizar esta tesis. Quiero dar las gracias, también, a otros académicos que han aportado al proceso: a la profesora de la Universitat Politècnica de València Mau Monleón, por haber organizado una conferencia para dar a conocer Hey Planet!; a los profesores de la Universidad del País Vasco – Euskal Herriko Unibetsitatea Rafa Calderón, Juan Crego, Ander González, Rita Sixto y Patxi Urquijo, que me cedieron su espacio lectivo para divulgar Hey Planet! entre los alumnos; a Josu Rekalde, Catedrático de Bellas Artes, por sus aportaciones conceptuales; y a Benjamín Tejerina, Catedrático de Sociología, por su valiosa contribución a la confección del cuestionario. Debo agradecer a los miembros de Arsgames la experiencia lúdica que compartimos en las calles de Madrid, la cual me ayudó a sintetizar y encauzar muchas ideas de esta tesis doctoral. -
A Literature Review Abstract Using the Alternate Reality Game (ARG)
Alternate Reality Game in Education: A Literature Review Xiao Hu1 Hongzhi Zhang Zane Ma Rhea Faculty of Education, Monash University, Melbourne Abstract Using the Alternate Reality Game (ARG) game type to improve non-game products is more and more popular in the 21st century. However, as an important field of ARG implementation, the usage of ARG in education area is still at its early stage. This paper seeks to provide an overview of current research about the implementation of ARG in the educational field, as well as make a general conclusion of how ARG techniques can benefit the education context. The authors undertook a literature review that systematically examined the general development trend of educational ARG implementation from the perspectives of timeline and by field of education. By bringing together previously separate and disparate literature, this paper contributes to providing new understanding of this emergent area of gamification research. In the final section, we discuss our findings and propose some challenges to be faced in the future for gamificatiojn in general and for the AGR game type in particular. Key words Alternate Reality Game (ARG), educational ARG, gamification Introduction Gamification is a newly emerging area of academic research. The term first appears in 2008, and then shows a widespread adoption after 2012 (Dicheva et al., 2015). As a newly emerging research topic, the development of gamification theories are still occurring. In fields such as business, education, and public service, gamification is being regarded as an effective tool to reinforce participants’ motivation, and to improve productivity. However, as the development of gamification is still in its infancy, it is necessary for researchers to have an awareness of the larger picture of the evolution of gamification. -
Simcity 2000 Manual
™ THE ULTIMATE CITY SIMULATOR USER’S MANUAL Title Pages 3/25/98 12:00 PM Page 1 ª THE ULTIMATE CITY SIMULATOR USER MANUAL by Michael Bremer On the whole I’d rather be in Philadelphia. – W.C. Fields (1879-1946) Credits The Program Designed By: Fred Haslam and Will Wright IBM Programming: Jon Ross, Daniel Browning, James Turner Windows Programming: James Turner, Jon Ross Producer: Don Walters Art Director: Jenny Martin Computer Art: Suzie Greene (Lead Artist), Bonnie Borucki, Kelli Pearson, Eben Sorkin Music: Sue Kasper, Brian Conrad, Justin McCormick Sound Driver: Halestorm, Inc. Sound Effects: Maxis Sample Heds, Halestorm, Inc. Technical Director: Brian Conrad Newspaper Articles: Debra Larson, Chris Weiss Special Technical Assistance: Bruce Joffe (GIS Consultant), Craig Christenson (National Renewable Energy Laboratory), Ray Gatchalian (Oakland Fire Department), Diane L. Zahm (Florida Department of Law Enforcement) The Manual Written By: Michael Bremer Copy Editors: Debra Larson, Tom Bentley Documentation Design: Vera Jaye, Kristine Brogno Documentation Layout: David Caggiano Contributions To Documentation: Fred Haslam, Will Wright, Don Walters, Kathleen Robinson Special Artistic Contributions: John “Bean” Hastings, Richard E. Bartlett, AIA, Margo Lockwood, Larry Wilson, David Caggiano, Tom Bentley, Barbara Pollak, Emily Friedman, Keith Ferrell, James Hewes, Joey Holliday, William Holliday The Package Package Design: Jamie Davison Design, Inc. Package Illustration: David Schleinkofer The Maxis Support Team Lead Testers: Chris Weiss, Alan -
The Official Game Design Draft
The official game design draft OpenCity Design Draft version 0.0.3 1 / 19 Summary I.Existing games......................................................................................................................3 Simcity 1 – 4........................................................................................................................3 The sims 1............................................................................................................................3 Lincity..................................................................................................................................3 PocketCity............................................................................................................................3 Simutrans.............................................................................................................................3 GTA.....................................................................................................................................3 The others............................................................................................................................3 II.What is OpenCity ?..............................................................................................................5 III.The story.............................................................................................................................6 IV.UML design.......................................................................................................................8 -
Simcity 4 Tips for Success
