The Term «Computer Game»: The Experience of an Interdisciplinary Analysis

Author(s):  
A.A. Vasiliev ◽  
◽  
Yu.V. Pechatnova ◽  

The article is devoted to a comprehensive interdisciplinary study of the term «game» and its relatively new variety – computer game. The need to use an interdisciplinary approach to the study of the term is explained by the versatility and multi-aspect nature of the phenomenon under study. The article reveals the meaning of the concept «game» in the philosophical, aesthetic, historical, cultural, linguistic, psychological, technological and legal dimensions. The research methodology includes historical, systematic methods, as well as the method of formal legal analysis. The author emphasizes the influence of the development of forms of game activity on the development of social evolution, as well as the interaction of the game and the achievements of scientific and technological progress. The relevance of studying the term «computer game» lies in the fact that computer games have become the most popular type of gaming activity and the most profitable commercial product on the modern market. In this regard, terminological certainty is necessary due to the economic feasibility and effective legal regulation of the development, implementation and use of computer games. The authors propose to identify the main features of the concept «game», in general, and the specific features of the term «computer game», in particular. Based on the set of features, the author's definition of the concept «computer game» is proposed. In order to distinguish the studied concept from related categories, the analysis of the terms «electronic game» and «video game» is carried out. In conclusion, the authors assess the approaches to the legal regulation of computer games from the point of view of domestic legislation. As a result of the analysis of the possibility of attributing a computer game to a variety of programs for electronic computers or a variety of multimedia products, the choice was made in favor of the latter. Thus, at present, in order to solve legal problems related to the development and use of a computer game, the authors propose the application of the law analogy.

2021 ◽  
pp. 41-47
Author(s):  
Irina Kiryshina

The article is addressed to the legal analysis of advertising placed in video games. Topical issues of the concept of advertising are touched upon from the point of view of its compliance with the legal definition enshrined in the Federal Law "On Advertising". There has been analized the distribution of advertising in video games, such as ads embedded in game content, including "product placement". In Russian legislation, there is an analogue of this category which is defined by the legislator as “references to a product, means of its individualization, about a manufacturer or seller of a product, which are organically integrated into works of science, literature or art”. The conclusion is made about the possibility of qualifying this technique as an advertisement in the absence of a sign of "organic integration". The examples of judicial and law enforcement practice of inorganic integration are considered. In such cases, the disseminated information is recognized as advertising, in respect of which the requirements of advertising legislation regarding restrictions on advertising of tobacco and alcohol, weapons and a number of other goods must be observed. There are special requirements for video games for minors in order to protect their rights. The author presents the position regarding the qualification of targeted advertising from the point of view of its compliance with such a sign of advertising as being addressed to an indefinite group of people. The conclusion is supported by the argument that personalization of an advertising message does not exclude its qualification as an advertisement. The problem of advertising distribution in computer games, including multiplayer games, carried out via the Internet, where obtaining the preliminary consent of the online game user to receive advertising is achieved by including this condition in the user agreement, is investigated. The conclusion is made about the need to improve legal regulation in the studied field.


The tool identified for data collection of this research project is a video game, which makes the topic of the representation of space in videogame an absolutely relevant aspect for the project. This work bases on the statement of Jenkins, according to which “game space never exists in abstract, but always experientially”. In the current generation of video games, talking about position of the camera assumes a different value than in film or television language, assuming the meaning of point of view from which the game is visually (and auditory) presented and determines the spatial perspective of a computer game. The most common distinction, with respect to the position of the camera, is between First Person Camera, where space is presented from the perceptive perspective of the player's avatar and Third Person Camera, where the perspective is not directly the one of the avatar. This category, in fact, is very extensive, and poorly lends itself to a single definition. Under the umbrella of Third Person Camera are both perspectives associated with the avatar, but framing it externally (a camera follows the avatar) and those in which the camera is fixed. Moreover, the position of the camera compared to the avatar (from behind, left, right, Orbit Camera, etc.), or with respect to the environment (from above, from a precise point of reference) is not a neutral choice. In the present work, we use the categorization proposed by Britta Neitzel (Neitzel, 2002), which, taking up the work of Jean Mitry about The Aesthetics and Psychology of the Cinema (Mitry & King, 1997), distinguishes between subjective, semisubjective or objectives views. The chapter provides examples of different perspectives, and introduces the concept of Natural User Interfaces, which include movements based on input and output, on discretion, on voice, and evolve towards an efficient use of the senses in the interaction with machines.


