Network Security Isn't All Fun and Games: an Analysis of Information Transmitted Whileplaying Team Fortress 2
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
An Exploration of Zombie Narratives and Unit Operations Of
Acta Ludologica 2018, Vol. 1, No. 1 ABSTRACT: This document details the abstract for a study on zombie narratives and zombies as units and their translation from cinemas to interactive mediums. Focusing on modern zombie mythos and aesthetics as major infuences in pop-culture; including videogames. The main goal of this study is to examine the applications The Infectious Aesthetic of zombie units that have their narrative roots in traditional; non-ergodic media, in videogames; how they are applied, what are their patterns, and the allure of Zombies: An Exploration of their pervasiveness. of Zombie Narratives and Unit KEY WORDS: Operations of Zombies case studies, cinema, narrative, Romero, unit operations, videogames, zombie. in Videogames “Zombies to me don’t represent anything in particular. They are a global disaster that people don’t know how to deal with. David Melhart, Haryo Pambuko Jiwandono Because we don’t know how to deal with any of the shit.” Romero, A. George David Melhart, MA University of Malta Institute of Digital Games Introduction 2080 Msida MSD Zombies are one of the more pervasive tropes of modern pop-culture. In this paper, Malta we ask the question why the zombie narrative is so infectious (pun intended) that it was [email protected] able to successfully transition from folklore to cinema to videogames. However, we wish to look beyond simple appearances and investigate the mechanisms of zombie narratives. To David Melhart, MA is a Research Support Ofcer and PhD student at the Institute of Digital do this, we employ Unit Operations, a unique framework, developed by Ian Bogost1 for the Games (IDG), University of Malta. -
Esports High Impact and Investable
Needham Insights: Thought Leader Series Laura A. Martin, CFA & CMT – [email protected] / (917) 373-3066 September 5, 2019 Dan Medina – [email protected] / (626) 893-2925 eSports High Impact and Investable For the past decade, eSports has been growing on the main stage in Asia and in stealth mode in the US. This report addresses questions we get most often from investors about eSports: ➢ What is eSports? Definitions differ. Our definition of eSports is “players competing at a video game in front of a live audience while being live-streamed.” By implication, viewing, attendance, and playing time are linked, and each creates revenue streams for eSports. ➢ How big is eSports? Globally, one out of every three (ie, 33%) 18-25 year olds spent more than an hour a day playing video games, 395mm people watched eSports, and 250mm people played Fortnite in 2018. eSports revenue will be $1.1B in 2019, up 26% y/y. ➢ Should investors care about eSports? We would argue “yes”, owing to: a) global scale; b) time spent playing and viewing; c) compelling demographics; d) eSports vs traditional sports trends; e) revenue growth; and, f) sports betting should supercharge US eSports. ➢ Is eSports a fad? We would argue “no”, owing to: a) many US Universities now offer Varsity eSports scholarships; b) new special purpose eSports stadiums are proliferating; c) billionaires are investing to make eSports successful; d) audience growth; and, e) Olympics potential. ➢ Why have you never heard of eSports? Because zero of the top 30 earning players in the world were from the US in 2018. -
Steganography in Steam Game Files
May 2nd,2012 Christopher Hale Dr. Cihan Varol – Graduate Advisor A NEW VILLAIN: INVESTIGATING STEGANOGRAPHY IN SOURCE ENGINE BASED VIDEO GAMES Table of Contents . History behind platform . Impact of platform . Creating game levels with hidden data . Investigating these levels to recover information . Conclusion . Future Work The Source Engine . Created by Valve . Two ex-Microsoft Employees started in 1996 . Began with the release of Half Life in 1998 . Originally a modified version of the Quake gaming engine . Known initially as $Gldsrc . Modified further into Source engine The Source Engine – Cont’d . More commercial success . Counter-Strike released in 2000 Most actively played online game in the world . Need to aggregate and control game patches . Steam was released in 2003 The Source Engine – Cont’d . One of the leading game engines in the world . Released titles such as: Half Life 1 & 2 Portal 1 & 2 Left 4 Dead 1 & 2 . Ongoing constant development What is Steam? . PC based gaming solution . Store . Game Management . Statistic Aggregation . Patch Aggregation . Social network . Currently in Development – Steamworks API The Steam Interface Steam Usage . 1523 games available . 40 million active user accounts . 5 million concurrent players on January 2, 2012 . 70% of the digital distribution market in 2009 . Continual growth Hammer . Official level (map) creation tool . Used on all Source games . Free with Source games Tools Within Hammer . Hammer is a set of tools to create, develop, and publish Source maps . Main game creation interface . Game logic . Tools to compile map data into playable levels Exploiting the Source Engine . Main focus of this project . Use video game files to hide data . -
