Abstract: "Cinematography is a key aspect in the development of mod-
ern computer games. The quality of the visuals depends, not
only on the accuracy of the rendering, but on the way that
the scene is presented to the player. Which element should
be included in the frame, from which point of view and in
which positions are all aspects that have been widely stud-
ied in classical cinematography. However, it is still unclear
how the principles developed for the lm medium are ap-
plicable to an interactive medium such as computer games.
This article presents a study, which explores the interplay
between cinematography and player experience. The results
of the experiment demonstrate the existence of an impact of
the cinematographic behaviour of camera on both player's
aect and her in-game behaviour. Furthermore, this impact
is dependent on the game mechanics highlighting once more
the dierence between classic cinematography and game cin-
ematography"
"By analyzing the data taken
from many different types of gamers through gameplay testing the players linear
difficulty graph slope can be found. Once a target slope has been established the
difficulty will increase or decrease based on how the player performs; that is, if they
are falling too far behind or staying too far ahead of the target curve it will have to
readjust again to keep them from getting bored or frustrated."
Abstract: "the boom
of Cloud Computing services in the recent years has created
new opportunities and removed many of the limitations that
are typically tied to software deployed on the Internet. It has
been shown that the development of online games can benefit
from the integration of Cloud services into their design in order
to solve many of the problems that plague their development
and maintenance. In this paper, we first discuss the current
designs of online gaming architectures and present their limits.
The solutions offered by using Cloud services in respect to these
video games are then explored and the new problems that arise
from this combination are addressed. We also present a case
study by deploying an online First Person Shooter multiplayer
video game on currently available Cloud infrastructures (using
Amazon Elastic Compute Cloud) and detailing our architecture
specifically designed for this purpose. We show that, where once
entering the market of online games was solely affordable by big
companies due to the high infrastructure costs, a single person
could now create and deploy an online game."
Abstract: "The main goal of this research is to understand how Utrecht's business environment must be developed in order to increase the region's international competiveness in the gaming industry. Utrecht's aim is to specialize in the gaming industry. In this research it is estimated that Utrecht is focused on small digital development game companies. The results indicate that Utrecht's competitive advantages are in its policy intervention, low labor wages and real estate costs, well developed demographical factors and infrastructure compared to the other investigated European cities. However, Utrecht scores below average on the categories of investments, quality of life and human resources. Once Utrecht has a stronger promotional effort in the gaming industry, it enlarges its attraction to draw game companies and to better its international position."