scholarly journals Gladiotron - 3D Interactive Comics as an Ideal Entry Point for Transmedia IP Development

Author(s):  
Gavin Ronald Nelson Ball

Gladiotron is an online, interactive, 3D web-comic designed to test the efficacy of leveraging assets created for a 3D comic for reuse in other forms of media around the same intellectual property (IP), in this case a game, animation, and merchandise. The Gladiotron 3D web-comic exhibited advantages over basic storyboarding by increasing speed and efficiency of production between the comic and the game, audience growth potential, and opportunities for audiences’ feedback. This 3D web-comic model also demonstrates an alternative approach for developing video games and developing IPs. Keywords: WebGL, Babylon.js, web-comic, interactive, indie game development, marketing, production

2021 ◽  
Author(s):  
Gavin Ronald Nelson Ball

Gladiotron is an online, interactive, 3D web-comic designed to test the efficacy of leveraging assets created for a 3D comic for reuse in other forms of media around the same intellectual property (IP), in this case a game, animation, and merchandise. The Gladiotron 3D web-comic exhibited advantages over basic storyboarding by increasing speed and efficiency of production between the comic and the game, audience growth potential, and opportunities for audiences’ feedback. This 3D web-comic model also demonstrates an alternative approach for developing video games and developing IPs. Keywords: WebGL, Babylon.js, web-comic, interactive, indie game development, marketing, production


Sexualities ◽  
2021 ◽  
pp. 136346072199546
Author(s):  
Kerryn Drysdale

The term ‘chemsex’ references an identifiable set of circumstances and behaviours ascribed to gay male culture at the same time as operating as a politically salient category capable of spurring policy and programmatic responses. Increasingly, the word ‘scene’ is used in association with ‘chemsex’ in media reporting, expert commentary and research on the phenomenon. Rather than dismissing the coupling of chemsex and scene as mere vernacular, ‘scene’ offers a fruitful entry point for exploring how the combination of sex and drugs achieves cultural salience over time. In this article, I read chemsex cultures through the material and representational elements characteristic of ‘scene’. By emphasizing scenes’ temporal logics, I speculate on the value of this alternative approach in generating new understandings of chemsex cultures.


Author(s):  
Anatolii Kodynets ◽  
Arsen Murashko

Keywords: video game, intellectual property law, computer program, software, digitalinformation, electronic information, multimedia work, audiovisual work The article is devoted to thestudy of the legal understanding of video games as an object of intellectual propertyrights. The author concludes that video games constitute digital information, whichgreatly facilitates their development, however, complicates the protection of intellectualproperty rights. There is a contradictory connection between the concepts of«electronic (digital) information», «audiovisual work», «computer program» and «literarywork», which establishes some uncertainty in the protection of video games,namely, what should be understood by these concepts in terms of law.The author found that the use of the latest technologies to improve the visual componentbrings the video game even closer to the game audiovisual object, which increasesthe complexity of the process of protection of intellectual property rights. However, thecurrent situation with the use of the term «computer program» in the context of protectionof intellectual property rights to video games does not cover all features of the latter,covering only the main program among the software recording and operation of thegame, such as audiovisual content. Therefore, there is a need to use the generalized conceptof «software» as opposed to the narrower concept of «computer program». In thiscase, in the absence of at least one of the characteristics of the multimedia work, the computerprogram should be referred to the scope of legal regulation of software.The author proposed to understand the video game as object of intellectual propertylaw in the following manner: multimedia work expressed in the form of digital(electronic) information, the principle of which is determined by the algorithms of thesoftware provided for installation in the memory of computer devices.In general, the digital nature of video games presupposes a revision of existing approachesto the protection of intellectual property rights, which may be aimed atweakening the regulatory function of the law where it is possible to regulate the relationshipby more flexible means.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-32
Author(s):  
Diego Navarro ◽  
Veronica Sundstedt ◽  
Valeria Garro

The area of biofeedback interaction has grown over recent years, thanks to the release of more affordable and reliable sensor technology, and the accessibility offered by modern game development tools. This article presents a systematic literature review focusing on how different biofeedback interaction methods have been used for entertainment purposes in video games, between 2008 and 2020. It divides previous contributions in terms of a proposed interaction classification criteria and five different biofeedback methods (with a sixth category combining them): electroencephalography, electrocardiography, eye tracking, electrodermal activity, electromyography, and multi-modal interaction. The review describes the properties, sensor technologies, and the type of data gathered for every included biofeedback method, and presents their respective interaction techniques. It summarizes a set of opportunities and challenges for each included method, based on the results from previous work, and discusses these findings. It also analyzes how these interaction techniques are distributed between different common game genres. The review is beneficial for people interested in biofeedback methods and their potential use for novel interaction techniques in future video games.