Florida Tech Esports Tryout Information Packet
Esports Tryouts Team Benefits ............................................................................................................................................. 3 Who can tryout? ......................................................................................................................................... 4 What to expect ............................................................................................................................................ 5 Varsity & Junior Varsity Tryout Requirements ....................................................................................... 6 League of Legends (LoL) ............................................................................................................................ 6 Rocket League (RL) .................................................................................................................................... 6 Junior Varsity Tryout Requirements ........................................................................................................ 7 Rainbow 6 Siege (R6S) ............................................................................................................................... 7 Valorant (VAL) ........................................................................................................................................... 7 Florida Tech Esports Club Titles .............................................................................................................. 8 Dear Florida Tech Students, Thank you -
Portal Prima Official Mini Eguide.Pdf 2008-05-31 12:20 3.1 MB
PRIMA OFFICIAL GAME GUIDE DAVID SJ HODGSON STEPHEN STRATTON MIGUEL LOPEZ Prima Games David SJ Hodgson A Division of Random House, Inc. Originally hailing from the United Kingdom, David left his role as a writer of numerous 3000 Lava Ridge Court, Suite 100 British video game magazines (including Mean Machines, Computer & Video Games, Roseville, CA 95661 and the Offi cial Nintendo and Sega Saturn magazines) and a bohemian lifestyle on a dry-docked German fi shing trawler to work on the infamous GameFan magazine in www.primagames.com 1996. David helped to launch the fl edgling GameFan Books and helped form Gamers’ The Prima Games logo is a registered trademark of Random House, Inc., Republic in 1998, authoring many strategy guides for Millennium Publications, registered in the United States and other countries. Primagames.com is including The Offi cial Metal Gear Solid Mission Handbook. After launching the wildly a registered trademark of Random House, Inc., registered in the United unsuccessful incite Video Gaming and Gamers.com, David found his calling, and States. began authoring guides for Prima Games. He has written over 30 Prima strategy guides, including The Godfather: The Game, Knights of the Old Republic, Perfect Dark © 2007 by Prima Games. All rights reserved. No part of this book may be Zero, Half-Life 2, and Burnout Revenge. He lives in the Pacifi c Northwest with his reproduced or transmitted in any form or by any means, electronic or mechanical, wife, Melanie, and an eight-foot statue of Great Cthulhu. including photocopying, recording, or by any information storage or retrieval system without written permission from Prima Games. -
Team Fortress 2 Mine Shaft Custom
University of Arkansas – CSCE Department Advanced Virtual Worlds – Spring 2013 CTF_Shaft: A Custom Team Fortress 2 Map Taylor Yust, Scott Benton, Luke Godfrey, Dylan Reile Note: Except where otherwise specified, text was written by Taylor Yust Abstract One of the most prominent applications of virtual worlds is in the game industry. The success of a game hinges on its ability to craft compelling environments that effectively explore the design space afforded by its mechanics. Team Fortress 2, an online multiplayer action game developed by Valve, is no exception. In an attempt to further our own experience with game development and virtual world construction, our team seeks to design and build an engaging custom map using critical game design methodology. We will tackle the “Capture the Flag” game type, which is notorious in the Team Fortress 2 community for often resulting in broken gameplay. [1] 1.0 Problem When most amateur designers approach map development, they fail to think of the design in a critical manner and instead move forward with only a vague notion of what would be “cool.” For example, rather than understanding a vertical space as providing a sort of increased “flow” in the form tactical and mechanical advantage, many designers would see it as an “awesome tower,” unable to look beyond its literal representation. This approach often leads to poorly designed maps with balancing issues. The “Capture the Flag” (CTF) maps in Team Fortress 2 are an excellent example of this. The mechanics often lead to stalemates with the dominant strategy being to “turtle” near your team’s flag. -
Boundary Maintaining Mechanisms in Left 4 Dead 2
