scholarly journals The Animation of Gamers and the Gamers as Animators in Sierra On-Line’s Adventure Games

Animation ◽  
2021 ◽  
Vol 16 (1-2) ◽  
pp. 83-95
Author(s):  
Raz Greenberg

Produced throughout the 1980s using the company’s Adventure Game Interpreter engine, the digital adventure games created by American software publisher Sierra On-Line played an important and largely overlooked role in the development of animation as an integral part of the digital gaming experience. While the little historical and theoretical discussion of the company’s games of the era focuses on their genre, it ignores these games’ contribution to the relationship between the animated avatars and the gamers that control them – a relationship that, as argued in this article, in essence turns gamers into animators. If we consider Chris Pallant’s (2019) argument in ‘Video games and animation’ that animation is essential to the sense of immersion within a digital game, then the great freedom provided to the gamers in animating their avatars within Sierra On-Line’s adventure games paved the way to the same sense of immersion in digital. And, if we refer to Gonzalo Frasca’s (1999) divide of digital games to narrative-led or free-play (ludus versus paidea) in ‘Ludology meets narratology: Similitude and differences between (video) games and narrative’, then the company’s adventure games served as an important early example of balance between the two elements through the gamers’ ability to animate their avatars. Furthermore, Sierra On-Line’s adventure games have tapped into the traditional tension between the animator and the character it animated, as observed by Scott Bukatman in ‘The poetics of Slumberland: Animated spirits and the animated spirit (2012), when he challenged the traditional divide between animators, the characters they animate and the audience. All these contributions, as this articles aims to demonstrate, continue to influence the role of animation in digital games to this very day.

2020 ◽  
Vol 9 (1) ◽  
pp. 005
Author(s):  
Fede Peñate Domínguez

Buildings play a major role in computer games set in the past, both as gameplay components and as elements of historical realism. Varying on the genre of the game they perform different functions, from the transition and movement possibilities they allow the player in action-adventure games like Assassin’s Creed (Dow, 2013) to sedentary headquarters in strategy and management titles such as Age of Empires and Civilization (Bonner, 2014). My goal with this paper is to analyse the purposes of Spain’s colonial architecture in computer games set in the period of the Spanish Monarchy’s rule overseas. In order to achieve it, I will use Adam Chapman’s theoretical and methodological framework to understand the games’ historical epistemologies and ludonarratives, and Salvati and Bullinger’s concept of selective authenticity to analyse the role of these buildings in evoking the past and giving meaning to it. Aided by these lenses, I will try to unravel the master narratives behind these titles and how they give meaning to the history of Spain and its former colonies.


Author(s):  
Wahyuniati Hamid ◽  
La Ode Anto ◽  
Nasrul Nasrul

The study attempts to shed light on factors driving people to turn to sharia banks. The study focuses on consumer innovativeness with alternative capacity and value attractiveness as antecedents. The respondents are sharia banking consumers in Makassar. The sample size follows Malhotra 2007 formula. Respondents are reached through on-line interaction and offline contact on the spot of sharia banks. It applies the PLS tool for data analysis. It conceives that alternative seeking and innovativeness have significant effects on consumer innovativeness and desire to try the transactions with sharia banking, and consumer innovativeness has a significant effect on the desire to try the transactions with sharia banks. In this way, it explores the mediating role of consumer innovativeness in the relationship between alternative capacity and desire and that between value attractiveness and desire. Thus, the study has several novelties. It brings up new constructs such as alternative capacity, value attractiveness, and desire to try the transactions with sharia banking. The results would be that consumer innovativeness serves as a partial mediator in the relationship between alternative capacity and the desire, and a full mediator in that between value attractiveness and the desire.


2011 ◽  
Vol 3 (1) ◽  
pp. 70-79 ◽  
Author(s):  
Marko M Skoric ◽  
Grace Kwan

The importance of cultivating political engagement among youth has been widely discussed and its value for a well-functioning democratic society reaffirmed by numerous scholars. This study seeks to understand the relationship between the use of emerging platforms for online sociability and entertainment and political participation among young Singaporeans. Specifically, we focus on the intensity of Facebook use and frequency of video gaming, as well as more specific civic activities taking place on these platforms. The findings indicate that the intensity of Facebook use is related to both online and traditional political participation, while civic gaming is associated with online participation only. There is also evidence linking membership in civic/political Facebook groups with increased online participation. Lastly, although the results suggest that online participation may be an important driver of traditional political participation, the role of traditional media, particularly newspapers, should not be easily dismissed.


Author(s):  
Ana Ruiz-Fernández ◽  
Miriam Junco-Guerrero ◽  
David Cantón-Cortés

Research into the effects of violent video games on levels of aggression has raised concerns that they may pose a significant social risk, especially among younger people. The objective of this study was to analyze, through structural equation models, the mediating role of psychological engagement in the relationship between the consumption of violent video games and child-to-parent violence (CPV) against the mother and the father. The sample consisted of 916 students from the third and fourth grades of compulsory secondary education, first and second grades of high school, and first cycle of vocational training (483 males and 433 females), of whom a total of 628 were video game players, aged between 13 and 19. The exposure to video games was assessed through an author-elaborated questionnaire, engagement was evaluated with the game engagement questionnaire, and CPV was assessed through the child-to-parent aggression questionnaire. The structural equation models indicated that exposure to violent video games was related to lower rates of CPV against both parents. Conversely, the flow (a sense of being in control, being one with activity, and experiencing distortions in the perception of time) dimension of engagement positively correlated with the level of CPV against the mother, whereas the flow and absorption (total engagement in the current experience) dimensions correlated with CPV against the father. In conclusion, the results confirm the role of violent video game consumption, reducing CPV rates against both parents, a role that is offset to the extent that these violent games provoke engagement in the user.


