Limited War Gaming
There are, as well, many new methods being used presently in military gaming that are quite different. Even a World War II war gamer would be surprised at the use of the modern computer and game theory.
2873 Ergebnisse
Sortierung:
In: Wichmand , M 2011 , ' Gaming & Social Innovation ' , Paper presented at Innovation i den offentlige sektor , Ringsted , Denmark , 08/12/2011 - 09/12/2011 .
Dette paper prœsenterer en rœkke ny computerspil, som har det fœllesmål at skabe borgerdreven social innovation. Indledningsvist vil paperet skitsere den udvikling, der har fundetsted i spilindustrien, som har muliggjort udviklingen af disse spil samt redegøre for hvorfor disse spil bør tages seriøst som et demokratisk udviklingsvœrktøj. Efterfølgende vil jeg i paperet pege på nogle af de potentialer og kritiske spørgsmål, som spillene i følge mig indholder og rejser i forhold til en diskussion af spillenes kapacitet for at skabe borgerdreven social innovation. Argumentationen for disse potentialer og diskussion af de kritiske spørgsmål vil danne grundlag for min videre research. Afslutningsvist vil jeg kort beskrive den metodiske tilgang som er planlagt for projektet.
BASE
In: Critical gambling studies, Band 2, Heft 2, S. 169-171
ISSN: 2563-190X
This is an article by Murray Marshall to be published as a commentary in the CIGS issue.
In: Naval War College review, Band 65, Heft 4, S. 106-147
ISSN: 0028-1484
In: Frontiers of Operational Research and Applied Systems Analysis, v. Vol. 3
In: 170 University of Pennsylvania Law Review 1129 (2022)
SSRN
SSRN
In: Kirkpatrick , G 2016 , ' How gaming became sexist : a study of UK gaming magazines, 1981-1995 ' Media, Culture & Society , pp. 1-16 . DOI:10.1177/0163443716646177
Computer gaming was not born sexist but was codified as an exclusively male practice as it peeled itself away from the rest of the burgeoning computer culture in the mid- 1980s. This article traces the development of gaming's gender bias through a discourse analysis of gaming magazines published in the United Kingdom between 1981 and 1995. In their early years (1981–1985), these publications present a milieu that was reflective on gender issues and concerned to include female participants. However, from 1987, the rhetorical framing of computer games, gaming and gamer performance was increasingly gender-exclusive and focused on the re-enforcement of stereotypically masculine values, albeit that much of this discourse had a humorous and ironic inflection. The article presents this as the gender-biased articulation of gaming discourse. Instead of viewing the gendering of computer games as something they inherited from previous kinds of games and activities, the article argues that the specific political economy of the gaming industry in the second half of the 1980s created specific conditions under which games and gaming were coded as exclusively masculine.
BASE
Millennials live in tandem with rapid technological development. Unlike the previous generation, this generation spends more time in cyberspace than the real world. Cyber entertainment often becomes the solution to relieve fatigue from daily activities. So is the millennial generation in Indonesia, where 56 percent of them tend to spend time playing video games. The existence of the internet has changed the way one play becomes unlimited. Currently video games are not only a means of entertainment, but can be a means of competition between players. There have been many millennials who have pursued the electronic game industry as a promising profession. However, there is still rarely a community forum for game lovers. The available containers are only limited to the place of sale / retail games without any means of playing video games and supporting facilities, such as in the Glodok electronic center. Or just offer a means to play video games without the means of sales and support, such as Timezone. In Indonesia, video games are still seen as mere hobbies for leisure time. Lack of government support and a negative public view of the game also impedes the realization of this kind of project. With the above considerations, hopefully the gaming community arena will not only be a means of entertainment, socialization and competition, but also as a means of learning and employment in the field of gaming. The main objective of the project this time is to accommodate the community as well as a place for competition for video game lovers. This game facility is a commercial value project, located in the West Jakarta area, precisely in the Grogol Petamburan area. The concept used in the building is inspired by the motherboard which is the driving core in all electronic video game devices.Abstrak Generasi milenial hidup beriringan dengan perkembangan teknologi yang pesat. Berbeda dengan generasi sebelumnya, generasi ini lebih banyak menghabiskan waktu di dalam dunia maya daripada dunia nyata. Hiburan dunia maya seringkali menjadi solusi untuk melepas kepenatan dari kesibukan sehari-hari. Begitu pula dengan generasi milenial di Indonesia, dimana 56 persen dari mereka cenderung menghabiskan waktu untuk bermain video game. Adanya internet telah mengubah cara bermain yang satu arah menjadi tidak terbatas. Saat ini video game tidak hanya menjadi sarana hiburan, namun dapat menjadi sarana ajang kompetisi antar pemain. Sudah banyak generasi milenial yang menekuni industri permainan elektronik ini sebagai profesi yang menjanjikan. Namun, masih jarang tersedia wadah komunitas para pecinta game. Wadah yang tersedia hanya terbatas pada tempat penjualan / retail game tanpa ada sarana bermain video game dan fasilitas penunjangnya, seperti di kawasan pusat elektronik Glodok. Atau hanya menawarkan sarana bermain video game tanpa sarana penjualan dan penunjangnya, seperti Timezone. Di Indonesia, video game masih dipandang hanya sebagai hobi untuk mengisi waktu luang semata. Kurangnya dukungan pemerintah dan pandangan negatif masyarakat terhadap game juga menghambat terealisasinya proyek semacam ini. Dengan pertimbangan diatas, maka diharapakan arena komunitas gaming ini tidak hanya menjadi sarana hiburan, sosialisasi dan kompetisi, namun juga sebagai sarana pembelajaran dan pekerjaan dalam bidang game. Tujuan utama dari dari proyek kali ini adalah mewadahi komunitas sekaligus menjadi tempat kompetisi para percinta video game. Fasilitas permainan ini merupakan proyek bernilai komersial, yang terletak di daerah Jakarta barat, tepatnya kawasan Grogol Petamburan. Konsep yang dipakai pada bangunan terinspirasi dari papan motherboard yang merupakan inti penggerak dalam seluruh perangkat elektronik video game.
BASE
In: Games and Play
The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion, by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.