Should I stay or should I go Boundary maintaining mechanisms in Left 4 Dead 2 Jonas Linderoth University of Gothenburg Department of Education, Communication and Learning 405 30 Gothenburg SWEDEN +46 (0)31-786 21 72 [email protected] Staffan Björk University of Gothenburg and Chalmers University Department of Applied Information Technology 412 96 Gothenburg SWEDEN +46 (0)31-7721039 [email protected] Camilla Olsson University of Gothenburg Department of Education, Communication and Learning 405 30 Gothenburg SWEDEN +46 (0)31-786 21 72 [email protected] ABSTRACT In this paper we report an ethnographic study of Pick Up Groups (PUGs) in the game Left 4 Dead 2. Our aim with the study is to contribute with a deeper understanding of how these new social arenas are constituted by its’ participants and the role game design plays in structuring these encounters. As a deliberate attempt to go beyond the discussion in the game studies field about formalism versus play studies, we use both concepts from micro-sociology as well as concepts from the field of game design as our analytical framework. Our results shows that the dynamics of a PUG can be understood in relation to how players uphold and negotiate the boundary between the their in-game-identity based on their gaming skill and a other social relations outside of the game context. Keywords Gameplay design patterns, Goffman, Frame analysis, Pick Up Groups, Ethnography INTRODUCTION Trawling down memory lane, recalling the games that we used to play in childhood can be a bittersweet experience. For some of us memories of careless joy and happy days are blended with episodes of being excluded from play activities, chosen last to a team or leaving a game in a tantrum. -
The Future Past: Intertextuality in Contemporary Dystopian Video Games
The Future Past: Intertextuality in Contemporary Dystopian Video Games By Matthew Warren CUNY Baccalaureate for Unique and Interdisciplinary Studies Submitted to: Timothy Portlock, Advisor Hunter College Lee Quinby, Director Macaulay Honors College Thesis Colloquium 9 May 2012 Contents I. Introduction: Designing Digital Spaces II. Theoretical Framework a. Intertextuality in the visual design of video games and other media b. Examining the established visual iconography of dystopian setting II. Textual Evidence a. Retrofuturism and the Decay of Civilization in Bioshock and Fallout b. Innocence, Iteration, and Nostalgia in Team Fortress and Limbo III. Conclusion 2 “Games help those in a polarized world take a position and play out the consequences.” The Twelve Propositions from a Critical Play Perspective Mary Flanagan, 2009 3 Designing Digital Spaces In everyday life, physical space serves a primary role in orientation — it is a “container or framework where things exist” (Mark 1991) and as a concept, it can be viewed through the lense of a multitude of disciplines that often overlap, including physics, architecture, geography, and theatre. We see the function of space in visual media — in film, where the concept of physical setting can be highly choreographed and largely an unchanging variable that comprises a final static shot, and in video games, where space can be implemented in a far more complex, less linear manner that underlines participation and system-level response. The artistry behind the fields of production design and visual design, in film and in video games respectively, are exemplified in works that engage the viewer or player in a profound or novel manner. -
Investigating Steganography in Source Engine Based Video Games
A NEW VILLAIN: INVESTIGATING STEGANOGRAPHY IN SOURCE ENGINE BASED VIDEO GAMES Christopher Hale Lei Chen Qingzhong Liu Department of Computer Science Department of Computer Science Department of Computer Science Sam Houston State University Sam Houston State University Sam Houston State University Huntsville, Texas Huntsville, Texas Huntsville, Texas [email protected] [email protected] [email protected] Abstract—In an ever expanding field such as computer and individuals and security professionals. This paper outlines digital forensics, new threats to data privacy and legality are several of these threats and how they can be used to transmit presented daily. As such, new methods for hiding and securing illegal data and conduct potentially illegal activities. It also data need to be created. Using steganography to hide data within demonstrates how investigators can respond to these threats in video game files presents a solution to this problem. In response order to combat this emerging phenomenon in computer to this new method of data obfuscation, investigators need methods to recover specific data as it may be used to perform crime. illegal activities. This paper demonstrates the widespread impact This paper is organized as follows. In Section II we of this activity and shows how this problem is present in the real introduce the Source Engine, one of the most popular game world. Our research also details methods to perform both of these tasks: hiding and recovery data from video game files that engines, Steam, a powerful game integration and management utilize the Source gaming engine. tool, and Hammer, an excellent tool for creating virtual environment in video games. -
ESPORTS a Guide for Public Libraries