2021 ◽  
Vol 10 (78) ◽  

Computer games, which cover a large part of today's entertainment world, are increasingly important in digital media. With the developments in technology, computer game design has moved to different dimensions in the game industry. From a visual point of view, the line between games and real life has become very thin. The fact that the visual features of computer games are creative, unique and innovative beyond the relationship with the genre and main elements of the games brings the concept design of the game to the fore. Concept designers who can blend creative ideas with visual designs are needed in the production of computer games. The fact that concept design, the idea and visual expression at the beginning of the projects are seen as the most important stage in the computer game industry and many business areas, carefully reveals the place of this field in the sector. During the preparation of this study, the limitation of the studies and texts on concept design was seen as a problem. scientific studies on the profession's perception of the concept of design in Turkey could not be found. It is hoped that this study, which examines the current perception of this profession, will serve as a reference to other researches and researchers and contribute to the raising of awareness about this field in the society. Keywords: Concept design, graphic design, job perception, concept art, computer game graphics


Lex Russica ◽  
2020 ◽  
pp. 135-151 ◽  
Author(s):  
M. D. Napso ◽  
M. B. Napso

The paper discusses the advantages and disadvantages of tax initiatives on the introduction of an excise tax on carbonated sweet drinks and red meat products, a fee for the use of plastic utensils and a new special tax regime for self-employed. Based on the complexity and diversity of the issues and in order to ensure the reliability of the conclusions and proposals the paper analyzes the problem in various aspects using an interdisciplinary approach: 1) in the context of topical problems of social development; 2) from the point of view of solving systemic problems of taxation in the Russian Federation and improving its legal regulation; 3) for compliance with the principles of taxation and the economic and legal essence of taxes and fees; 4) in the light of ensuring budget profitability and reducing financial costs. When considering the development of effective mechanisms of legalization, the authors proceeded from the need to ensure the unconditional constitutional obligation to pay taxes and fees, the mandatory application of penalties against defaulters, the inadmissibility of replacing the principle of obligation with the principle of voluntariness: the performance of the constitutional duty cannot be made exclusively dependent on civic consciousness and social responsibility, on the availability of various preferences. The authors are convinced that when applying incentive mechanisms, it is necessary to distinguish between non-payers and payers, without allowing the latter to be put in a worse position. The study resultes in the conclusion on the strengthening of legal regulation in terms of ensuring the mandatory tax liability, about the increase of the responsibility of legislators in the implementation of the principles of taxation in order to avoid the adoption of legal norms that contradict them.


2020 ◽  
Vol 16 (4-1) ◽  
pp. 76-87
Author(s):  
Олег Пучков

The relevance of the article lies in the fact that it contains answers to the most pressing issues related to ensuring users’ safety in the Internet space. The article contains an analysis of the problems of legal regulation of relations in the digital environment, measures to counter modern threats to cyber security. Purpose: to analyze the main theoretical positions on the specifics of legal regulation of Internet relations, development of doctrinal approaches to the legal impact on the Internet space. Methods: the author uses the method of formal legal analysis, the method of interpreting legal norms, describing and interpreting scientific doctrines. General scientific methods such as methods of dialectics, comparison, and formal logic are used. Results: based on the results of the study, it is concluded that the potential of the current legal regulation is clearly insufficient to counter cyber security threats. On the ground of a synergistic approach, the interdisciplinary aspects of the stated problems are considered. It is concluded that digitalization processes in some sense «control» the legal matter, motivating the law enforcement officer to a more flexible interpretation of legal norms in order to ensure their operation in the digital environment. One of the ways to overcome methodological problems of law in the digital age is the implementation of an interdisciplinary approach, which, due to the synergy of cognitive potentials of scientific disciplines, is able to enhance the effect of the impact of law, and will allow overcoming negative processes in the digital environment.


