Apresentação do segundo módulo do Workshop Realidade Sintética de Jogos Eletrônicos, Comunicação e Cultura, realizado de 28 a 30 de Abril na Faculdade de Comunicação, UFBa.
Bajo - Psyke: EMulazione PS1... da Firenze alla CinaCodemotion
This document summarizes the history and development of emulating the Sony PlayStation console. It describes how emulation began with early emulators like PSEmu and PsyKe in the late 1990s and early 2000s. It then provides an overview of the PlayStation hardware specifications, including details about its CPU, RAM, GPU, and audio capabilities. The document outlines some of the challenges faced in early PlayStation emulation like implementing 3D graphics and its copy protection schemes. It concludes by discussing the author's work on PlayStation emulation and porting their emulator to China.
The document provides a history of video games from the 1950s to present day. It describes early games like Tennis for Two and Pong and systems like the Magnavox Odyssey and Atari Pong. The document outlines the growth of the industry in the late 1970s with hits like Pac-Man and the video game crash of 1983. It discusses the rise of Nintendo with the NES in reversing the crash and the rivalry with Sega, culminating in 16-bit systems like the Genesis and Super Nintendo. Finally, it profiles some iconic game characters like Mario, Link, Sonic and Samus Aran.
This document provides a history of video games organized by generation. It describes the key consoles and games from each generation, beginning with early games like Ping Pong in 1958. The first generation of consoles included the Magnavox Odyssey and games without changeable media. Subsequent generations saw the introduction of microprocessors, cartridges, color graphics, 3D graphics and modern consoles. Each new generation brought technological improvements and popular franchises.
The document discusses the history of video games and game consoles. It lists the years that many pioneering and popular game consoles were introduced, starting from early games in 1958 to modern consoles from 2006/2007 like the Nintendo Wii, PlayStation 3 and Xbox 360. It also mentions PEGI ratings briefly.
This document provides a history of arcade and home gaming from the 1970s through the 2000s. It outlines the major arcade games and consoles released each year from 1971 through the 1980s golden age of arcade gaming. It then summarizes the first home consoles from the 1970s including the Magnavox Odyssey and Atari 2600. The document continues tracking major consoles through the 1990s rise of the PlayStation and Nintendo 64 to the 2000s with the PlayStation 2, Xbox, and Wii.
Still playing titanfall – why endlessly rewarding players is not endlessly re...GameBasin.com
The document discusses how games like Call of Duty 4 and Titanfall approach rewarding players to keep them engaged. COD4 used a killstreak system that rewarded top players with powerful weapons, but these were rare occurrences. Titanfall aims to always make players feel powerful by giving all players early access to powerful mechanical Titans. However, this means rewards do not increase in power over time and players may lose motivation. The document argues games need challenge and progression to maintain their appeal.
The document discusses the history and evolution of the first-person shooter (FPS) genre from its earliest beginnings in the 1970s to modern times. It outlines several key developments and influential games: Wolfenstein 3D (1992) established the template for the genre; Doom (1993) reinvented FPS games; Quake (1996) further advanced 3D graphics and popularized online multiplayer; Half-Life (1998) also reinvented the genre and emphasized narrative; more recent influential FPS titles include Call of Duty 4: Modern Warfare (2007) and Bioshock (2007). The genre has grown to become one of the most popular in gaming due to these seminal titles.
This document lists the major video game consoles released between 1972 and 2010, including the Magnavox Odyssey, Atari PONG, Atari VCS 2600, Nintendo Entertainment System, Sega Genesis, Super Nintendo Entertainment System, Sony PlayStation, Nintendo 64, PlayStation 2, Xbox 360 and Wii.
Bajo - Psyke: EMulazione PS1... da Firenze alla CinaCodemotion
This document summarizes the history and development of emulating the Sony PlayStation console. It describes how emulation began with early emulators like PSEmu and PsyKe in the late 1990s and early 2000s. It then provides an overview of the PlayStation hardware specifications, including details about its CPU, RAM, GPU, and audio capabilities. The document outlines some of the challenges faced in early PlayStation emulation like implementing 3D graphics and its copy protection schemes. It concludes by discussing the author's work on PlayStation emulation and porting their emulator to China.