ESPORTS A Guide for Public Libraries 1 Contents Introduction…………….….……….………….…………3 Esports 101….……….….……….………….….….…….4 What Are Esports? Why Are Esports a Good Fit for Libraries? Esports & the Public Library……….…….…….………6 Making a Library Team Other Ways Libraries Can Interact with Video Games Partnerships….……………..…….……………….….….9 Local Partners North America Scholastic Esports Federation Technical Requirements…….………..….……….……10 Creating Internet Videos….…………….……….……12 Recording Editing Uploading IP & Privacy Considerations…………….…………….15 IP Considerations for Video Sharing Privacy A Note on ESRB Ratings Glossary………….……….……….……….……………18 Acknowledgements…….……….………..……………28 Further Reading….….……….…..………….……….…29 URLs……..……….….….……….……………………….30 2 Introduction In September 2019, Pottsboro Area Library in Pottsboro, TX, began an esports program funded by a IMLS grant. With ten new gaming computers and a vastly improved internet connection, Pottsboro Library has acted as a staging location for an esports team in association with Pottsboro High School, opening new hours on Saturdays for the team to practice in private. This collaboration also includes the esports club of nearby Austin College, whose students serve as mentors for the library’s club, and the North America Scholastic Esports Federation (NASEF), which has provided information and assistance in setting up the team to play in its high school league. In addition to being used by the team, four of the gaming computers are open for public use, which has attracted younger patrons to the library and provides new options for children and young adults in an area where internet access is otherwise extremely limited. This guide is intended for public libraries that are interested in esports or video games for any reason—to increase participation of young adults in library programming, to encourage technological skills and literacy, to provide a space for young people to gather and practice teamwork, etc. -
A History of Linux Gaming
FEATURE A HISTORY OF LINUX GAMING A HISTORY OF LINUX GAMING Liam Dawe peeks into the belly of an unstoppable beast. n the first ever issue of Linux Voice we briefly developer possible, to having major publishers on touched down on the colourful history of Linux board. Let that just sink in for a moment, as two years Igaming. Now we’re here again to give you a better ago we didn’t have anything looking as bright as it is picture of how we went from being an operating now. That’s an insanely short amount of time for such system that was mostly ignored by every major a big turnaround. The dark ages We start our look in the early 90s, before most popular Linux distro even existed. ack in the 90s, people would most likely laugh at you for telling them Byou used Linux on the desktop. It was around this time that Id Software was creating the game Doom, which actually helped push Windows as a gaming platform. Ironically it was Id that threw us our first bone. A man named Dave Taylor ported Doom to Linux the year after the original release, and he only did it because he loved Linux. In the README.Linux file Dave gave his reasons for the port: “I did this ‘cause Linux gives me a woody. It doesn’t generate revenue. Please don’t call or write us with bug reports. They cost us money, and I get sorta ragged on for wasting One of the first big name games to ever grace our platform, Doom has left quite a legacy. -
Phenomena of Social Dynamics in Online Games
University of South Florida Scholar Commons Graduate Theses and Dissertations Graduate School July 2019 Phenomena of Social Dynamics in Online Games Essa Alhazmi University of South Florida, [email protected] Follow this and additional works at: https://scholarcommons.usf.edu/etd Part of the Computer Sciences Commons Scholar Commons Citation Alhazmi, Essa, "Phenomena of Social Dynamics in Online Games" (2019). Graduate Theses and Dissertations. https://scholarcommons.usf.edu/etd/8329 This Dissertation is brought to you for free and open access by the Graduate School at Scholar Commons. It has been accepted for inclusion in Graduate Theses and Dissertations by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. Phenomena of Social Dynamics in Online Games by Essa Alhazmi A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy Department of Computer Science and Engineering College of Engineering University of South Florida Major Professor: Adriana Iamnitchi, Ph.D. John Skvoretz, Ph.D. Kingsley A. Reeves, Jr., Ph.D. Yao Liu, Ph.D. Paul Rosen, Ph.D. Giovanni Luca Ciampaglia, PhD. Date of Approval: June 6, 2019 Keywords: social phenomena, social network analysis, data mining, team formation, migration Copyright c 2019, Essa Alhazmi DEDICATION This dissertation is dedicated to my wife, Maryam, and our daughters, Jude and Elena. I also dedicate this work to my parents, Zakia and Ali, and all my brothers and sisters. ACKNOWLEDGMENTS First, I would like to thank my advisor, Professor Adriana Iamnitchi, for advising and supporting me learn and practice foundations of scientific research. This thesis would not have been possible without her and without freedom and encouragement, she has given me during the time I spent at University of South Florida.