National Engineers Week Future City® Competition SimCity 4 Tips for Success Jean Eason Regional Coordinator [email protected] www.dfwfuturecity.org Agenda Before you start • Downloading SimCity • Using the default region • Terra-forming Starting your city • Tips for success Importance of transportation As your city grows • Addressing problems Rubric General comments Where to go for more info North Texas Future City Competition 2 Downloading SimCity (PC version) 1. Receive SimCity product code – After registration – Email from FC National 2. Download Origin (EA’s gaming platform) – www.origin.com/ca/about – Download and install Origin 3. Create an Origin account – Select Origin ID, password, avatar, privacy settings 4. Download SimCity 4 – From the “My Games” screen – Redeem your SimCity product code – 1.4 GB file – may require long time • Detailed instructions and webinar on FC website North Texas Future City Competition 3 Download Medium Region 1. Download zip file – www.futurecity.org – “Resources” 2. Unzip and store in: – Documents > SimCity 4 > Regions 3. Start SimCity 4 4. Load “Medium City” region 5. Start your new city North Texas Future City Competition 4 Before playing…you should have a plan (write it down) • Where your city is located: – Geography, terrain, climate – Special city features • Basic layout: – Downtown area, farms, industry – Features and services – Major roads, transportation • City name North Texas Future City Competition 5 Before playing…terraforming • “God mode” • Reconcile edges – Match region geography -
CREANDO: Tool for Creating Pervasive Games to Increase the Learning Motivation in Higher Education Students
CREANDO: Tool for creating pervasive games to increase the learning motivation in higher education students Jeferson Arango-López a,b,⁎, Carlos C. Cerón Valdivieso a, Cesar A. Collazos a, b c,d Francisco Luis Gutiérrez Vela , Fernando Moreira a University of Cauca – FIET, Street 5 N° 4-70, Popayán, Colombia b University of Granada, ETSIIT, Department of Languages and Informatics Systems, Street Periodista Daniel Saucedo Aranda, s/n, 18071 Granada, Spain c Univ Portucalense, REMIT, IJP, Rua Dr. António Bernardino Almeida 541-619, 4200-072 Porto, Portugal d IEETA, Univ Aveiro, Aveiro, Portugal A R T I C L E I N F O A B S T R A C T Keywords: The pervasive games (PG) have had a great reception in recent years. This kind of games com- bines the Pervasive game virtual world with the real world to generate extensions of reality in terms of time, space and social Narrative interaction. These extensions have involved users in experiences as varied as those exposed by Learning motivation augmented reality and the location of the player or mixed reality scenarios. In the educational context, Digital transformation games have been integrated little by little into learning processes. Speci fically, PG have shown to have a higher level of immersion in people's daily activities. Therefore, a greater impact is generated when integrating the technologies of the PG and the narrative of a story that is told through the gaming experience. In order to explore some fields, we focus the study on the narrative and geolocation applied to close spaces, it is a way of giving an enriched experience to the player through a digital transformation perspective. -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
Download This PDF File
ToDIGRA ToDIGRA Physical and Digital in Games and Play Editors: Frans Mäyrä, Katriina Heljakka & Anu Seisto ETC Press Pittsburgh ETC Press 2013 TEXT: The text of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 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. All submissions and questions should be sent to: etcpress-info ( at ) lists ( dot ) andrew ( dot ) cmu ( dot ) edu For formatting guidelines, see: www.etc.cmu.edu/etcpress/files/ WellPlayed-Guidelines.pdf ‘That’s Not a Secure Area’ Physical-Digital Sound Links in Commercial Locative Games Inger Ekman Abstract Pervasive games break the boundary between digital and physical to make use of elements in the real world as part of the game. One form of pervasive games are locative mobile games, which utilize physical movement as game control. To facilitate eyes-free interaction during play, these games benefit from exploring sound- based content. However, it is currently unclear what type of sound- based interaction is feasible to the general audience. Another consideration is which sound design strategies best support the goal of situated experiences, and how to design sound that supports game experiences drawing upon location-awareness, and intermixing virtual content with physical reality. A first generation of locative mobile games is already commercially available. The present contribution analyzes seven commercially available locative games (Ingress; Shadow Cities; Zombies, Run!; Inception the App; The Dark Knight Rises Z+; CodeRunner) and summarizes the sound design strategies employed to contextualize game content in real-world. -
Performance in an Alternate Reality Game
The Malthusian Paradox: Performance in an Alternate Reality Game ELIZABETH EVANS, MARTIN FLINTHAM, SARAH MARTINDALE University of Nottingham Nottingham NG81BB, UK { elizabeth.evans, martin.flintham, sarah.martindale }@nottingham.ac.uk Tel: +44 115 748 4041 Fax: +44 115 823 2551 URL: www.nottingham.ac.uk Abstract. The Malthusian Paradox is a transmedia alternate reality game (ARG) created by artists Dominic Shaw and Adam Sporne played by 300 participants over three months. We explore the design of the game, which cast players as agents of a radical organisation attempting to uncover the truth behind a kidnapping and a sinister biotech corporation, and highlight how it redefined performative frames by blurring conventional performer and spectator roles in sometimes discomforting ways. Players participated in the game via a broad spectrum of interaction channels, including performative group spectacles and 1-to-1 engagements with game characters in public settings, making use of low- and high-tech physical and online artefacts including bespoke and third party websites. Players and game characters communicated via telephony and social media in both a designed and an ad-hoc manner. We reflect on the production and orchestration of the game, including the dynamic nature of the strong episodic narrative driven by professionally produced short films that attempted to respond to the actions of players; and the difficulty of designing for engagement across hybrid and temporally expansive performance space. We suggest that an ARG whose boundaries -
