474 research outputs found
International gaming:laws and regulations around games in the digital era: conference proceedings
Games have a complicated relationship with the law and with the globalization of the gaming market in the digital era, legality is something that must be considered in the development, publication, playing and moderation of games. Games have been and continue to be regulated around the globe, and issues arise at different times in a games life cycle: intellectual property (IP), including patent and copyright protection, must be considered from the initial development of the game; International legality, age ratings, and infringement must be considered in the publication of the game; and players must consider the legality of their manner of obtaining the game and whether or not that game is even legal in the country they are playing in. In addition to this, there are legal issues surrounding abuse and harassment in games, leading several developers to implement moderation and other safety regulations internally in order to pass risk assessments from international regulations. In this way, the laws and regulations around games and gaming in the digital era need to be scrutinized.
International gaming:laws and regulations around games in the digital era: conference proceedings
Games have a complicated relationship with the law and with the globalization of the gaming market in the digital era, legality is something that must be considered in the development, publication, playing and moderation of games. Games have been and continue to be regulated around the globe, and issues arise at different times in a games life cycle: intellectual property (IP), including patent and copyright protection, must be considered from the initial development of the game; International legality, age ratings, and infringement must be considered in the publication of the game; and players must consider the legality of their manner of obtaining the game and whether or not that game is even legal in the country they are playing in. In addition to this, there are legal issues surrounding abuse and harassment in games, leading several developers to implement moderation and other safety regulations internally in order to pass risk assessments from international regulations. In this way, the laws and regulations around games and gaming in the digital era need to be scrutinized.
INGAME Transnational report
This Report describes and analyses the main research results carried out in the countries that make up the partnership and in the wider European context. In particular, the research methodology has seen the implementation of two phases, desk-based research conducted by all partner organisations through Literature Review and field-based research conducted in each country through online questionnaire
InGAME international:games in/between China and the West - Conference proceedings
The Chinese gaming market is known as a global powerhouse, generating billions of pounds of revenue and interacting with nearly 700 million gamers. The rapid growth of the Chinese gaming industry has drawn the attention of scholars and game producers alike, both eager to understand the political, social, and commercial side of the Chinese games market and gaming culture. Increasingly, UK games companies have been looking to ‘break into’ the Chinese market, but have been met with challenges including cultural differences, the language barrier, regulatory issues, and a lack of knowledge of the Chinese gaming culture.This conference invited talks from researchers in China, the UK/Europe, and beyond, with a focus on cross-cultural (China-West) research in games. We aimed to bring together researchers from different regions to build a better understanding of the opportunities and barriers to academic and industry collaboration. The conference proceedings include abstracts for all conference talks
Specialieji terminai vaizdo žaidimų pramonėje. Neologizmai ir jų vertimas
The video game industry is growing at a very fast pace. At present, it is the biggest entertainment industry in the world, selling even more than film and music industries. Newly-developed technologies provide video game creators with the necessary tools to develop more complex game worlds, and user interaction is more important than ever. Each one has its own terminology and complexities, which must be perfectly understood in order to deliver high-quality work. Therefore, translators must be deeply aware of how all these technologies and game worlds work. More importantly, they need to be familiar with the specialized terminology they are going to come across while working in the video game industry. This paper is part of a series of studies where a corpus of 300 games is used to analyze the terminology needs of video game translation and interpreting. Specifically, this paper focuses on the relevance of neologisms—as they are one of the basic traits that define a specialized language—and defines the type of neologisms that can be found when localizing a video game with the overall goal of proving that they are common in the video game industry.aizdo žaidimų pramonė auga labai sparčiai. Šiais laikais tai yra didžiausia pramogų industrija pasaulyje, parduodanti net daugiau nei kino ir muzikos kūrėjai. Naujai sukurtos technologijos suteikia vaizdo žaidimų kūrėjams priemonių sudėtingesniems žaidimų pasauliams kurti, o vartotojo sąveika yra svarbesnė nei bet kada anksčiau. Kiekvienas žaidimas pasižymi sava terminologija ir sudėtingumu. Šiuos aspektus būtina puikiai suprasti, norint pateikti geros kokybės darbą. Todėl vertėjai turi gerai žinoti, kaip veikia visos šios technologijos ir žaidimų pasauliai. Dar svarbiau, kad jie būtų susipažinę su šios srities terminija, nes su ja teks susidurti dirbant vaizdo žaidimų pramonėje. Šis straipsnis yra dalis didelio tyrimo, kuriam sukurtas 300 žaidimų tekstynas, skirtas vaizdo žaidimų vertimo terminologiniams poreikiams analizuoti. Straipsnyje pabrėžiama neologizmų, kaip vieno iš pagrindinių specializuotų žaidimų bruožų, svarba ir apibūdinamas neologizmų tipas, kurį galima rasti lokalizuojant vaizdo žaidimus. Nurodoma, kokie neologizmai labiausiai paplitę vaizdo žaidimų pramonėje