2018 ◽  
Vol 5 (6) ◽  
pp. 687
Author(s):  
Hartarto Junaedi ◽  
Jaya Pranata ◽  
Mochamad Hariadi ◽  
I Ketut Eddy Purnama

<p class="Abstrak">Teknologi komputer saat ini telah banyak digunakan dalam pengembangan animasi atau permainan komputer. Salah satu teknologi itu adalah <em>machinima </em>yaitu suatu sistem yang menggunakan teknologi mesin grafik 3D untuk menghasilkan produk sinematik secara <em>real time</em>. Dalam proses pembuatan produk sinematik itu penempatan posisi kamera sangat memegang peranan penting. Penempatan posisi kamera ini tentu harus sesuai dengan kaidah-kaidah sinematografi. Penelitian ini akan mengusulkan sebuah pendekatan agen cerdas dengan multi perilaku untuk menempatkan kamera <em>virtual</em> dalam lingkungan <em>virtual </em>secara otomatis sesuai dengan gaya seorang sutradara. Setiap kamera <em>virtual </em>itu akan memiliki perilaku yang berbeda berdasarkan kaidah sinematografi sehingga memiliki <em>Point of View</em> (POV) yang berbeda. Untuk memberikan perilaku pada kamera <em>virtual</em> akan digunakan pendekatan berbasis logika fuzzy dengan menggunakan metode <em>mamdani</em>. Jumlah variabel masukan yang digunakan sejumlah tiga dan variabel keluaran sejumlah tiga dengan <em>membership function </em>antara tiga sampai lima. Penelitian ini akan menggunakan simulasi permainan komputer dengan tiga kamera <em>virtual</em> dengan perilaku yang berbeda untuk merekam adegan yang sama dan hasilnya akan divalidasi berdasarkan hasil pengamatan dengan komunitas juru foto.  Pada akhirnya dapat diambil kesimpulan bahwa pendekatan logika fuzzy dapat digunakan untuk memberikan sebuah perilaku atau gaya sutradara pada kamera <em>virtual</em>.</p><p class="Abstrak"><strong>Abstract</strong></p><p class="Abstract">Computer technology is has been used widely in the development of animation or computer games. One of the technologies is machinima, a system that uses reak time 3D graphics engine technology to produce cinematic products. In the process of develop a cinematic product, camera positioning is a very important component. The camera positioning must be comply with cinematography’s rule. This research will propose an intelligent multi agent behavior to positining a virtual camera in a virtual environment automatically according to the director’s style. Each virtual camera will have a different behavior based on cinematographic rules so that it has a different Point of View (POV). To assign a behavior on the virtual camera will be based on  fuzzy logic using the mamdani method. The number of input variables are three and the output variables are three with the number membership functions between three to five. This research will program  a computer game simulation with three multi behavior virtual cameras to capture some scene and the results will be validated based on observations with the photographer community. Finally it can be concluded that the fuzzy logic approach can be used to assign some behavior to a virtual camera.</p>


2010 ◽  
Vol 22 (4) ◽  
pp. 171-184 ◽  
Author(s):  
Sabine Trepte ◽  
Leonard Reinecke

Based on the model of complex entertainment experiences ( Vorderer, Klimmt, & Ritterfeld, 2004 ), the competitiveness of a computer game (media prerequisite) and the individual life satisfaction (user prerequisite) are hypothesized to influence game enjoyment. Avatar-player similarity was hypothesized to determine identification with the avatar, which in turn was suggested to enhance the enjoyment experience. In a quasi-experimental study, (N = 666) participants were asked to choose the personality features of an avatar for six different game scenarios. The results demonstrate that the games’ competitiveness as well as the participants’ life satisfaction influenced avatar choice and identification. In noncompetitive games, similar avatars were created, whereas in competitive games, dissimilar avatars were created. Participants who were well satisfied with their lives created avatars that resemble themselves in terms of personality factors, whereas dissatisfied users created dissimilar avatars. Player-avatar similarity was positively related to identification. This correlation was significantly stronger for noncompetitive games. Identification with the avatar was strongly related to game enjoyment. When controlling for the influence of identification on enjoyment, player-avatar similarity was negatively related to enjoyment, suggesting that identity play can be an independent source of enjoyment in computer games.