The document provides a history of video games from the 1950s to present day. It describes early games like Tennis for Two and Pong and systems like the Magnavox Odyssey and Atari Pong. The document outlines the growth of the industry in the late 1970s with hits like Pac-Man and the video game crash of 1983. It discusses the rise of Nintendo with the NES in reversing the crash and the rivalry with Sega, culminating in 16-bit systems like the Genesis and Super Nintendo. Finally, it profiles some iconic game characters like Mario, Link, Sonic and Samus Aran.
This document provides a history of video games organized by generation. It describes the key consoles and games from each generation, beginning with early games like Ping Pong in 1958. The first generation of consoles included the Magnavox Odyssey and games without changeable media. Subsequent generations saw the introduction of microprocessors, cartridges, color graphics, 3D graphics and modern consoles. Each new generation brought technological improvements and popular franchises.
The document discusses the history of video games and game consoles. It lists the years that many pioneering and popular game consoles were introduced, starting from early games in 1958 to modern consoles from 2006/2007 like the Nintendo Wii, PlayStation 3 and Xbox 360. It also mentions PEGI ratings briefly.
This document provides a history of arcade and home gaming from the 1970s through the 2000s. It outlines the major arcade games and consoles released each year from 1971 through the 1980s golden age of arcade gaming. It then summarizes the first home consoles from the 1970s including the Magnavox Odyssey and Atari 2600. The document continues tracking major consoles through the 1990s rise of the PlayStation and Nintendo 64 to the 2000s with the PlayStation 2, Xbox, and Wii.
Still playing titanfall – why endlessly rewarding players is not endlessly re...GameBasin.com
The document discusses how games like Call of Duty 4 and Titanfall approach rewarding players to keep them engaged. COD4 used a killstreak system that rewarded top players with powerful weapons, but these were rare occurrences. Titanfall aims to always make players feel powerful by giving all players early access to powerful mechanical Titans. However, this means rewards do not increase in power over time and players may lose motivation. The document argues games need challenge and progression to maintain their appeal.
The document discusses the history and evolution of the first-person shooter (FPS) genre from its earliest beginnings in the 1970s to modern times. It outlines several key developments and influential games: Wolfenstein 3D (1992) established the template for the genre; Doom (1993) reinvented FPS games; Quake (1996) further advanced 3D graphics and popularized online multiplayer; Half-Life (1998) also reinvented the genre and emphasized narrative; more recent influential FPS titles include Call of Duty 4: Modern Warfare (2007) and Bioshock (2007). The genre has grown to become one of the most popular in gaming due to these seminal titles.
This document lists the major video game consoles released between 1972 and 2010, including the Magnavox Odyssey, Atari PONG, Atari VCS 2600, Nintendo Entertainment System, Sega Genesis, Super Nintendo Entertainment System, Sony PlayStation, Nintendo 64, PlayStation 2, Xbox 360 and Wii.
The 1980s saw major developments in the video game industry, dominated by Nintendo and Sega. Notable events included the 1983 crash, caused by poor Atari 2600 adaptations of Pac-Man and E.T. that flooded the market. The NES revived the industry in 1985, becoming a massive success due to games like Super Mario Bros. New consoles like the Famicom, Master System and Genesis were released, and genres like platformers, RPGs and fighters emerged.
The document lists the names of various electronic music creations and bases. It includes creations from artists like Jario943, Sonicknockoff, KingspartaX37, G0ATFAC3, and others. Genres mentioned include trance, electro, medieval, and many versions of bases like Madhouse, Skyboom, Throwback, and Boss.
The document discusses 25 killer console exclusives from different generations of gaming consoles. It provides details on iconic exclusive games that helped define their respective consoles and generations, such as Super Mario Bros. for the NES, Metroid for the NES, Sonic the Hedgehog 2 for the Sega Genesis, and Halo 2 for the original Xbox. These exclusives helped drive sales for their consoles by providing flagship franchises and titles that could only be played on that one system.
1 lecture (game history, genere and culture) 12 1-2021Durgesh Pandey
Here are the top 10 board games based on popularity:
1. Monopoly - One of the most popular and best-selling board games of all time. Players buy, sell, and trade properties.
2. Scrabble - A word game where players spell out words on a board using lettered tiles. Points are scored both for spelling words correctly and using premium squares.
3. Risk - A strategy war game where players control armies to conquer the world on a map board. Luck and negotiation play a role along with military strategy.
