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Electronic, video and computer games have captured the interest of younger generation during the past years and have become the primary source of relaxation and fun for many. The public demand for choices in computer games has increased and there is a need to automate the process of game development. In this book we introduce a methodology for automated generation of entertaining games. The genres we address are board based games and video games. We use evolutionary algorithms to generate new and entertaining games using our proposed entertainment metrics as the fitness function.
This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry - understood as a global phenomenon in entertainment - and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game's virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merinoincorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework,Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.
"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." -Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human-computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human-computer interaction between the player and the game.
Computer Ethics: A Case-based Approach teaches students to solve ethical dilemmas in the field of computing, taking a philosophical, rather than a legal, approach to the topic. It first examines the principles of Idealism, Realism, Pragmatism, Existentialism, and Philosophical Analysis, explaining how each of them might be adopted as a basis for solving computing dilemmas. The book then presents a worksheet of key questions to be used in solving dilemmas. Twenty-nine cases, drawn from the real-life experiences of computer professionals, are included in the book as a means to let students experiment with solving ethical dilemmas and identify the philosophical underpinnings of the solutions.
Lust Games: An Essay on Honor, 58, 000 words, an examination of power, honor, the will to conquer, to endure. Time, passion, bloodlessness; concepts of survival, integrity, victory, two lovers, a muse........Knowledge is good, understanding sublime. Honor is to be cherished, defined, fought for, worked through, taken as prize, as gift. Honor is to be handled, recognized, acted upon against all powers, all odds. Good and true becomes good and true.......Power hungry bastards, cynical chiselers, low rent power plays, high rent power vacuums, parades of fools, saps, territorial battles in abundance. Lust driven temptresses, dream driven suckers, inherently weakened dunces run around for fun and profit. Worlds in flux, merciless masters, useless strivers, besotted clowns. Striving gnomes define their way........ The guts of daily battle. The guts of blood and guts, blood and tears, sentiment, pretense. Life on the lam. The guts of the price of admission......... Heathens more wonderful than words trip the light fantastic. Things good and true, right and sublime embrace the noble soul. Worldly playmates, worldly playgrounds, muddled motives bring stars to the party. Conflict, grace, achievement ride to the ends of time. A story of wit and romance, mystery and challenge........ Cynical, tough, resplendent in awe. The hero. Wary, beauty of the night, femme fatale, too smooth for words; friend and confidant, charming creature, protagonist and antagonist. The heroine. Ecstasy and economy. Enemy and lover........ A heathen's home, paradise lost. Whims wished, worlds in play, mothers' milk. Honor; the wicked master. Time, the wicked mistress. Crippling legacies. Wrenched saviors. Redemption, a tough and unforgiving act. The fun in the journey........"I offer you sleep at night, warmth in contemplation, dear boy," Amy said. "I offer you stunning charges to be made by rancid outlaws and fairy princesses," she said. "You could be the backdrop for the haunting sides of viral poisons careening through times and weak demeanors," she said. "Limber up the rewards for action, play, being, purpose, dear little boy blue," she said........ "I'll dance to the piper," she would say. "I'll dance and I'll blow him a damned kiss," she would say. "I'll blow you a kiss, too, baby," she said. "A nice to big kiss, baby," she said. "Just for you," she said. "A nice to big kiss," Jo said. "I love each and every one connected with this farce," she said......... There are rewards for the rancid, the exemplary, choreographing movement, action, yearning, drive. Territories are up for grabs. The finish on the edifices of hope and story dries slowly, sloppily, drips in puddles of toxic waste.......Useful pawns, iconic creatures. Walking iconic traps for all manners of lust, craving, envy, foam dripping fools. The beat beat beat of relentlessly primed virtue and want, desire and thrill........ "Tears were what I offer," she said. "A trade among new friends is always brokered. Your killers kill, your owners own, your breakers break and if that were not the case then," she said, "you would be just out of the ordinary," Jo said........ "Smooth over negligent strains of endeavor and come up working easy, always easy, little Stephen," Amy said to me. "Set the sun on wry killers and deal with them in good stead, Stephen," she said. "Sometimes not," she said. "The simple and easy plays, the simple and easy setups ride the cresting waves of forbearance Stephen," Amy said........The road to hell is paved with sour intentions. The foils of the game game those who are too damned tired to really give too much of a damn. Cynical, snide rules the game........ Happy little gnomes scamper about the rivers and eddies of rancid muses, fallen idols, Pharisees of honor, decrepit absences of godly wonder. Panoramas of endless beauty highlight the emptiness of standing, the mirage of talk, the grandeur of lust.
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