Author(s):  
Peter J. Mitchell ◽  
Roman D. Lopatin ◽  
Egor V. Trusov

Nowadays, computer games occupy a large share of the entertainment industry market: according to data for 2019, the market volume was $ 152.1 billion (for comparison, the market volume in 2018 was $ 137.9 billion). The growing popularity of the industry led to the inclusion of computer games in 2005 on the UNESCO World Heritage List, and in 2003 – to the establishment of a video game award by the British Academy of Film and Television Arts. Computer games are increasingly penetrating our lives, and thus follows the language of “gamers”, exerting an increas-ing influence on the normative language. Computer games are a vast topic for research and study, especially in terms of language and teaching. Teaching translation in the modern world should in-clude a comprehensive preparation of future specialists for work. In the current education system of the Russian Federation, there is no professional training of translators for the localization of computer games, therefore, translators who wish to work in this area need to undergo additional training outside the higher education system. This brings to the fore the issue of needing to identify the features of the translation process and localization of computer games in order to improve the quality of teaching translation. We consider the features of translation and localization from English into Russian based on the texts of the computer game “The Witcher 3: Wild Hunt”.


2021 ◽  
Vol 6 (166) ◽  
pp. 15-19
Author(s):  
M. Bulaienko ◽  
D. Pisariev

The purpose of the article is development of the issue of increasing the interest in the issue of the interactive entertainment industry, in particular in such areas as the development of electronic games, as well as coverage of the issue of independent product development and content of the compound. During the research, such a program product was developed, with usage of author’s content, to avoid the similarities with the other products. Today, the information technology sphere remains one of the leading sectors of the economy. The field of computer games, in turn, is one of the most popular areas of information technology development. Over the past 50 years, this segment has only strengthened its position in the global entertainment market and continues to grow. Profits from the sale of games are growing, as is the demand for them, because nowadays more people play electronic games than ever before. Due to the inconvenience of the financial plan on the part of publishers involved in the distribution of computer games, the phenomenon of indie games has emerged - projects that are independent from a financial and creative point of view. This article is devoted to the issue of modeling and development of computer indie games. The above-mentioned computer game being developed is a representative of the "visual novel" genre. The main purpose of any game is to meet the needs of end users - players - in the organization of their own leisure, as well as making a profit from the game. The software product under development is an electronic (computer) game called "PRIESTESS", developed using the tools of the engine "Ren'Py" and high-level programming language "Python", the graphical shell of the project is created using the graphical editor "Photoshop CS5". All the necessary models, schemes, diagrams and algorithms were made before the development, and built by means of the Internet resource "draw.io".


2021 ◽  
Vol 2 ◽  
pp. 33-39
Author(s):  
Aleksandra Yu. Burova ◽  

In this article brokerage as a widespread phenomenon in pre-revolutionary Russia is analyzed from a legal point of view. Reasons of appearance and chronology of development of this institute are opened, differences between maklers and other intermediaries are explained, also differences between stockbrokers and private brokers, official and unofficial maklers are shown. The author pays attention to legal analysis of legal texts in pre-revolutionary Russia which regulate makler`s activity, examines makler`s duties and peculiarities of his activity. An attempt to explain specific legal provisions concerning makler`s activity is made. Simultaneously the author is based on researches of national legal scholars. In this article there are some conclusions that there was no legal regulation of brokerage contracts in pre-revolutionary Russia and that a brokerage contract was considered to be oral. The nature and peculiarities of brokerage contracts are examined, in particular a problem of paying honorary (brokerage fee) to a makler.It is also stated that except stock-brokers private maklers existed. Based on this research the author has grounds to state that some elements of brokerage might be assumed by modern legislators taking into account day-to-day realities.


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