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Flow (video Game)
''Flow'' (stylized as ''flOw'') is an independent video game created by Jenova Chen and Nicholas Clark. Originally released as a free Flash game in 2006 to accompany Chen's master's thesis, it was reworked into a 2007 PlayStation 3 game by his development studio, Thatgamecompany, with assistance from Santa Monica Studio. SuperVillain Studios developed a PlayStation Portable version of the game in 2008, and PlayStation 4 and PlayStation Vita versions in 2013. In ''Flow'', the player navigates a series of two-dimensional (2D) planes with an aquatic microorganism that evolves by consuming other microorganisms. The game's design is based on Chen's research into dynamic difficulty adjustment at the University of Southern California's Interactive Media Division, and on psychologist Mihaly Csikszentmihalyi's theoretical concept of mental immersion or flow. The Flash version of ''Flow'' received 100,000 downloads within its first two weeks of release, and had been played over 3.5& ...
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Thatgamecompany
Thatgamecompany, Inc. (stylized as thatgamecompany) is an American independent video game development company founded by University of Southern California students Jenova Chen and Kellee Santiago in 2006. The company was a developer for Sony Computer Entertainment, contracted to create three downloadable games for the PlayStation 3's PlayStation Network service, and has since secured independent funding. The first of their games is a remake of Chen's award-winning Flash title '' Flow'', with enhanced visuals and sound, added multiplayer modes and compatibility with the PlayStation 3's motion-sensitive controller. The title was released on the PlayStation Store in 2007. The company's second PlayStation 3 game, ''Flower'', was released on the PlayStation Store in 2009, and their third game, '' Journey'', was released in March 2012 on the PlayStation Store. Their fourth game, '' Sky: Children of the Light'', was released in July 2019 on iOS and in April 2020 on Android. Later, ...
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Video Game
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with Sound, audio complement delivered through loudspeaker, speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides Touch, tactile sensations). Some video games also allow microphone and webcam inputs for voice chat in online gaming, in-game chatting and video game livestreaming, livestreaming. Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and PC game, comp ...
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British Academy Of Film And Television Arts
The British Academy of Film and Television Arts (BAFTA, ) is an independent trade association and charity that supports, develops, and promotes the arts of film, television and video games in the United Kingdom. In addition to its annual award ceremonies, BAFTA has an international programme of learning events and initiatives offering access to talent through workshops, masterclasses, scholarships, lectures, and mentoring schemes in the United Kingdom and the United States. BAFTA's annual film awards ceremony, the British Academy Film Awards, has been held since 1949, while its annual television awards ceremony, the British Academy Television Awards, has been held since 1955. Their third ceremony, the British Academy Games Awards, was first presented in 2004. Origins BAFTA started out as the British Film Academy, founded in 1947 by a group of directors: David Lean, Alexander Korda, Roger Manvell, Laurence Olivier, Emeric Pressburger, Michael Powell, Michael Balcon, C ...
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Academy Of Interactive Arts & Sciences
The Academy of Interactive Arts & Sciences (AIAS) is a non-profit organization of video game industry professionals. It organizes the annual Design Innovate Communicate Entertain Summit, better known as D.I.C.E., which includes the presentations of the D.I.C.E. Awards. History Andrew S. Zucker, an attorney in the entertainment industry, founded the Academy of Interactive Arts & Sciences in 1991 and served as its first president. AIAS co-promoted numerous events with organizations such as the Academy of Television Arts and Sciences, the Directors Guild of America, and Women in Film. Their first awards show program, '' Cybermania '94'', which was hosted by Leslie Nielsen and Jonathan Taylor Thomas, was broadcast on TBS in 1994. While a second show was run in 1995 and was the first awards program to be streamed over the Web, it drew far fewer audiences than the first. Video game industry leaders decided that they wanted to reform AIAS as a non-profit organization for the vid ...
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Game Developers Choice Awards
The Game Developers Choice Awards are awards annually presented at the Game Developers Conference for outstanding video game developer, game developers and video game, games. Introduced in 2001, the Game Developers Choice Awards were preceded by the Spotlight Awards, which were presented from 1997 to 1999. Since then, the ceremony for the Independent Games Festival is held just prior to the Choice Awards ceremony. Winner selection process Nominations for games are made by International Choice Awards Network (ICAN), a group of leading game creators. Votes are then additionally made by editors of Game Developer (website), Game Developer. Any video game released in the preceding calendar year, regardless of medium, is eligible to be nominated, though upgrades, expansions, and mission packs are not eligible to be nominated. The top nominated games are assembled into the list of nominees, typically presented in December, are then voted on by final voting body, made up of ICANs, and ed ...
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PlayStation Network
PlayStation Network (PSN) is a digital media entertainment service provided by Sony Interactive Entertainment. Launched in November 2006, PSN was originally conceived for the PlayStation video game consoles, but soon extended to encompass smartphones, tablets, Blu-ray players and high-definition televisions. It succeeded Sony Entertainment Network in 2015 and this service is the account for PlayStation consoles, accounts can store games and other content. PlayStation Network's services are dedicated to an online marketplace (PlayStation Store), a premium subscription service for enhanced gaming and social features (PlayStation Plus), music streaming (PlayStation Music, based on Spotify), and formerly a cloud gaming service ( PlayStation Now; folded into PlayStation Plus Premium in June 2022). The service is available in 73 territories. History Launched in the year 2000, Sony's second home console, the PlayStation 2, had rudimentary online features in select games via its onlin ...