4. The Game of Life - A board game where players follow the path of their own lives, from college to retirement, acquiring jobs, families, and wealth along the way
The document lists the many gaming consoles, portable devices, and PC games that Terry Nzau has played and completed over the years. It includes a wide range of games across multiple platforms from Nintendo, Microsoft, Sony, and PC spanning from early titles like Age of Empire to more recent games on Xbox One, PS3, Wii, Nintendo 3DS and Gamecube. Terry has completed games in popular franchises like Halo, Assassin's Creed, Legend of Zelda, Mario, and many others, demonstrating a high level of gaming experience and skill across different eras and systems.
The document discusses a 2012 exhibit at the Museum of Modern Art featuring early video games from the 1970s-2000s and whether they can be considered art. It also examines the realism and narrative choices in military shooters like Call of Duty, quoting developers and marines on the balance of gameplay and accurately portraying weapons and combat.
Introduction and Keynote to the Networked Self por Albert-László BarabásiThiago Falcao
Compilação de dados do texto Introduction and Keynote to the Networked Self por Albert-László Barabási, que abre o livro A Networked Self, de Zizi Papacharissi.
Apresentação do primeiro módulo do Workshop Realidade Sintética de Jogos Eletrônicos, Comunicação e Cultura, realizado de 28 a 30 de Abril na Faculdade de Comunicação, UFBa.
Apresentação do sexto módulo do Workshop Realidade Sintética de Jogos Eletrônicos, Comunicação e Cultura, realizado de 28 a 30 de Abril na Faculdade de Comunicação, UFBa.
Luiz Adolfo de Andrade é um game designer e jornalista brasileiro que pesquisa jogos ubíquos. Seu documento discute a evolução da computação desde os mainframes até a era da computação ubíqua, quando dispositivos inteligentes estão integrados ao ambiente humano. Ele também explica diferentes tipos de jogos ubíquos, como games alternativos de realidade que misturam mundo real e virtual.
ARG realizado em 2009 na cidade de Salvador. Equipe: Luiz Adolfo de Andrade, Paolo Bruni e Thiago Falcão. Cliente: UNIJORGE/ Engenho Novo Comunicação. Vencedor do Prêmio Converge de Inovação digital, categoria Melhor Jogo, em 2009.
Games for Health: 2012 Keynote: A Crash Course in Getting SuperBetterJane McGonigal
Games can increase four kinds of resilience: Mental, Physical, Emotional, and Social. With increased resilience, we can bounce back faster from injury or illness, and experience greater well-being and life satisfaction.
This document lists popular arcade and console games across different generations of systems from Nintendo, including early arcade hits from the 1970s-1980s like Pac-Man and Space Invaders, seminal Nintendo Entertainment System titles in the 1980s like Super Mario Bros. and The Legend of Zelda, through flagship franchises and games that helped define later systems such as the Nintendo 64, GameCube, Wii and Wii U.
Apresentação do quarto módulo do Workshop Realidade Sintética de Jogos Eletrônicos, Comunicação e Cultura, realizado de 28 a 30 de Abril na Faculdade de Comunicação, UFBa.
This document provides a brief history of video games over the past 50 years. It highlights some of the earliest and most influential games from the 1970s and 80s like Space Invaders, Pac-Man, Donkey Kong, and Tetris. It also discusses the rise of more violent games in the 90s like Mortal Kombat and Doom, as well as early massively multiplayer online games. The document traces the evolution of gaming from arcades to home consoles like the NES and Sega Genesis to mobile games on smartphones. It addresses both the popularity and controversy around certain games.
The document provides a history of several important video game systems and games from the 1970s to the 1990s. It describes the Sega Master System and Sega Mega Drive/Genesis consoles from the 1980s, including their specifications. It also summarizes the Super Nintendo Entertainment System from 1990 and key games that helped establish genres like platformers, fighting games, first-person shooters, real-time strategy games, and rhythm games. Maze War from 1974 is highlighted as one of the earliest multiplayer 3D games and a precursor to first-person shooters.
This document provides a history of video games organized by generation. It describes the key consoles and games from each generation, beginning with early games like Ping Pong in 1958. The first generation of consoles included the Magnavox Odyssey and games without changeable media. Subsequent generations saw the introduction of microprocessors, cartridges, color graphics, 3D capabilities, and modern consoles. Each new generation brought technological advances and popular franchises.