2020 ◽  
pp. 450-464

Resumen La economía naranja abarca todo lo relacionado con la creatividad, el talento de las personas, cuyas ideas pueden transformarse en bienes o servicios protegidos por el derecho de autor o la propiedad intelectual y entre las actividades que la conforman se encuentran la industria cinematográfica, musical, moda, videojuegos, entre otras. La presente investigación analiza, el origen, desarrollo, crecimiento y aplicación de este tipo de economía. La metodología utilizada es del tipo analítica, documental, bibliográfica descriptiva, con un diseño de no experimental. Como resultado, se observa que la economía naranja es una de las más prometedoras para un país, considerando los ingresos generados por las manifestaciones creativas, al igual que los puestos de empleos, contribuyendo sustancialmente con el crecimiento del producto interno bruto del mismo. Se concluye, que la economía naranja o creativa utilizando solo como materia prima la creatividad y el intelecto, es una de las más prominentes y con mayor rentabilidad, si se considera que las personas como resultado del ritmo de vida tan agitado y de los cambios, recurren a la música, redes sociales, cine, videojuegos, museo, literatura, para esparcir su mente, relajarse o simplemente descansar, representando la misma el futuro de muchos países en el siglo XXI. Abstract The orange economy encompasses everything related to creativity, the talent of people, whose ideas can be transformed into goods or services protected by copyright or intellectual property and among the activities that make it up are the film and music industry, fashion, video games, among others. This research analyzes the origin, development, growth and application of this type of economy. The methodology used is of the analytical, documentary, descriptive bibliographic type, with a non-experimental design. As a result, it is observed that the orange economy is one of the most promising for a country, considering the income generated by creative demonstrations, as well as the jobs, contributing substantially to the growth of its gross domestic product. It is concluded that the orange or creative economy using only creativity and intellect as raw materials, is one of the most prominent and with the highest profitability, if it is considered that people as a result of the hectic pace of life and changes, They resort to music, social networks, cinema, video games, museums, literature, to spread their minds, relax or simply rest, representing the future of many countries in the 21st century.


2018 ◽  
Vol 15 (3) ◽  
pp. 289-307 ◽  
Author(s):  
Nataska Statham

In 2014, the developers of The Vanishing of Ethan Carter revealed that the stunning settings in the game were created using photogrammetry, a modeling technique up to then generally disregarded as being too cumbersome for the technical limitations of game engines. Shortly after, EA DICE announced that its 2015 flagship title Star Wars Battlefront would be adopting photogrammetry extensively not only to capture key props and costumes but also to recreate key locations beloved to Star Wars fans. Since then, the games industry has been flooded with articles, tutorials, and new software dedicated to the use of photogrammetry to create 3-D game assets. This article examines the key developments in the field since 2014, how the technique is being adopted by game studios, what are the current and future trends, and how the use of photogrammetry is likely to disrupt the well-established game development pipelines.


2016 ◽  
Author(s):  
L. Mani ◽  
P. D. Cole ◽  
I. Stewart

Abstract. This paper aims to understand whether video games (or serious games) can be effective in enhancing volcanic hazard education and communication. Using the eastern Caribbean island of St. Vincent, we have developed a video game – St. Vincent’s Volcano – for use in volcano education and outreach sessions, aimed at improving resident’s knowledge of potential future eruptive hazards (ash fall, pyroclastic flows and lahars). Here, we discuss the process of game development including concept design, game development through to final implementation on St. Vincent. Preliminary results for game implementation (obtained through pre and post-test knowledge quizzes) for both student and adult participants suggest that a video game of this style can be effective in improving learner’s knowledge. Both groups of participants demonstrated an increase in score percentage (9.3 % for adults and 8.3 % for students) and when plotted as learning gains (0.11 for adults and 0.09 for students). This preliminary data could provide a sound foundation for the increased integration of emerging technologies within traditional education sessions.


Gamification ◽  
2015 ◽  
pp. 1113-1141
Author(s):  
Jason Colman ◽  
Paul Gnanayutham

This chapter surveys assistive technologies which make video games more accessible for people who have an Acquired Brain Injury (ABI). As medical care improves, an increasing number of people survive ABI. Video games have been shown to provide therapeutic benefits in many medical contexts, and rehabilitation for ABI survivors has been shown to be facilitated by playing some types of video game. Therefore, technologies which improve the accessibility of games have the potential to bring a form of therapy to a larger group of people who may benefit. Hardware technologies which may make games more accessible for brain injury survivors are considered. Complementing these devices is the inclusion of accessibility features into games during the development process. The creation of best practice accessibility guidelines among game development practitioners is a nascent field, considered important by the authors. Play testing is common practice during game development. We consider the ethical issues involved when the play testers are brain injury survivors. Overall, the aim of this chapter is to improve the accessibility of future games, and thus their therapeutic potential, for brain injured and other disabled gamers.


Sign in / Sign up

Export Citation Format

Share Document