scholarly journals Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games

2010 ◽  
Vol 5 (1) ◽  
pp. 64-90 ◽  
Author(s):  
Mark Guttenbrunner ◽  
Christoph Becker ◽  
Andreas Rauber

Interactive fiction and video games are part of our cultural heritage. As original systems cease to work because of hardware and media failures, methods to preserve obsolete video games for future generations have to be developed. The public interest in early video games is high, as exhibitions, regular magazines on the topic and newspaper articles demonstrate. Moreover, games considered to be classic are rereleased for new generations of gaming hardware. However, with the rapid development of new computer systems, the way games look and are played changes constantly. When trying to preserve console video games one faces problems of classified development documentation, legal aspects and extracting the contents from original media like cartridges with special hardware. Furthermore, special controllers and non-digital items are used to extend the gaming experience making it difficult to preserve the look and feel of console video games.This paper discusses strategies for the digital preservation of console video games. After a short overview of console video game systems, there follows an introduction to digital preservation and related work in common strategies for digital preservation and preserving interactive art. Then different preservation strategies are described with a specific focus on emulation. Finally a case study on console video game preservation is shown which uses the Planets preservation planning approach for evaluating preservation strategies in a documented decision-making process. Experiments are carried out to compare different emulators as well as other approaches, first for a single console video game system, then for different console systems of the same era and finally for systems of all eras. Comparison and discussion of results show that, while emulation works very well in principle for early console video games, various problems exist for the general use as a digital preservation alternative. We show what future work has to be done to tackle these problems.

Public ◽  
2019 ◽  
Vol 31 (59) ◽  
pp. 72-77
Author(s):  
Nicholas Hobin

Encounters with animals are common in video games, where they are often included to add realism to the gameworld. Encounters with animal subjectivity, however, are not. The anthropocentric nature of video games means that animals are often environmental objects, and sometimes resources, but only occasionally characters, and rarely protagonists. As a consequence, there is no encounter with the animal presence, and often no shared gaze: The look of the animal is instead transformed into something wholly antagonistic (such as in Horizon Zero Dawn), wholly submissive (as in Far Cry Primal) or absent entirely (Red Dead Redemption). Even when video game animals are designed with the intention of “appreciating” the animals, the privileging of their panoptic human spectators just as often results in their objectification.


2021 ◽  
Vol 12 ◽  
Author(s):  
Angelica B. Ortiz de Gortari ◽  
Jayne Gackenbach

The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conceptualization of which is supported by the paradigms of addiction. Research into Game Transfer Phenomena (GTP) examines the interplay between video game features, events while playing, and the manipulation of hardware, which can lead to sensory-perceptual and cognitive intrusions (e.g., hallucinations and recurrent thoughts) and self-agency transient changes (e.g., automatic behaviors) related to video games. GTP can influence the interpretation of stimuli and everyday interactions and, in contrast to gaming disorder, are relatively common and not necessarily negative. However, some players have reported feeling distress due to their GTP. This study focuses on how dispositional and interactive media habit factors are related to GTP and two forms of problematic interactive media [problematic video game playing (PVG) and problematic social media use (PSMU)]. A sample of 343 university students who played video games completed an online survey (58.7% male, 19–25 years old). Not all who had experienced GTP were identified as exhibiting PVG or PSMU, but all of those in the PVG group had experienced GTP. Overall, the profiles of the groups, including GTP (91.4%), PVG (28.5%), and PSMU (24.8%), were in accordance with previous findings. Those in the GTP and the PVG groups were characterized by being male, being highly engaged in the game (either while playing or via game-related activities), and showed preferences for game-related activities. However, while those in the GTP group were significantly more likely to be fantasy-prone, those with PVG were the ones who played most per day. Those in the PSMU group were characterized by being female and/or extroverted, frequently using social/sharing platforms, and seldom playing video games. A hierarchical binary logistic regression revealed that males were more likely to experience GTP. Increases in PVG, fantasy proneness, and neuroticism increased the odds of GTP. Future work can benefit from considering the role of GTP in gaming disorder, since intrusive thoughts, cognitive biases, and poor impulse control are pivotal in the initiation and maintenance of dysfunctional playing behaviors.