This document provides a brief history of early video games, starting from some of the earliest experiments in the 1950s and 1960s and covering the evolution of games through the 1970s and 1980s as the industry began to take shape. Key developments included early experiments with oscilloscopes and mainframe computers in the 1950s and 1960s, the release of the first video game console by Magnavox in the early 1970s, the success of Pong in the mid-1970s, the rise of arcade games in the late 1970s led by Space Invaders, the introduction of home consoles like the Atari 2600 in the late 1970s and early 1980s, and the increased popularity and capabilities of home computers and consoles
This document outlines the timeline of major video game consoles released from 1960-2009. It lists over 100 consoles across 5 decades, beginning with the Magnavox Odyssey in the early 1970s and the Brown Box prototype in the 1960s. Major consoles of the 1970s included the Atari 2600 and early Nintendo systems. The 1980s saw the rise of the NES, Master System, and other 8-bit consoles. The 16-bit era began in the 1990s with the SNES and Genesis, while the 2000s featured the PlayStation 2, Xbox, Wii and other high definition systems.
This document discusses video game genres and influential game designers known as auteurs. It outlines common genres such as action, shooter, adventure, role-playing, strategy and others. For each genre, it provides examples of subgenres and influential auteurs who helped define many of the most popular franchises within that genre such as Shigeru Miyamoto for action-adventure games like Legend of Zelda, the Miller brothers for the adventure game Myst, Will Wright for life simulations like The Sims, and Sid Meier for strategy games like Civilization.
The 1980s saw major developments in the video game industry, dominated by Nintendo and Sega. Notable events included the 1983 crash, caused by poor Atari 2600 adaptations of Pac-Man and E.T. that flooded the market. The NES revived the industry in 1985, becoming a massive success due to games like Super Mario Bros. New consoles like the Famicom, Master System and Genesis were released, and genres like platformers, RPGs and fighters emerged.
The document lists the names of various electronic music creations and bases. It includes creations from artists like Jario943, Sonicknockoff, KingspartaX37, G0ATFAC3, and others. Genres mentioned include trance, electro, medieval, and many versions of bases like Madhouse, Skyboom, Throwback, and Boss.
The document discusses 25 killer console exclusives from different generations of gaming consoles. It provides details on iconic exclusive games that helped define their respective consoles and generations, such as Super Mario Bros. for the NES, Metroid for the NES, Sonic the Hedgehog 2 for the Sega Genesis, and Halo 2 for the original Xbox. These exclusives helped drive sales for their consoles by providing flagship franchises and titles that could only be played on that one system.
1 lecture (game history, genere and culture) 12 1-2021Durgesh Pandey
Here are the top 10 board games based on popularity:
1. Monopoly - One of the most popular and best-selling board games of all time. Players buy, sell, and trade properties.
2. Scrabble - A word game where players spell out words on a board using lettered tiles. Points are scored both for spelling words correctly and using premium squares.
3. Risk - A strategy war game where players control armies to conquer the world on a map board. Luck and negotiation play a role along with military strategy.
4. The Game of Life - A board game where players follow the path of their own lives, from college to retirement, acquiring jobs, families, and wealth along the way
The document lists the many gaming consoles, portable devices, and PC games that Terry Nzau has played and completed over the years. It includes a wide range of games across multiple platforms from Nintendo, Microsoft, Sony, and PC spanning from early titles like Age of Empire to more recent games on Xbox One, PS3, Wii, Nintendo 3DS and Gamecube. Terry has completed games in popular franchises like Halo, Assassin's Creed, Legend of Zelda, Mario, and many others, demonstrating a high level of gaming experience and skill across different eras and systems.
The document discusses a 2012 exhibit at the Museum of Modern Art featuring early video games from the 1970s-2000s and whether they can be considered art. It also examines the realism and narrative choices in military shooters like Call of Duty, quoting developers and marines on the balance of gameplay and accurately portraying weapons and combat.
Introduction and Keynote to the Networked Self por Albert-László BarabásiThiago Falcao
Compilação de dados do texto Introduction and Keynote to the Networked Self por Albert-László Barabási, que abre o livro A Networked Self, de Zizi Papacharissi.
Apresentação do primeiro módulo do Workshop Realidade Sintética de Jogos Eletrônicos, Comunicação e Cultura, realizado de 28 a 30 de Abril na Faculdade de Comunicação, UFBa.
Apresentação do sexto módulo do Workshop Realidade Sintética de Jogos Eletrônicos, Comunicação e Cultura, realizado de 28 a 30 de Abril na Faculdade de Comunicação, UFBa.