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Flow (psychology)
Flow in positive psychology, also known colloquially as being in the zone or locked in, is the mental state in which a person performing some activity is fully immersed in a feeling of energized Attention, focus, full involvement, and enjoyment in the process of the activity. In essence, flow is characterized by the complete absorption in what one does, and a resulting transformation in one's sense of time. Flow is the melting together of action and consciousness; the state of finding a balance between a skill and how challenging that task is. It requires a high level of concentration. Flow is used as a coping skill for stress and anxiety when productively pursuing a form of leisure that matches one's skill set. First presented in the 1975 book ''Beyond Boredom and Anxiety'' by the Hungarian-American psychologist Mihaly Csikszentmihalyi, Mihály Csíkszentmihályi, the concept has been widely referred to across a variety of fields (and is particularly well recognized in occupati ...
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Mihaly Csikszentmihalyi
Mihaly Robert Csikszentmihalyi ( , , ; 29 September 1934 – 20 October 2021) was a Hungarian-American psychologist. He recognized and named the psychological concept of " flow", a highly focused mental state conducive to productivity. He was the Distinguished Professor of Psychology and Management at Claremont Graduate University. Earlier, he served as the head of the department of psychology at the University of Chicago and of the department of sociology and anthropology at Lake Forest College. Early life and education Mihaly Robert Csikszentmihalyi was born on 29 September 1934 in Fiume, now Rijeka, then part of the Kingdom of Italy. His family name derives from the village of Csíkszentmihály in Transylvania. He was the third son of a career diplomat at the Hungarian Consulate in Fiume. In 1944, when Csikszentmihalyi was ten years old, one of his two older half-brothers was killed in the Siege of Budapest, and the other, Moricz, was sent to labor camps in Siberia by ...
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USC Interactive Media Division
The University of Southern California's School of Cinematic Arts's Interactive Media & Games Division first accepted M.F.A. students in 2002. The division currently offers both undergraduate (B.F.A.) and graduate (M.F.A. and M.S.) programs in interactive media and game design, as well as B.F.A. programs in game art and themed entertainment and an M.A. in media arts, games and health. The programs include courses in game design, game development, production, audio, animation, and user research as well as experimental work in gestural and immersive interfaces, transmedia design, and interactive cinema. From 2010-2015 and 2017-2022, USC was named as the number-one design program for games in North America by the Princeton Review. Major funders of the USC IMGD include Microsoft and Electronic Arts, both of which companies have endowed faculty positions in the program. Game industry executive Bing Gordon was the first holder of the Electronic Arts Endowed Chair in Interactive Entert ...
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Dynamic Game Difficulty Balancing
Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard). The goal of dynamic difficulty balancing is to keep the user interested from the beginning to the end, providing a good level of challenge. Dynamic game elements Some elements of a game that might be changed via dynamic difficulty balancing include: * Speed of enemies * Health of enemies * Frequency of enemies * Frequency of powerups * Power of player * Power of enemies * Duration of gameplay experience Approaches Different approaches are found in the literature to address dynamic game difficulty balancing. In all cases, it is necessary to measure, implicitly or explicitly, the difficulty the us ...
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Microorganism
A microorganism, or microbe, is an organism of microscopic scale, microscopic size, which may exist in its unicellular organism, single-celled form or as a Colony (biology)#Microbial colonies, colony of cells. The possible existence of unseen microbial life was suspected from antiquity, with an early attestation in Jain literature authored in 6th-century BC India. The scientific study of microorganisms began with their observation under the microscope in the 1670s by Anton van Leeuwenhoek. In the 1850s, Louis Pasteur found that microorganisms caused food spoilage, debunking the theory of spontaneous generation. In the 1880s, Robert Koch discovered that microorganisms caused the diseases tuberculosis, cholera, diphtheria, and anthrax. Microorganisms are extremely diverse, representing most unicellular organisms in all three domains of life: two of the three domains, Archaea and Bacteria, only contain microorganisms. The third domain, Eukaryota, includes all multicellular o ...
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2D Computer Graphics
2D computer graphics is the computer-based generation of digital images—mostly from two-dimensional models (such as 2D geometric models, text, and digital images) and by techniques specific to them. It may refer to the branch of computer science that comprises such techniques or to the models themselves. 2D computer graphics are mainly used in applications that were originally developed upon traditional printing and drawing technologies, such as typography, cartography, technical drawing, advertising, etc. In those applications, the two-dimensional image is not just a representation of a real-world object, but an independent artifact with added semantic value; two-dimensional models are therefore preferred, because they give more direct control of the image than 3D computer graphics (whose approach is more akin to photography than to typography). In many domains, such as desktop publishing, engineering, and business, a description of a document based on 2D computer graph ...
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