Skip to main content

Home/ Becker Video Game Design/ Group items tagged war games

Rss Feed Group items tagged

Garrett Eastman

FACTORS AFFECTING INTENT TO PURCHASE VIRTUAL GOODS IN ONLINE GAMES - 0 views

  •  
    "Online games increasingly sell virtual goods to generate real income. As a result, it is increasingly important to identify factors and theory of consumption values that affect intent to purchase virtual goods in online games. However, very little research has been devoted to the topic. This study is an empirical investigation of the factors and theory of consumption values that affect intent to purchase virtual goods in online games. The study determines the effects of game type, satisfaction with the game, identification with the character, and theory of consumption values on intent to purchase virtual goods. The study used a survey to collect information from 523 virtual game users. Study results showed that game type is a moderating variable that affects intent to purchase virtual goods. And it demonstrated that role-playing game users are affected by theory of consumption values: functional quality, playfulness, and social relationship support. Moreover, war-strategy game users are affected by satisfaction with the game, identification with the character, and theory of consumption values: price, utility, and playfulness. The study also presents conclusions, proposes applications, and describes opportunities for further research."
Garrett Eastman

Team Blockhead Wars: Generating FPS Weapons in a Multiplayer Environment - 0 views

  •  
    Abstract :"We present an attempt at exploring the search space of weapons in team-based multiplayer First-Person Shooters (FPS). At the foundation of the experiment is Team Block- head Wars (TBHW), a game that we developed for the pur- poses of this project. TBHW allows human players to enjoy classic multiplayer FPS gameplay and uses a genetic algo- rithm to continuously generate new weapons. A weapon's genome consists of ten real-valued parameters, which to- gether form a vast search space that includes common FPS weapon tropes. The evaluation function scores weapons on the basis of their use by players. The game also generates 3D meshes to visually represent the generated weapons for easy player recognition. While TBHW is work in progress, preliminary results are encouraging."
Garrett Eastman

Design of Emergent and Adaptive Virtual Players in a War RTS Game - 0 views

  •  
    "a method for the automatic generation of virtual players that adapt to the player skills; this is done by building initially a model of the player behavior in real time during the game, and further evolving the virtual player via this model in-between two games."
Garrett Eastman

US-born game developer sentenced to death in Iran - 0 views

  •  
    Iranian-American citizen and former US Marine created gamescriticizing Iran's regime
Garrett Eastman

On Video Games and Storytelling: An Interview with Tom Bissell - 0 views

  •  
    Gears of War writer
Garrett Eastman

Target Selection for AI Companions in FPS Games - 0 views

  •  
    Abstract: "Non-player Characters (NPCs) that accompany the player en- able a single player to participate in team-based experiences, improving immersion and allowing for more complex game- play. In this context, an Artificial Intelligence (AI) teammate should make good combat decisions, supporting the player and optimizing combat resolution. Here we investigate the target selection problem, which consists of picking the op- timal enemy as a target in a modern war game. We look at how the companion's different strategies can influence the outcome of combat, and by analyzing a variety of non-trivial First Person Shooter (FPS) scenarios show that a mathemat- ically simple approach significantly improves over common strategies typically found in games, and can achieve results similar to much more expensive look-up tree approaches. This work has applications in practical game design, show- ing that simple, computationally efficient target selection can make an excellent target selection heuristic"
Garrett Eastman

How Nanotechnology is Portrayed in Video Games - The Metal Gear Solid Saga - 0 views

  •  
    "In Metal Gear Solid 4, an advanced battlefield control network called "Sons of the Patriots" monitors and enhances the performance of soldiers deployed in combat via nanomachines injected in their body. Octo-camo, a form of smart camouflage, can replicate both the pattern and texture of any surface it comes in contact with."
Garrett Eastman

DIFFERENCES IN DESIGN VIDEO GAME DESIGN IN PRE AND POST 9/11 AMERICA - 0 views

  •  
    scope: 12 action video games made from 1996 to 2006
Garrett Eastman

Unmanned presents a nuanced, psychological perspective on modern warfare - 0 views

  •  
    Interview with designer of a game getting inside experience of drone pilots
Garrett Eastman

Word Wars - 0 views

  •  
    "Show the world your word sleuthing skills!" "HTML5 real time word game"
Garrett Eastman

Dark Potential's First Miniatures -- Indiegogo - 0 views

  •  
    Crowd funded futuristic apocalyptic war game
1 - 11 of 11
Showing 20 items per page