Luiz Adolfo de Andrade é um game designer e jornalista brasileiro que pesquisa jogos ubíquos. Seu documento discute a evolução da computação desde os mainframes até a era da computação ubíqua, quando dispositivos inteligentes estão integrados ao ambiente humano. Ele também explica diferentes tipos de jogos ubíquos, como games alternativos de realidade que misturam mundo real e virtual.
ARG realizado em 2009 na cidade de Salvador. Equipe: Luiz Adolfo de Andrade, Paolo Bruni e Thiago Falcão. Cliente: UNIJORGE/ Engenho Novo Comunicação. Vencedor do Prêmio Converge de Inovação digital, categoria Melhor Jogo, em 2009.
Games for Health: 2012 Keynote: A Crash Course in Getting SuperBetterJane McGonigal
Games can increase four kinds of resilience: Mental, Physical, Emotional, and Social. With increased resilience, we can bounce back faster from injury or illness, and experience greater well-being and life satisfaction.
This document lists popular arcade and console games across different generations of systems from Nintendo, including early arcade hits from the 1970s-1980s like Pac-Man and Space Invaders, seminal Nintendo Entertainment System titles in the 1980s like Super Mario Bros. and The Legend of Zelda, through flagship franchises and games that helped define later systems such as the Nintendo 64, GameCube, Wii and Wii U.
Apresentação do quarto módulo do Workshop Realidade Sintética de Jogos Eletrônicos, Comunicação e Cultura, realizado de 28 a 30 de Abril na Faculdade de Comunicação, UFBa.
This document provides a brief history of video games over the past 50 years. It highlights some of the earliest and most influential games from the 1970s and 80s like Space Invaders, Pac-Man, Donkey Kong, and Tetris. It also discusses the rise of more violent games in the 90s like Mortal Kombat and Doom, as well as early massively multiplayer online games. The document traces the evolution of gaming from arcades to home consoles like the NES and Sega Genesis to mobile games on smartphones. It addresses both the popularity and controversy around certain games.
The document provides a history of several important video game systems and games from the 1970s to the 1990s. It describes the Sega Master System and Sega Mega Drive/Genesis consoles from the 1980s, including their specifications. It also summarizes the Super Nintendo Entertainment System from 1990 and key games that helped establish genres like platformers, fighting games, first-person shooters, real-time strategy games, and rhythm games. Maze War from 1974 is highlighted as one of the earliest multiplayer 3D games and a precursor to first-person shooters.
This document provides a history of video games organized by generation. It describes the key consoles and games from each generation, beginning with early games like Ping Pong in 1958. The first generation of consoles included the Magnavox Odyssey and games without changeable media. Subsequent generations saw the introduction of microprocessors, cartridges, color graphics, 3D capabilities, and modern consoles. Each new generation brought technological advances and popular franchises.
This document provides a brief history of early video games, starting from some of the earliest experiments in the 1950s and 1960s and covering the evolution of games through the 1970s and 1980s as the industry began to take shape. Key developments included early experiments with oscilloscopes and mainframe computers in the 1950s and 1960s, the release of the first video game console by Magnavox in the early 1970s, the success of Pong in the mid-1970s, the rise of arcade games in the late 1970s led by Space Invaders, the introduction of home consoles like the Atari 2600 in the late 1970s and early 1980s, and the increased popularity and capabilities of home computers and consoles
This document outlines the timeline of major video game consoles released from 1960-2009. It lists over 100 consoles across 5 decades, beginning with the Magnavox Odyssey in the early 1970s and the Brown Box prototype in the 1960s. Major consoles of the 1970s included the Atari 2600 and early Nintendo systems. The 1980s saw the rise of the NES, Master System, and other 8-bit consoles. The 16-bit era began in the 1990s with the SNES and Genesis, while the 2000s featured the PlayStation 2, Xbox, Wii and other high definition systems.
This document discusses video game genres and influential game designers known as auteurs. It outlines common genres such as action, shooter, adventure, role-playing, strategy and others. For each genre, it provides examples of subgenres and influential auteurs who helped define many of the most popular franchises within that genre such as Shigeru Miyamoto for action-adventure games like Legend of Zelda, the Miller brothers for the adventure game Myst, Will Wright for life simulations like The Sims, and Sid Meier for strategy games like Civilization.