InGAME international:games in/between China and the West - Conference proceedings
The Chinese gaming market is known as a global powerhouse, generating billions of pounds of revenue and interacting with nearly 700 million gamers. The rapid growth of the Chinese gaming industry has drawn the attention of scholars and game producers alike, both eager to understand the political, social, and commercial side of the Chinese games market and gaming culture. Increasingly, UK games companies have been looking to ‘break into’ the Chinese market, but have been met with challenges including cultural differences, the language barrier, regulatory issues, and a lack of knowledge of the Chinese gaming culture.This conference invited talks from researchers in China, the UK/Europe, and beyond, with a focus on cross-cultural (China-West) research in games. We aimed to bring together researchers from different regions to build a better understanding of the opportunities and barriers to academic and industry collaboration. The conference proceedings include abstracts for all conference talks
Collaboration, Dedication, and Social Pressure: A Comparative Analysis of Virtual and Face-to-Face Game Jams
Game jams are virtual or face-to-face events where game developers (often non-professional or hobbyist) collaborate to make digital games within a limited time frame. As these events have become not only game-creation events but also social collaboration spaces, important questions emerge regarding how exactly different modes of game jams can offer different affordances for developers’ social collaboration. Using 24 semi-structured interviews, we provide a comparative analysis of virtual and face-to-face game jams, especially with regard to the different technological processes and social engagement in each mode of game jams. We contribute to the game jam community by highlighting game jams as novel social collaboration spaces and by providing empirical evidence of the unique affordances of different modes of game jams for social collaboration
A New Pseudo Real-time Single-action Game Challenge and Competition for AI
Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2022/2023This work presents TotalBotWar, a new pseudo real-time single-action challenge for
game AI for mobile devices, as well as some initial experiments that benchmark the
framework with different agents. The game is based on the real-time battles of the
popular TotalWar games series where players manage an army to defeat the opponents
one. In the proposed game, a turn consists of an order to control one of your units. One
interesting feature of the game is that if a particular unit does not receive an order in
a turn, it will continue performing the action specified in a previous turn. The turnwise
branching factor becomes overwhelming for traditional algorithms and the partial
observability of the game state makes the proposed game an interesting platform to test
modern AI algorithms.
It should be added that it is not necessary to know about programming to play, also
the manual game mechanics have been implemented in which you can control your troops
with the mouse.
Finally, for reasons that will be explained in the following chapters, the structure of the
developed system is not the conventional one, but a Cloud Gaming [26] style structure
has been necessary
A Systematic Literature Review of Digital Game-based Assessment Empirical Studies: Current Trends and Open Challenges
Technology has become an essential part of our everyday life, and its use in
educational environments keeps growing. In addition, games are one of the most
popular activities across cultures and ages, and there is ample evidence that
supports the benefits of using games for assessment. This field is commonly
known as game-based assessment (GBA), which refers to the use of games to
assess learners' competencies, skills, or knowledge. This paper analyzes the
current status of the GBA field by performing the first systematic literature
review on empirical GBA studies, based on 66 research papers that used digital
GBAs to determine: (1) the context where the study has been applied, (2) the
primary purpose, (3) the knowledge domain of the game used, (4) game/tool
availability, (5) the size of the data sample, (6) the data science techniques
and algorithms applied, (7) the targeted stakeholders of the study, and (8)
what limitations and challenges are reported by authors. Based on the
categories established and our analysis, the findings suggest that GBAs are
mainly used in formal education and for assessment purposes, and most GBAs
focus on assessing STEM content and cognitive skills. Furthermore, the current
limitations indicate that future GBA research would benefit from the use of
bigger data samples and more specialized algorithms. Based on our results, we
discuss the status of the field with the current trends and the open challenges
(including replication and validation problems) providing recommendations for
the future research agenda of the GBA field.Comment: 23 pages, 12 figures, 1 tabl
Machine intelligence sports as research programs
Games and competitions have played a significant role throughout the history of artificial intelligence and robotics. Machine intelligence games are examined here from a distinctive methodological perspective, focusing on their use as generators of multidisciplinary research programs. In particular, Robocup is analyzed as an exemplary case of contemporary research program developing from machine intelligence games. These research programs arising are schematized in terms of framework building, subgoaling, and outcome appraisal processes. The latter process is found to involve a rather intricate system of rewards and penalties, which take into account the double allegiance of participating scientists, trading and sharing interchanges taking place in a multidisciplinary research environment, in addition to expected industrial payoffs and a variety of other fringe research benefits in the way of research outreach and results dissemination, recruitment of junior researchers and students enrollment
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