The Production of Agency in Locative Media Art Practice
Technological University Dublin ARROW@TU Dublin Doctoral Applied Arts 2012-6 The Construction of Locative Situations: the Production of Agency in Locative Media Art Practice Conor McGarrigle Technological University Dublin Follow this and additional works at: https://arrow.tudublin.ie/appadoc Part of the Arts and Humanities Commons Recommended Citation McGarrigle, C. (2012) The Construction of Locative Situations: the Production of Agency in Locative Media Art Practice. Doctoral Thesis. Dublin, Technological University Dublin. doi:10.21427/D7D88Q This Theses, Ph.D is brought to you for free and open access by the Applied Arts at ARROW@TU Dublin. It has been accepted for inclusion in Doctoral by an authorized administrator of ARROW@TU Dublin. For more information, please contact [email protected], [email protected]. This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 4.0 License The Construction of Locative Situations: the production of agency in Locative Media art practice. Conor McGarrigle, BSc University College Dublin, MA National College of Art & Design Dublin. This Thesis is submitted to the Dublin Institute of Technology in Candidature for the Degree of Doctor of Philosophy Graduate School of Creative Arts and Media & Digital Media Centre June 2012 Supervised by: Dr. James Carswell, Head of Spatial Information Technologies Research, Digital Media Centre DIT. Mr. Martin McCabe, Lecturer School of Media, DIT & Teaching Fellow, GradCAM. Dr. Brian O'Neill, Head School of Media, DIT. Abstract This thesis is a practice led enquiry into Locative Media (LM) which argues that this emergent art practice has played an influential role in the shaping of locative technologies in their progression from new to everyday technologies. -
Extreme-Right Gamification
By Ben Lee Only Playing: Extreme-Right Gamification WHILE EXTREMIST IDEAS The game offers purchasers the chance to kill demons, INSPIRE VIOLENCE IN A FEW, vegans, and socialists. FOR THE MANY, PARTICIPATION INCREASINGLY RESEMBLES A As with Jihadist propaganda, video games have also been CONSEQUENCE-FREE GAME incorporated into extreme-right propaganda, often as a SEPARATE FROM REALITY. source of memes or, in some cases, used to re-stage terror attacks at an elaborate level of detail, right down to the Video games and right-wing extremism (RWE) seem choice of weapons and music. These developments are inseparable. commonly subsumed under the heading of gamification. Examples of previous mixed-reality or related pervasive elaborate pervasive game and are often distant from the Multiple links have been documented between extreme- games include Pokémon GO, which for a time brought violent consequences of the subcultures they participate Although the concept of gamification has a specific right violence and video-game cultures. These include together large numbers of smartphone-wielding players in. meaning, it has come to be used often as a catch-all term the appearance of terrorist manifestos with references in physical spaces attempting to catch virtual Pokémon, for references to video game culture within extremist to video games, modifications to popular games to bring often not without consequences. The consequences of this sort of gamification are circles and the incorporation of video-game-like them into line with extreme-right values, the presence of uncertain at this point. elements into participatory systems. extremists on gaming platforms, and a misogyny-laced Within the extreme-right, much has been made of the mass migration to and fusion of digital platforms around Probably the most concerning from the point of view of controversy in video gaming that did much to politicise However, gamification is also a way into a deeper extremist participation. -
The Civic Potential of Video Games
The Civic Potential of Video Games This report was made possible by grants from the John D. and Catherine T. MacArthur Foundation in connection with its grant making initiative on Digital Media and Learning. For more information on the initiative visit www.macfound.org. The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning The Future of Learning Institutions in a Digital Age by Cathy N. Davidson and David Theo Goldberg with the assistance of Zoë Marie Jones Living and Learning with New Media: Summary of Findings from the Digital Youth Project by Mizuko Ito, Heather Horst, Matteo Bittanti, danah boyd, Becky Herr-Stephenson, Patricia G. Lange, C. J. Pascoe, and Laura Robinson with Sonja Baumer, Rachel Cody, Dilan Mahendran, Katynka Z. Martínez, Dan Perkel, Christo Sims, and Lisa Tripp Young People, Ethics, and the New Digital Media: A Synthesis from the Good Play Project by Carrie James with Katie Davis, Andrea Flores, John M. Francis, Lindsay Pettingill, Margaret Rundle, and Howard Gardner Confronting the Challenges of Participatory Culture: Media Education for the 21st Century by Henry Jenkins (P.I.) with Ravi Purushotma, Margaret Weigel, Katie Clinton, and Alice J. Robison The Civic Potential of Video Games by Joseph Kahne, Ellen Middaugh, and Chris Evans The Civic Potential of Video Games Joseph Kahne, Ellen Middaugh, and Chris Evans The MIT Press Cambridge, Massachusetts London, England © 2009 Massachusetts Institute of Technology All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher.