“Texas Rope ‘Em is not entitled to First Amendment protection because it does not convey any messages or ideas. Unlike books, movies, music, plays and video games—mediums of expression that typically enjoy First Amendment protection—Texas Rope ‘Em has no plot, no storylines, no characters, and no dialogue. All it conveys is a random display of cards and a map. Absent the communicative features that invoke the First Amendment, Candy Lab has no First Amendment claim,” the county said. (PDF)
Source: Augmented reality lawsuit provides augmented view of 1st Amendment | Ars Technica
No plot, storylines, characters, and dialog describes the Academy Award winner for best picture last year.
As they continue to move away from traditional sports viewing, a growing number of Millennials are instead flocking to alternatives such as eSports, including live video-gaming competitions such as The International, an annual tournament devoted to DOTA 2. Though such events aren’t organized in the traditional sense, the growing popularity of eSports nonetheless has the potential to further diminish Millennials’ loyalty to traditional sports.
Source: L.E.K. Sports Survey — Digital Engagement Part One: Sports and the “Millennial Problem” – 1912_Sports_Survey_Part_1a.pdf
But now even Ke, the reigning top-ranked Go player, has acknowledged that human beings are no match for robots in the complex board game, after he lost three games to an AI that mysteriously popped up online in recent days.
The AI turned out to be AlphaGo in disguise.
Source: The AI “Master” bested the world’s top Go players—and then revealed itself as Google’s AlphaGo in disguise — Quartz
Much of that success can be attributed to the game’s open structure and limitless potential. Players can build anything they imagine, provided its outward-facing geometry is made up of simple, colorful blocks. The focus on creativity is why so many players, young and old, have been drawn to the game and continue to play years after its release.
Source: ‘Minecraft’ tops 100 million sales
Apart from Tetris, few games have come anywhere close to hitting the 100 million mark.
Faisall had upgraded the dinosaurs using the game currency Dino Bucks without realising it was charging him in real money.
Source: Boy, 7, racks up £4,000 on dad’s iPad playing Jurassic World game | Metro News
What the PC game industry figured out is that in a world of abundant media, users have endless choices; instead of fighting for scarcity, fight for attention. Maximize user engagement and money will — with enough experiments — inevitably follow.
Source: Lessons from the PC video game industry — Medium
Professional gaming – e-sport – is a huge deal in South Korea. There’s a government department dedicated to its development.
Source: The real scars of Korean gaming – BBC News
At the top-end of gaming, the players are undeniably well looked after, healthy and happy – even if the gruelling routine means they clearly don’t enjoy playing anymore. It’s work.
Still, the era of plastic instruments has passed. You can’t find the controllers in stores anymore, but your local Salvation Army or Goodwill probably has a giant pile of them. Even those who love Rock Band have trouble justifying all of the primo living room real estate the full suite of controllers consumes.
via Rock Band and Guitar Hero May Be Returning in 2015 | WIRED.
By contrast, the current ranking system leads to the popular becoming more popular — once you’re on the top charts, you have increased visibility, which leads to more reviews, which further cements your chart position (as long as you stay inside your semantic rating bucket).
Those of us who want to discover hidden gems really need the search functionality to work with us, not against us. We want a system where the top charts are self-correcting, rather than self-reinforcing. Otherwise we get a situation like Apple’s with frozen charts, shady tactics, and skyrocketing user acquisition costs.
via Fixing Steam’s User Rating Charts.
Often synonymous with “random generation”, procedural generation is the usage of calculations and algorithms to create content, rather than referring to preset data. The typical reason is to generate content mid-gameplay, which makes for a more unpredictable and unique experience in multiple playthroughs. Common elements that are subject to procedural generation in games include item attributes, enemy abilities, and level layouts.
Procedural generation specifically refers to the usage of algorithms to generate content, it is not necessary to be random. Pseudo-random generators with fixed seeds can be considered procedural generation despite producing identical results.
via Newest ‘procedural-generation’ Questions – Game Development Stack Exchange.