2020 ◽  
Vol 7 (3) ◽  
pp. 1-13
Author(s):  
Theo Plothe

Animals have long appeared as the subjects and characters in digital games, but game studies scholars have rarely considered animals as players of digital games. This paper examines the mobile digital game Ant Smasher and YouTube videos of bearded dragons playing the game. This article advocates for the inclusion of these bearded dragons in gamerspace as not only a personification of the gamer within the space but as a conduit for play, a channel for gamers to breach the boundaries of gamerspace – the cultural and discursive space surrounding digital games that negotiates the relationship between the digital game and its impact on the world at large. Through an analysis of 50 YouTube videos representing these play experiences, this article considers the place of these videos within gamerspace. The implications of this work serve to better understand the relationships between digital gaming, play, and human and non-human actors in interaction with haptic media. This example also expands upon our understandings of play as a whole.


2018 ◽  
Vol 10 (4) ◽  
pp. 40-60 ◽  
Author(s):  
Christopher P Furner ◽  
Robert Zinko ◽  
Zhen Zhu

This article examines the role that mobile self-efficacy plays in the relationship between word of mouth and mobile product reviews. Using a mobile product review simulator, the authors demonstrate an inverted U-shape relationship where individuals prefer moderate information quality rather than either low or excessive information quality when assessing the trustworthiness of on-line reviews. Furthermore, mobile self-efficacy was shown to interact with information quality to increase trust and purchase intention.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-25
Author(s):  
Geoff Musick ◽  
Guo Freeman ◽  
Nathan J. McNeese

The role of digital gaming on parenthood and parent-child relationships is a common research interest in HCI and CHI PLAY. Yet, how technology co-use, such as co-playing digital games, affords and impacts parent-child relationships is still understudied. Using 20 in-depth interviews of adults who had co-played modern digital games with their parents and/or children, in this paper we investigate parent-child relationships mediated by co-playing modern digital games. We update prior HCI and CHI PLAY research on game-mediated parent-child relationships by suggesting a "democratized" family life and a fading digital divide for families with favorable digital game co-play experiences. We also contribute to HCI and CHI PLAY by providing new perspectives of technology co-use in the context of gaming, such as an important relational tool that parents can use to promote conversations with their child(ren). These insights can further inform the design of future play to better support parent-child interactions during digital game co-play.


Author(s):  
Karim Hesham Shaker Ibrahim

Recently video/digital games have grown into ubiquitous problem-solving activities and social practices that engage a fast-growing number of foreign language (FL) learners. And despite the fast growth of the gaming industry, most of the industry is based in North America, and most commercial video games are available primarily in a few Western or Asian languages. As a result, tens of thousands of gamers worldwide play commercial video games in a foreign language due to the immersive, engaging, and entertaining experience that these games offer. In addition to the recreational appeal of digital games, various studies in the field of computer-assisted language learning (CALL) have demonstrated the potential of digital gaming to promote FL use and learning. Therefore, this chapter proposes the use of commercial English video games as intercultural texts, narratives, and cultural products to promote FL learning.


2013 ◽  
pp. 578-597
Author(s):  
Ángel del Blanco ◽  
Javier Torrente ◽  
Pablo Moreno-Ger ◽  
Baltasar Fernández-Manjón

The rising acceptance of Virtual Learning Environments (VLE) in the e-Learning field poses new challenges such as producing student-centered courses that can be automatically tailored to each student's needs. For this purpose digital games can be used, taking advantage of their flexibility (good video games always try to adapt to different players) and capabilities to stealthily track players' activity, either for producing an accurate user model or enhancing the overall assessment capabilities of the system. In this chapter, the authors discuss the integration of digital games in Virtual Learning Environments and the need of standards that allow the interoperable communication of games and VLE. Authors also present a middle-ware architecture to integrate video games in VLEs that addresses the technical barriers posed by the integration. The chapter presents a case study with the implementation of the architecture in the “e-Adventure” game authoring platform, along with three examples of video game integration in educational settings.


2018 ◽  
Vol 39 (6) ◽  
pp. 807-824 ◽  
Author(s):  
Daniela Maria da Costa Nogueira ◽  
Paulo S.A. Sousa ◽  
Maria R.A. Moreira

Purpose The purpose of this paper is to better understand the role that leadership plays in the success of Lean management (LM) implementation, by trying to identify what is the impact of the transactional, transformational, directive and empowering leadership styles on the success of such an implementation in Portuguese companies, and what are the most important leaders’ attributes. Design/methodology/approach An on-line questionnaire was distributed to 65 manufacturing and services Portuguese organizations that have implemented LM. Findings The results suggest that the empowering leadership style has a positive impact on the success of LM implementation. Even though results do not allow concluding about the impact of the other styles, several leader’s attributes were identified as having influence: individualized consideration, information sharing, skill development, intellectual stimulation, assigned goals and self-directed decision making. Originality/value Very few studies have addressed the role of leadership in the success of adopting LM and, to the best knowledge, only one paper studied the critical attributes of leaders in LM implementation. Moreover, the present study focuses in Portugal, country where this topic has rarely been investigated.


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