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Feminist hero dad hacks Donkey Kong for daughter. Mike Mika is a gamer dad, so it’s only natural that he would try to pass on his deep, nerdy love for all things videogame to his offspring. But while the allure of Atari didn’t fully take with his young son, Mika says his daughter “jumps at the chance to play games with her old man.” The 3-year-old has a particular affection for Donkey Kong, but wasn’t so wild about always playing the Mario character. In fact, she wanted Pauline to save the plumber for a change. She wanted to “play as the girl,” as Mika wrote for Wired Magazine. In a civilian household, this request may have been added to the pile of kid questions that are acknowledged and promptly ignored. Mario is made up of four eight- by eight-pixel tiles. And bam. Just like clockwork, she woke up and sat on my lap asking to play Donkey Kong. Do you know who didn’t love Mika’s hack?

While some of the things people have said about my daughter are almost comically inappropriate, they are still downright disturbing. Video Game Preservation at Scale: An Interview with Henry Lowood. For a while now, Stanford University’s special collections have had the distinct honor of holding “one of the largest historical collections of interactive software in the world.” The Stephen M. Cabrinety Collection in the History of Microcomputing at Stanford University consists of several thousands of pieces of computer hardware and software. At a recent advisory board meeting for the ongoing Preserving Virtual Worlds project, I was thrilled to hear from Henry Lowood, Curator for History of Science & Technology Collections and Film & Media Collections in the Stanford University Libraries, that Stanford had entered into a partnership with NIST’s National Software Reference Library to disk image and digitize related materials for a large portion of the collection.

I’m thrilled to have this opportunity to discuss this project here with Henry. Henry Lowood, Curator for History of Science & Technology Collections and Film & Media Collections in the Stanford University Libraries. These Guys' $5K Spending Sprees Keep Your Games Free to Play | Game|Life. Photo illustration: Ariel Zambelich/Wired It was a typical weekday night after work: Lee slipped off his shoes, climbed into bed with his iPad, and booted up Clash of Clans. The free-to-play strategy game, in which he went by the name “Metamorphaz,” had quickly become a favorite stress-reliever for him. After the game’s logo faded away, a sprawling virtual village popped into view. Uh oh. A rival player had gone aggressive, and one of Lee’s fellow “clan” members was under attack. Lee could use those gems to immediately fortify his army. Game developers have a word for players like Lee: whales. “A whale is a player that is willing to invest a significant amount of money in your game,” said Jared Psigoda, CEO of the browser game publisher Reality Squared Games, at Game Developers Conference Europe in August.

“The top 10 percent of players can account for as much as 50 percent of all in-app purchase revenue,” says Andy Yang, CEO of the mobile monetization research firm PlayHaven. Fact checking – Les mythes sur les jeux video. L’article de Claire Gallois Jeux vidéo Permis de tuer a le mérite de montrer a quel point les choses ont changé. Une génération a passé. Les joueurs de jeux vidéo ne sont plus des enfants ou des adolescents.

Ils sont dans leur grande majorité des adultes. Ce sont des ouvriers , des enseignants, des artisans, des médecins… qui investissent les espaces numériques comme des lieux de loisirs. Depuis l’affaire du Meuporg, ils se mobilisent rapidement lorsqu’une présentation biaisée de leur passe temps préféré apparait dans les média J’ai listé ici les mythes . J’éditerai la page au fur et à mesure. Jouer c’est tuer Le plaisir pris à jouer à MW3, Halo ou CoD n’est pas de tuer. En ce qui concerne les jeux vidéo violents – et qui en l’occurrence sont davantage des jeux de guerre – l’agressivité générée par le jeu est d’autant plus grande que la compétition est rude. Singer, D. Du joystick à la gâchette Cullen, Dave.

La consensus des professionnels Funk, J. La dépendance à la violence WordPress: Jeu vidéo - Article - Adaptation des films de cinéma en jeux vidéo : une analyse statistique. L’attribution d’un genre à un film est une question toujours épineuse : un même film peut être caractérisé par plusieurs genres. Nous raisonnerons donc ici davantage en termes d’étiquettes génériques que de genres à proprement parler à propos des films donnant lieu à adaptation. Nous avons utilisé la classification par genre de la principale base de données en ligne consacrée aux films de cinéma, Internet Movie Database (IMDb), afin d’obtenir une forme de consensus sur les genres employés par les films adaptés : la base IMDb attribue à un même film plusieurs étiquettes génériques et permet ainsi de couvrir l’ensemble des genres auxquels celui-ci peut prétendre. Observées quantitativement, ces orientations génériques de la production font rejaillir quelques tendances fortes du corpus élargi.

Catégorisation des films adaptés par genre selon Internet Movie Database [11] dans l’ensemble des films adaptés. The 5 trends that defined the game industry in 2012. Editor-in-chief Kris Graft kicks off Gamasutra's annual year-end roundups with five trends that defined 2012. Once December hits, pretty much every year I marvel at just how fast time flies. That feeling of the swift passing of time was inflated as I scoured the stories of the past 12 months: Was it really just this year that I saw Tim Schafer at the February DICE Summit in Las Vegas, constantly checking his phone to keep track of his crazy Kickstarter campaign? Was it really just this year that Zynga dropped hundreds of millions of dollars to buy its way into the mobile market? There were a lot of individual pieces of news, but with the benefit of hindsight, we can see that the news with the most impact culminated in the five following trends: the trends that defined 2012.

Double Fine Adventure drew in more than $3.3 million (a fair bit above the $400,000 target) and shattered previous records for Kickstarter. Creators didn't always use Kickstarter for crowdfunding. Usul – Lettre ouverte à la presse libre. Après avoir lu les réactions suscitées par l’interview que j’ai donnée à Baptiste Peyron pour Ragemag, il m’a paru évident qu’il me fallait prendre le temps de developper un peu mon propos. On a dit ma charge insultante, opportuniste ou même gratuite, il n’en est rien. Moi je parle d’effets de système, quand j’évoque le copinage, les press kit, les soirées, c’est à titre d’exemples.

Les facteurs qui peuvent influencer un journaliste dans ce qu’il dit ou ce qu’il tait dans son papier sont nombreux (luttes de pouvoir au sein même de la rédac, prime au clic, dead lines qui font prendre des raccourcis, présumer de ce que veut le public et de ce qu’il est capable de comprendre) et pas mal d’entre eux agissent sans même que l’intéressé n’en ait conscience. Il minimisera le poids de ces facteurs lorsqu’il prendra une décision et pourra même les nier en public tout en gardant bonne conscience. Ce malaise il va falloir y répondre. J’espère avoir assez développé cette fois ci, bien à vous. Game Theory. Game Theory. Videogames and morality – separating fact and fiction. A recently published study in the journal of Cyberpsychology, Behavior, and Social Networking suggests most videogame players are governed by the same moral codes they apply to real life.

But there are a whole host of problems with any attempt to link the actions players take in videogames with real-life situations. At the heart of the new study is the claim players treat videogames like the real world, with the implication that actions they take within the game will reflect the moral code they follow outside of it. This finding is based on observing a group of college students playing through the opening act of the post-apocalyptic, open-world, roleplaying game Fallout 3, with the researchers focusing on how players dealt with situations and opportunities presented by the game. The player is offered a number of potential responses including surrendering the sweetroll, fighting the bully, or insulting the bully’s mother.