Nonscalability and generating digital outer space natures in No Man’s Sky

2021 ◽  
pp. 251484862110007
Author(s):  
Emma R Tait ◽  
Ingrid L Nelson

This article examines the generation of digital outer space natures in the space exploration game, No Man’s Sky. Using procedural generation, No Man’s Sky offers nearly infinite planets, flora, and fauna on the fly. With the rapid development of gaming technology and tools, game developers and others are attempting to diversify the representation of various forms of nature in gaming content and to expand the use of games in behavioral change, education, conservation, and other fields. Many scholars argue that games offer promising ways for various publics to understand their place and their interconnectedness with microbes, ecosystems, planet Earth, and beyond. We examine how No Man’s Sky struggled to coproduce digital outer space natures at the two scalar extremes of the vast expanse of outer space and of the embodied player relating within complex biomes. Our results from an in-depth, qualitative analysis of the initial version of the game, of player world-building experiences in No Man’s Sky, and of subsequent developer modifications to the game demonstrate that nonscalability theory is useful for studying what digital outer space natures do in games. We also argue that nonscalability theory would benefit from a more robust engagement with the digital. No Man’s Sky was initially scalable to such an extreme that it made players into objects without an origin story, broader purpose or way to build meaningful relations in the game. For a brief period, this game undermined players’ interplanetary colonial imaginaries. Subsequent updates to the game introduced a limited scope of nonscalability, but only to the extent of satisfying gamers’ desires to become more impactful agents of exploration. We see great potential for analyzing the role of innovations in computing and game design in linking multiscalar digital, outer, and earth spaces, which as other scholars have shown, bear significantly on our understanding of multiple worlds and natures.

Author(s):  
Alison Harvey

For years, academics and journalists have proclaimed a crisis of gameswork, detailing the ‘destruction’ of the lives of those in this creative workforce, and wondering when the ‘breaking point’ of professional game design, premised on crunch, work limbo, and churn, would come. Still it was only at the March 2018 Game Developers Conference, typically a heavily corporatized event, that a large-scale discussion of unionization was staged, leading to the formation of Game Workers Unite. While collective organizing in games is going global, with branches forming from France to Australia to South Korea, these developments are outpaced by increasingly transnational dynamics of outsourcing and automation, threatening to devalue and even eliminate already highly-competitive jobs in ‘cool industries’ of ‘passionate’ workers. This paper considers these global contradictions and tensions through analysis of a group heavily implicated in visions of the future of gameswork- students in formal games education. While within game studies there has been sustained interest in the production of this form and labour relations therein, the shape and role of games higher education remains underexplored. The existing scholarship indicates that these formal sites of training tend to cultivate the still-largely young, male, and passionate fan-workforce on which games depend. Furthermore, these contexts are vital in the formation of future gamesworker identities that are conservative, uncritical, and risk-adverse, despite pervasive discourses of creativity and innovation linked to them. Vitally, however, the question of how these norms relate to shifting work realities has yet to be explored.


2020 ◽  
Vol 2020 ◽  
pp. 1-8
Author(s):  
Yanhui Su ◽  
Per Backlund ◽  
Henrik Engström

With the continuous development of the game industry, research in the game field is also deepening. Many interdisciplinary areas of knowledge and theory have been used to promote the development of the game industry. Business intelligence technologies have been applied to game development for game design and game optimization. However, few systematic research efforts have focused on the field of game publishing, particularly with regard to independent (indie) game publishing. In this paper, we analyse data collected from a set of interviews with small indie game developers. The results indicate that most of the indie game developers have already used business intelligence for game self-publishing, although three main challenges have been identified: first, how to conduct marketing promotion and improve the return on investment (ROI); second, how to collect game publishing data; and third, how to analyse the data in order to guide game self-publishing. Our interviews also reveal that the business model applied to a game significantly impacts the role of game analytics. The study expands and advances the research on how game analytics can be used for game publishing, particularly for indie game self-publishing.


Author(s):  
Alaa Saggah ◽  
Anthony Atkins ◽  
Russell Campion
Keyword(s):  

2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 559-559
Author(s):  
Sara Freed ◽  
Briana Sprague ◽  
Lesley Ross

Abstract Interventions using exercise video games, or exergames, have shown short-term cognitive and physical benefits to older adults, though long-term effects are less promising. Enjoyment of exergames may promote exergame use after the intervention period, though little work has examined older adults’ views of exergames before and after gameplay experience. We invited 20 older adults between 65 and 84 years of age (M=73.30, SD=5.95) to play two Xbox Kinect games, Just Dance and Kinect Sports Rivals, for twenty minutes. In our presentation, we will present qualitative and quantitative findings of this pilot study, including findings that older adults reported that they were not likely to play similar exergames in the future and that they did not find the exergames to be more fun compared to other ways of exercising. We will discuss implications for game design and research relevant to game developers, manufacturers, and researchers. Part of a symposium sponsored by Technology and Aging Interest Group.


2021 ◽  
Vol 16 (1) ◽  
Author(s):  
Stefanie Corradini ◽  
Maximilian Niyazi ◽  
Dirk Verellen ◽  
Vincenzo Valentini ◽  
Seán Walsh ◽  
...  