2021 ◽  
Author(s):  
◽  
James Bodnar

<p>Verbal communication skills have been shown to be important for both social and professional settings. However, a need for greater communication skills has been identified for graduated students entering the workplace, specifically task-based verbal communication (Daniels, 2001). In light of these findings new communication teaching techniques need to be explored to better prepare our students for effectively communicating information in their future work environment.  This thesis researched the potential for virtual reality video games to promote verbal communication skills in students. The motivation behind using virtual reality video games to teach these skills is based on the theory (Richard Van Eck, 2006) that video games have the potential to enhance the learning outcome of students. Initial research also shows that virtual reality experiences further immerse the player in the educational setting improving their engagement with the game's content (Thornhill-Miller & Dupont, 2016).  The thesis researched how virtual reality games can teach verbal communication skills firstly by analysing past works, completing an in- depth literature review and multiple case studies. Secondly, by using research through design methods in the creation of a prototype game that incorporates both communication and game teaching mechanics researched in the first stage. Finally, user tests were conducted on the prototype game to analyse how effective it was at promoting verbal communication skills in students. The paper’s outcome was that virtual reality games can be effective at promoting verbal communication skills and have tested specific teaching techniques and video game mechanics that can be used to effectively promote these skills.</p>


2009 ◽  
Vol 1 ◽  
pp. 168-185 ◽  
Author(s):  
Pablo Muñoz Sánchez

The aim of this paper is to show the particularities of the so-called “romhacking”, a methodology developed by amateurs to localise mainly classic video games. In the first section, the concept and origin of the term “romhacking” is presented. The second section offers an overview of the workflow followed by romhackers to localise video games. In the third section, an analysis of the differences between professional and amateur translations is given. The fourth section includes a discussion of the legal aspects of this practice. The paper concludes with a reflection on the impact of amateur translations on the video game localisation industry.


Author(s):  
Aaron Cochrane ◽  
Sara Prot ◽  
Jorge Blanco ◽  
C. Shawn Green ◽  
Douglas A. Gentile

The enormous rise in the popularity of video games can be accounted for, at least in part, by their engaging and enjoyable nature. Interestingly, from the perspective of psychological science, the same basic mechanics that give rise to these motivating and pleasure-provoking attributes also make games powerful environments for inducing behavioral change. Indeed, it is easy to identify mechanics in video games that are known to facilitate learning (e.g. feedback, reinforcement, adaptive difficulty). It is therefore unsurprising that video game play has been linked with differences in a host of core psychological processes. Research has included several types of converging methods. This includes correlational methodology, where individuals who play certain types of video games are contrasted against individuals who do not play those types of games; longitudinal methodology, in which players are followed over an extended period of time; and true experiments, in which individuals are randomly assigned to be trained on certain video games. Reported game-related improvements range from heightened visual perception to increased pro-social behaviors to enhanced ability to perform surgery. Although these effects are wide-ranging, it must be emphasized that not all games are equal with respect to the psychological changes they induce. Instead the observed changes are clearly linked to the dynamics, mechanics, and content inherent in individual games. Future work treating video games as rich learning environments will improve our understanding of the interplay between humans and designed dynamic environments.


2021 ◽  
Author(s):  
◽  
James Bodnar

<p>Verbal communication skills have been shown to be important for both social and professional settings. However, a need for greater communication skills has been identified for graduated students entering the workplace, specifically task-based verbal communication (Daniels, 2001). In light of these findings new communication teaching techniques need to be explored to better prepare our students for effectively communicating information in their future work environment.  This thesis researched the potential for virtual reality video games to promote verbal communication skills in students. The motivation behind using virtual reality video games to teach these skills is based on the theory (Richard Van Eck, 2006) that video games have the potential to enhance the learning outcome of students. Initial research also shows that virtual reality experiences further immerse the player in the educational setting improving their engagement with the game's content (Thornhill-Miller & Dupont, 2016).  The thesis researched how virtual reality games can teach verbal communication skills firstly by analysing past works, completing an in- depth literature review and multiple case studies. Secondly, by using research through design methods in the creation of a prototype game that incorporates both communication and game teaching mechanics researched in the first stage. Finally, user tests were conducted on the prototype game to analyse how effective it was at promoting verbal communication skills in students. The paper’s outcome was that virtual reality games can be effective at promoting verbal communication skills and have tested specific teaching techniques and video game mechanics that can be used to effectively promote these skills.</p>


2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


2019 ◽  
Author(s):  
David Zendle

Loot boxes are items in video games that may be paid for with real-world money, but which contain randomised contents. There is a reliable correlation between loot box spending and problem gambling severity: The more money gamers spend on loot boxes, the more severe their problem gambling tends to be. However, it is unclear whether this link represents a case in which loot box spending causes problem gambling; a case in which the gambling-like nature of loot boxes cause problem gamblers to spend more money; or whether it simply represents a case in which there is a general dysregulation in in-game spending amongst problem gamblers, nonspecific to loot boxes.The multiplayer video game Heroes of the Storm recently removed loot boxes. In order to better understand links between loot boxes and problem gambling, we conducted an analysis of players of Heroes of the Storm (n=112) both before and after the removal of loot boxes.There were a complex pattern of results. In general, when loot boxes were removed from Heroes of the Storm, problem gamblers appeared to spend significantly less money in-game in contrast to other groups. These results suggest that the presence of loot boxes in a game may lead to problem gamblers spending more money in-game. It therefore seems possible that links between loot box spending and problem gambling are not due to a general dysregulation in in-game spending amongst problem gamblers, but rather are to do with specific features of loot boxes themselves.


2019 ◽  
Author(s):  
David Zendle

A variety of practices have recently emerged which are related to both video games and gambling. Most prominent of these are loot boxes. However, a broad range of other activities have recently emerged which are also related to both gambling and video games: esports betting, real-money video gaming, token wagering, social casino play, and watching videos of both loot box opening and gambling on game streaming services like Twitch.Whilst a nascent body of research has established the robust existence of a relationship between loot box spending and both problem gambling and disordered gaming, little research exists which examines whether similar links may exist for the diverse practices outlined above. Furthermore, no research has thus far attempted to estimate the prevalence of these activities.A large-scale survey of a representative sample of UK adults (n=1081) was therefore conducted in order to investigate these issues. Engagement in all measured forms of gambling-like video game practices were significantly associated with both problem gambling and disordered gaming. An aggregate measure of engagement was associated with both these outcomes to a clinically significant degree (r=0.23 and r=0.43). Engagement in gambling-like video game practices appeared widespread, with a 95% confidence interval estimating that 16.3% – 20.9% of the population engaged in these activities at least once in the last year. Engagement in these practices was highly inter-correlated: Individuals who engaged in one practice were likely to engage in several more.Overall, these results suggest that the potential effects of the blurring of lines between video games and gambling should not primarily be understood to be due to the presence of loot boxes in video games. They suggest the existence of a convergent ecosystem of gambling-like video game practices, whose causal relationships with problem gambling and disordered gaming are currently unclear but must urgently be investigated.


Author(s):  
Kevin Veale

Affective materiality is a tool for exploring how engaging with textual structures shapes the affective experience of a story. The experience of video games is distinctive because their modes of engagement can lead to players feeling responsible for the decisions they make within the diegetic space of the game and its contextual storyworld. Night in the Woods and Undertale both use the perception of responsibility found in video game modes of engagement as an active storytelling tool, but apply it in different ways. Despite the differences in their contextual application, both games use affective materiality to encourage players to reflect on the consequences of their decisions in multiple arenas: within the context of the game, their engagement with other games and their engagement with the wider world. In doing so, both games apply storytelling techniques that distinguish playing video games from the experience of other media forms and encourage an empathetic engagement with fictional storyworlds.


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