Through a cross-media analysis of Les 7 Boules de Cristal and Le Temple du Soleil, a two-part story in the Belgian comic series Les Aventures de Tintin and the videogame Shadow of the Colossus, this thesis will argue that these works manipulate fundamental elements of their medium to intertwine introspection into the action-oriented tales. The works achieve this duality in positioning the individual in both a distant and close relationship to their diegesis. In expressing to the individual the fictional world, while simultaneously implicating him or her within it, these works place the individual in the role of spectator and participant. While the works constantly shift emphasis from one to the other, the individual is always both. The works do not champion one over the other; instead they reveal that both introspection and exploration are not antithetical but complementary. Without one, understanding of the other remains incomplete.
In previous two-player experimental versions of the centipede game, the theoretically rational outcome has proven highly paradoxical. In this paper, I report on the findings of an experimental five player, high pay centipede game in a finite-repeated context over 60 rounds. The results show that additional players, and subsequently additional counterfactual conditions, do not necessarily lead to an increase in the Nash-equilibrium outcome. In the five player game, a large portion of the population were found to act as consistent cooperators, which had major effects on other subjects. Using a model of adaptive learning, previous game outcomes are shown to influence play over time. The significance of a lagged-historical based model at the first three decision nodes suggests a large amount of learning within the sessions. The combination of this adaptive play with cooperative types results in a significantly smaller move to Nash than found in an equivalent three player experimental treatment.
The First Mondays Event Series is a campus-wide forum that aims to engage all members of the CC community, including students, staff, administrators and faculty. The series creates opportunities for the whole community to gather, encouraging everyone to be part of the intellectual life of the college, and facilitating discourse among students, faculty, and staff, across courses, disciplines, and divisions. Blake Harris and Gail Tilden will discuss the battle between Sega and Nintendo to be the best in gaming in the early 90s, otherwise known as the great battle between Sonic the Hedgehog and Super Mario. The discussants will focus on how Sega's Blast processing blew up Nintendo's well plumbed gaming machine. This lecture was presented at Colorado College, Armstrong Hall, October 27, 2014.
In recent history, the field of video game studies has garnered more serious academic attention, but it has yet to reach its full potential. While the theorists who introduced this field took the first major steps in developing a methodology for the study of video games, they fell short in actually applying their proposed techniques. This thesis aims to synthesize a cohesive approach to the study of video games by actually reading one as a text in its own right. The focus is on Japanese video games and how they derive from a rich literary and aesthetic history, as well as how they play a key role in the evolution of these aspects of Japanese culture.
The home video game industry has become one of the largest industries in the United States; until recently it has seen steady growth. With the introduction and rapid growth of smartphone and tablet gaming there has been a drop off in sales for the industry. This paper defines the industry as it was and creates theoretical framework that attempts to explain the ways that tablet and smartphone games could be affecting the home video game console industry. The model uses a finite horizon sequential game model to capture the effects of competition within the industry and heterogeneity of consumer console preferences as well as effects of smartphone/ tablet computer ownership on consumer preferences.
Since 2004, online videogame industry has grown significantly. Players use 3D-generated figures called ‘avatars’ in cyberspace. High-leveled, stronger avatars are often traded in online auction sites such as Ebay or PlayerAuctions by online among players with real money. This paper studies the online avatar auction market. Among hundreds or even thousands of avatars listed online, only few deals are made every day. I collected data on successful deals (N=173), categorized avatar depending on attributes, and used Hedonic Regression model to examine which attributes affect the avatar prices the most. As a result, I discover that attributes indicate avatar power and previous owner’s dedication to game are significant in determining avatar price.