AbstractFuture radiation oncology encompasses a broad spectrum of topics ranging from modern clinical trial design to treatment and imaging technology and biology. In more detail, the application of hybrid MRI devices in modern image-guided radiotherapy; the emerging field of radiomics; the role of molecular imaging using positron emission tomography and its integration into clinical routine; radiation biology with its future perspectives, the role of molecular signatures in prognostic modelling; as well as special treatment modalities such as brachytherapy or proton beam therapy are areas of rapid development. More clinically, radiation oncology will certainly find an important role in the management of oligometastasis. The treatment spectrum will also be widened by the rational integration of modern systemic targeted or immune therapies into multimodal treatment strategies. All these developments will require a concise rethinking of clinical trial design. This article reviews the current status and the potential developments in the field of radiation oncology as discussed by a panel of European and international experts sharing their vision during the “X-Change” symposium, held in July 2019 in Munich (Germany).


Author(s):  
DI Zhang ◽  
Liyan Zhang ◽  
Aihua Gong

Abstract As an emerging discipline, disaster nursing is very important in disaster emergency management, but there are few mature practice models and theoretical discussions. In particular, the contribution of nursing staff in disaster emergency has not yet received widespread attention and recognition. After more than ten years of rapid development, China’s disaster nursing has gradually formed a Chinese model and Chinese experience. During the global fight against COVID-19, this article takes the nursing work in disaster emergency rescue as the perspective and briefly describes the development process of disaster nursing in China to introduce the practice and theoretical development of disaster nursing in China to nursing workers around the world. By analyzing the role of Chinese nurses in national disaster emergency response, it provides a reference for global disaster nursing talent capacity building. By sharing the Nightingale spirit of Chinese nurses in disaster emergency, we will show people all over the world the professional value of disaster nursing practitioners and pay tribute to the nursing staff engaged in disaster emergency work.


2006 ◽  
Vol 2 (SPS5) ◽  
pp. 221-228 ◽  
Author(s):  
Michèle Gerbaldi

AbstractThis paper outlines the main features of the International Schools for Young Astronomers (ISYA), a programme developed by the International Astronomical Union (IAU) in 1967. The main goal of this programme is to support astronomy in developing countries by organizing a school lasting 3 weeks for students with typically a M.Sc. degree. The context in which the ISYA were developed has changed drastically over the past 10 years. We have moved from a time when access to any large telescope was difficult and mainly organized on a national basis, to the situation nowadays where data archives are established at the same time that any major telescope, ground-based or in space, is built, and these archives are accessible from everywhere. The concept of the virtual observatory reinforces this access. However, the rapid development of information and communications technologies and the increasing penetration of internet have not yet removed all barriers to data access. The role of the ISYA is addressed in this context.


Vascular ◽  
2005 ◽  
Vol 13 (4) ◽  
pp. 252-256 ◽  
Author(s):  
Shannon Lehner ◽  
Catherine Wittgen

Radiographic documentation of the rapid development of an aortic infection has not previously been reported. We report the case of a 68-year-old woman who presented with back pain. A computed tomographic(CT) scan documented a nondisplaced L1 compression fracture as well as an atherosclerotic but nonaneurysmal aorta. Two weeks after discharge, she developed left lower lobe pneumonia and was readmitted. A second CT scan was obtained because of continuous complaints of back pain. A contained rupture of the visceral aorta was now clearly visible. Emergent operation successfully repaired her aorta. The microorganisms responsible for aortic infection have changed since the widespread use of antibiotics. Patterns of aortic involvement have also evolved. The difficulty in making these diagnoses, the role of current antibiotic therapy, and the surgical options for these infections will be discussed.


2015 ◽  
Vol 143 (10) ◽  
pp. 4126-4144 ◽  
Author(s):  
Hidetaka Hirata ◽  
Ryuichi Kawamura ◽  
Masaya Kato ◽  
Taro Shinoda

Abstract This study focused on an explosive cyclone migrating along the southern periphery of the Kuroshio/Kuroshio Extension in the middle of January 2013 and examined how those warm currents played an active role in the rapid development of the cyclone using a high-resolution coupled atmosphere–ocean regional model. The evolutions of surface fronts of the simulated cyclone resemble the Shapiro–Keyser model. At the time of the maximum deepening rate, strong mesoscale diabatic heating areas appear over the bent-back front and the warm front east of the cyclone center. Diabatic heating over the bent-back front and the eastern warm front is mainly induced by the condensation of moisture imported by the cold conveyor belt (CCB) and the warm conveyor belt (WCB), respectively. The dry air parcels transported by the CCB can receive large amounts of moisture from the warm currents, whereas the very humid air parcels transported by the WCB can hardly be modified by those currents. The well-organized nature of the CCB plays a key role not only in enhancing surface evaporation from the warm currents but also in importing the evaporated vapor into the bent-back front. The imported vapor converges at the bent-back front, leading to latent heat release. The latent heating facilitates the cyclone’s development through the production of positive potential vorticity in the lower troposphere. Its deepening can, in turn, reinforce the CCB. In the presence of a favorable synoptic-scale environment, such a positive feedback process can lead to the rapid intensification of a cyclone over warm currents.


Author(s):  
Meenu Sethu ◽  
Dan Nathan-Roberts

Traditional banks and financial institutions have witnessed a profound transformation to electronic banking with the rise of the internet over the last two decades. However, most digital banking customers do not feel that the activity of managing their money and making online transactions is exciting or enjoyable. The gamification of e-banking systems is a novel approach for promoting customer engagement that is gaining popularity. This work reviews the factors influencing the adoption of e-banking and how gamification can be used to improve customer engagement, loyalty, and financial wellbeing. An exploration of the most extensively used game design elements in gamified e-banking applications suggests that the use of certain game mechanics and characteristics can be effective in creating enjoyable banking experiences. Based on this research, a set of guidelines is provided for designers and practitioners for introducing game principles in e-banking applications.


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