Video games: And introduction and overviewShahir M
The document provides a detailed history of video games from the early 1970s to the present. It covers the evolution of gaming platforms from mainframes and arcades to PCs and various console generations. It discusses notable games and consoles for each generation, including top selling titles. It also outlines the rise of online gaming and the genres and demographics of video game players today.
The document outlines the history of video game consoles across eight generations from 1972 to the present: (1) early systems like the Magnavox Odyssey and Pong consoles from 1972-1980; (2) the golden age of Atari and early Nintendo consoles from 1976-1992; (3) the 8-bit era led by the NES from 1983-2003; (4) 16-bit systems including the Genesis and SNES from 1987-2003; (5) the 32/64-bit CD-ROM era of the 3DO, Saturn and PlayStation from 1993-2006; (6) the sixth generation led by Dreamcast, PlayStation 2 and GameCube from 1998-2013; (7)
The document discusses different genres of video games including action, shooter, action-adventure, adventure, construction simulation, life simulation, role-playing games, strategy games, and vehicle simulation games. It provides examples of influential game designers and auteurs such as Shigeru Miyamoto, the Miller brothers, Will Wright, and Sid Meier who helped define many of these genres.
The document outlines the history of video game consoles across 7 generations from 1972 to the present. Each generation saw new consoles and handheld devices introduced, often from competing manufacturers like Nintendo, Sony, and Microsoft. Popular games that defined each generation are mentioned, transitioning from early titles like Space Invaders to modern franchises like Grand Theft Auto, Halo, and Bioshock.
This document contains a list of characters from video games, movies, TV shows and comics grouped by gender and pairs or duos. There are over 100 characters listed, including Mario, Link, Pikachu, Homer Simpson, Harry Potter, Batman, Spiderman, Iron Man, Captain America and characters from Street Fighter, Resident Evil, Tomb Raider, Final Fantasy, X-Men, Star Wars and more. The characters span decades and represent a wide variety of popular franchises from the 80s to today.
The document traces the history of video game consoles across seven generations from 1972 to the present. It notes key consoles released in each generation like the Atari 2600, Nintendo NES, Super Nintendo, and PlayStation. It also mentions popular game franchises that emerged with each new generation such as Mario, Zelda, Final Fantasy, Halo, and Grand Theft Auto. The summary highlights how the technology and gameplay became more sophisticated over time with the introduction of 3D graphics, online multiplayer, motion controls, and alternative controllers.
The document traces the history of video game consoles across seven generations from 1972 to the present. It notes key consoles released in each generation such as the Atari 2600, Nintendo NES, Super Nintendo, PlayStation 1, and Xbox 360. It also mentions popular games that defined each generation including Space Invaders, Super Mario Bros., GoldenEye, Grand Theft Auto 3, and Wii Sports. The generations saw the rise of portable handheld consoles, alternative controllers, more complex gameplay, and the integration of online and interactive features in modern consoles.
The document provides a history of major video game consoles and companies from their origins in the late 1800s to the mid 2000s. It notes that Nintendo originally produced playing cards in 1889 while Sony started as an electronics company in 1947. Some of the earliest interactive games were developed in the 1950s-60s and the first home console was the Magnavox Odyssey in 1972. The document then highlights the introduction of iconic consoles like the Atari 2600, Intellivision, NES, Genesis, SNES, N64, PlayStation and others along with popular games and release details.
This document traces the rise and evolution of gamespace from the early 1970s when computer technicians would play games for hours at a time on cathode ray tube displays, to modern competitive esports. It outlines the transition from solitary gameplay to online multiplayer games and streaming. Key developments include the rise of internet cafes and professional gaming houses and training facilities, culminating in large arena-style events and tournaments broadcast to massive online audiences.
1. In the 2000s, the handheld game console market reversed and surpassed the home console market due to soaring development costs for home consoles.
2. Mobile phone games became popular around 2003 when QVGA liquid crystal displays became common, though the non-social game market was saturated by 2010.
3. Japanese game companies struggled to enter the online games market, while their games did not sell as well overseas and the country lost international competitiveness in the game industry.
Bethesda Softworks is a privately held video game development and publishing company founded in 1986. Some of their most well known and successful games include The Elder Scrolls series which began in 1994, Fallout 3 from 2008, and Fallout: New Vegas from 2010. They are best known for role-playing open world games like The Elder Scrolls and Fallout series. Skyrim, the latest Elder Scrolls installment, sold over 7 million copies in its first few days of release.
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His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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