Technical Issues for Video Game Developers and Architects to Prevent Photosensitivity

Author(s):  
Edoardo Ferlazzo ◽  
Chiara Sueri ◽  
Pascal Masnou ◽  
Umberto Aguglia ◽  
Sergio Mercuri ◽  
...  
Author(s):  
Mohammed Al-Batineh

Because Arabic video game localization is a relatively new area of study, little in-depth research has been done on the topic within Arabic translation studies. The few articles that address video game localization in Arabic remain limited, either due to examining a single video game and its various localization issues, or examining various games but considering the transfer of their linguistic assets only. This paper aims to address the existing gaps in Arabic video game localization studies by delving into multiple video games localized into Arabic, and analysing the technical, linguistic, and cultural issues found within them. Technical issues are related to the Arabic script, video game variables, and subtitling conventions. Linguistic issues, on the other hand, include Arabic video game terminology and acronyms as well as the translation of proper names and NPCs’ titles into Arabic. Lastly, the paper discusses cultural challenges that arise when localizing video games into Arabic, such as how to navigate nudity, profanity, and alcohol. The paper concludes by calling for more research into the area of video game localization. Such research should not only flag linguistic, cultural, and technical issues but also establish a body of literature that would help practitioners and video game developers provide a more authentic, unique gaming experience for Arab gamers.


2016 ◽  
Vol 2 (2) ◽  
Author(s):  
Steven Reale

This two-video series explores how the scoring to the video game Portal 2, published by Valve Corporation, not only helps tell the game’s story, but also comments on the game developers’ philosophy of puzzle design. The first video explores how the game’s title theme 9999999, including its texture, voice leadings, and chord qualities, musically enacts dual aspects of the character of the game’s central antagonist GlaDOS: once human, her personality was uploaded into a computer mainframe where she has become a sociopathic, homicidal artificial intelligence who takes delight in subjecting humans to hazardous scientific experimentation. The second video demonstrates that 9999999 serves as the theme for a set of double variations in the game’s middle act. Since Valve’s philosophy of player training centers on iterative puzzle-design that systematically increase in complexity, and the musical accompaniments for these puzzles feature coordinated developments in musical complexity, the scoring here lets us parse the puzzle design into a kind of set of gameplay theme-and-variations.


Organization ◽  
2015 ◽  
Vol 22 (4) ◽  
pp. 570-587 ◽  
Author(s):  
Amanda Peticca-Harris ◽  
Johanna Weststar ◽  
Steve McKenna

This article examines two blogs written by the spouses of game developers about extreme and exploitative working conditions in the video game industry and the associated reader comments. The wives of these video game developers and members of the game community decry these working conditions and challenge dominant ideologies about making games. This article contributes to the work intensification literature by challenging the belief that long hours are necessary and inevitable to make successful games, discussing the negative toll of extreme work on workers and their families, and by highlighting that the project-based structure of game development both creates extreme work conditions and inhibits resistance. It considers how extreme work practices are legitimized through neo-normative control mechanisms made possible through project-based work structures and the perceived imperative of a race or ‘crunch’ to meet project deadlines. The findings show that neo-normative control mechanisms create an insularity within project teams and can make it difficult for workers to resist their own extreme working conditions, and at times to even understand them as extreme.


Author(s):  
Jedidiah Carlson ◽  
Kelley Harris

AbstractEngagement with scientific manuscripts is frequently facilitated by Twitter and other social media platforms. As such, the demographics of a paper’s social media audience provide a wealth of information about how scholarly research is transmitted, consumed, and interpreted by online communities. By paying attention to public perceptions of their publications, scientists can learn whether their research is stimulating positive scholarly and public thought. They can also become aware of potentially negative patterns of interest from groups that misinterpret their work in harmful ways, either willfully or unintentionally, and devise strategies for altering their messaging to mitigate these impacts. In this study, we collected 331,696 Twitter posts referencing 1,800 highly tweeted bioRxiv preprints and leveraged topic modeling to infer the characteristics of various communities engaging with each preprint on Twitter. We agnostically learned the characteristics of these audience sectors from keywords each user’s followers provide in their Twitter biographies. We estimate that 96% of the preprints analyzed are dominated by academic audiences on Twitter, suggesting that social media attention does not always correspond to greater public exposure. We further demonstrate how our audience segmentation method can quantify the level of interest from non-specialist audience sectors such as mental health advocates, dog lovers, video game developers, vegans, bitcoin investors, conspiracy theorists, journalists, religious groups, and political constituencies. Surprisingly, we also found that 10% of the highly tweeted preprints analyzed have sizable (>5%) audience sectors that are associated with right-wing white nationalist communities. Although none of these preprints intentionally espouse any right-wing extremist messages, cases exist where extremist appropriation comprises more than 50% of the tweets referencing a given preprint. These results present unique opportunities for improving and contextualizing research evaluation as well as shedding light on the unavoidable challenges of scientific discourse afforded by social media.


Author(s):  
Italo Felipe Capasso-Ballesteros ◽  
Fernando De la Rosa-Rosero

Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the participation of programmers and video game artists, MaruGen allows the generation of agile video game prototypes in the Unity game engine. These prototypes can be analyzed by the entire workgroup to look for games with diverse complexities that make them attractive to their users. MaruGen is based on the expression of rules on elements of interest in video games and the rewriting mechanism using L-Systems for the generation of procedural content. MaruGen was evaluated in the construction of the Cubic Explorer video game and tested by gamers and video game developers during the Game Jam Ludum Dare 38.


2017 ◽  
Vol 21 (3) ◽  
pp. 208-232 ◽  
Author(s):  
Ricardo Álvarez ◽  
Fábio Duarte

Spatial design and placemaking are fundamental to create a vibrant urban life, whereas video games are designed primarily for temporary amusement. However, they both share the same essence of creating large-scale artificial environments for human interaction as their fundamental value. Video game developers have been successfully using spatial design tools to create virtual environments to engage players and build narratives, understanding, and appropriating many characteristics of what makes a place tick. In this article, we argue that spatial design and placemaking could learn from video games development, by incorporating features ranging from storytelling and multiple viewpoints to participatory practices and flexible design.


2012 ◽  
Vol 2 (4) ◽  
pp. 1-23
Author(s):  
Rudy McDaniel ◽  
Stephen M. Fiore

This article builds upon earlier research (McDaniel & Fiore, 2010) in which the authors presented case studies focused on the design and development of two original ethical learning video games. Through this case study and a review of relevant literature, the authors explored the content creation of, and theoretical rationale for, the design and development of ethics games. Both games were geared toward an undergraduate student audience as casual learning games to be completed in a few hours of gameplay. To update and expand this original work, the authors reviewed contemporary research on identity, cognition, and self in relation to video game environments as well as literature dealing more specifically with ethics and video games. From this literature base and their applied design experiences, the authors offer ten guidelines as best practices to follow for aspiring ethics game developers.


2019 ◽  
Vol 15 (6) ◽  
pp. 670-684 ◽  
Author(s):  
Filip Jankowski

Increasingly, more people do notice that female designers wrote their first games in the 1970s and 1980s. However, there was another country where women did also design games decades before the #GamerGate movement. This article examines the selected works of three French designers: Clotilde Marion, Chine Lanzmann, and Muriel Tramis. The analysis of those games took into account the self-representation of those designers—and women in general—within the game content. The conducted research has proven that within their games, Marion, Lanzmann, and Tramis included their everyday experiences as women. Using such techniques as simulated point of view and authorial signature, those women indicated their own role in the development and showed how females in general face male oppression against them. This means that the United States is not the only country with a long tradition of female game developers. Thus, video game history remains an undiscovered research field.


2020 ◽  
Vol 20 (3) ◽  
pp. 59-68
Author(s):  
M. V. Anfinogenov ◽  
◽  
I. S. Antyasov ◽  

This article covers the video games as a unique phenomenon in the information environ-ment, the development of security technologies and unauthorized access methods since the first video game release until the position of the video game industry in our time. Represented a step change in the interaction systems, the technical features of both hardware and software security which were used by video game developers and companies producing platforms. The analysis of the hacking techniques and methods intended for these protection systems and re-lated global incidents is made. Illustrated the formation and development of security systems of the video game consoles of subsequent generations under the influence of the mistakes and shortcomings in the data security of the prior console generations. The process of centralization and generalization of the user data integrity systems in the modern world is considere


Author(s):  
Tymoteusz Horbiński ◽  
Krzysztof Zagata

AbstractThe main focus of this article is to examine the interpretation of twelve cartographic symbols on the map in Valheim. The authors set the research goal: to investigate how players and non-players interpret the symbols. The Valheim video game, which was released in 2021, is a survival game set in an open world. The authors noticed that game developers did not provide a direct explanation of the map symbols used, which could result in a different interpretation and experience of the game. The authors adopted a survey on the LimeSurvey platform as research methodology. This survey tool was used to gather information on experiences and interpretations of map symbols among a diverse group of respondents. Using online forums allowed one to disseminate the survey to a large audience of players from all over the world. Then, using the categorisation method for individual questions, a large database of respondents’ answers was created. Through the analysis, the authors checked the interpretation of symbols and presented the results in the form of graphs. Then, using statistical tests, they analysed the relationship between individual symbols. The study reveals that there are intergroup differences in responses to symbols directly related to the game. With more complicated symbols that did not emphasise an unambiguous answer, both groups of respondents had a problem with indicating the meaning of the symbol. For future research, it is worth continuing research on the interpretation of various map symbols not only in games, but also in all cartographic products.


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