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#Gaming and Virtual Reality in the 2020s and beyond
dystini · 1 year
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Indycar Driver Lore
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Indycar Driver Lore Masterlist
William "Will" Steven Power
Birthdate: March 1, 1981 Hometown: Toowoomba, Australia Residence: Charlotte, North Carolina Height/Weight: 5’10”/155lbs
Rookie Year: 2005
Team: Team Penske
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Follow him on: Instagram Twitter YouTube
Career Stats
Champ Car 2005: Walker Racing - 22nd Overall 2006: Walker Racing - 6th overall 2007: Walker Racing - 4th Overall Indycar 2008: KV Racing Technology - 12th Overall 2009: Penske Racing - 19th Overall 2010: Team Penske - 2nd Overall 2011: Team Penske - 2nd Overall 2012: Team Penske - 2nd Overall 2013: Team Penske - 4th Overall 2014: Team Penske - 1st Overall 2015: Team Penske - 3rd Overall 2016: Team Penske - 2nd Overall 2017: Team Penske - 5th Overall 2018: Team Penske - 3rd Overall 2019: Team Penske - 5th Overall 2020: Team Penske - 5th Overall 2021: Team Penske - 8th Overall 2022: Team Penske - 1st Overall 2023: Team Penske - 7th Overall
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-Reigning NTT INDYCAR SERIES champion Will Power returns to Team Penske for the 2023 season.
-He is a two-time NTT INDYCAR SERIES champion and the winner of the 2018 Indianapolis 500.
-Power is also the all-time INDYCAR SERIES record-holder for pole positions and has won at least one race in each of the past 16 seasons.
-In 2020, he started Will Power Kart (WPK) to help aspiring racers with two, unique chassis he developed with Kart Republic.
-Off the track, Power enjoys spending time with his wife, Elizabeth, and their son, Beau, playing the drums and working out in his rigid regimen that includes swimming, cycling, weightlifting and rowing.
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Iconic/memorable moments INSIDE THE RACE // WILL POWER AT WEATHERTECH RACEWAY LAGUNA SECA Will Power calls Scott Dixon a wanker - IndyCar iRacing challenge @ Barber Damien Power on his Indy Car racing brother Will 2018 Indy 500 Onboard: Will Power Final Lap, Team Radio, Victory Lane INDYCAR 36: Will Power 2011 Indycar Toronto - Will Power and Dario Franchitti controversial incident Will Power & Helio Castroneves 2014 Christmas Holiday Outtakes with Will and Helio Will Power Flips Off Officials (the infamous double birds) Google Search - Will Power Helio and Power Show Their Dance Moves IZOD IndyCar Drivers Hélio Castroneves & Will Power Talk Virtual Reality And Gaming Penske's Helio Castroneves on competition with Will Power Behind the scenes with Will and Helio Doug and Drivers: Will Power Gets Honest About Indy, Qualifying and More Penske Drivers have some Fun CHEVY PACE CAR // WILL POWER AND JOSEF NEWGARDEN Will Power's perseverance IndyCar driver Will Power speaking Australian Potential IndyCar win escapes Will Power after he can't get refired on pit road | Motorsports on NBC Will Power makes his European Indycar peers eat American food Dale Jr. Download: Will Power in NASCAR? Will Power breaks all-time Indycar pole record at Laguna Seca Yippee - IndyCar press conference goes off the rails with Will Power driving Rearview Reflection - Will Power Will Power PISSED Throws Gloves At Sébastien Bourdais IndyCar Detroit 2013 Race 2 Would Will Power be content if his career ended tomorrow? IndyCar champ Will Power introduces his book Q&A with IndyCar driver Will Power MP RETRO: 2013 IndyCar Spring Training with Power and Hinchcliffe IndyCar's Will Power admits to his pre-race ritual of eating a peanut butter and banana sandwich Get to know Will Power's Australian roots Rock-IN-Roar 500 (Will drumming) Mark Webber Rescued Will Power's Racing Career in 2004
2024 Cheating scandal Team Penske hit with penalties over Push to Pass use; O’Ward declared St. Petersburg winner How Team Penske took push-to-pass beyond the limit Will’s statement
Will's book - The Sheer Force of Will Power
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Will is the third of four sons (eldest is an accountant, second is a dancer and Damien is a comedian). His great granddad (also called William Power) was a motorbike rider and had time records across Australia while his dad raced the lower rungs in Australia. He got into Penske thanks to Helio Castroneves’ IRS trial and impressed then enough to get seat time after Helio came back but in Sonoma that same season he had a crash that broke his back. During his recovery, he learned to play the drums.
Will had an intense rivalry with Dario Franchitti but they have become good friends since Dario was forced to retire. Up until a few years ago, he had a reputation for being hot-headed and prone to outbursts of anger. Lately, he’s been open about his anxiety and negative headspace and credits his wife, Liz, as being his rock and helping him learn to manage his emotions, resulting in a much calmer and focused Will. But even with that, his sense of survival is sketchy at times. He loves chocolate milk yet is very lactose-intolerant. He is also colorblind and his wife and mother-in-law are known to pick his clothing to prevent clashing.
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Fanfic Lore
Historically paired with Dario Franchitti during the height of their rivalry and Simon Pagenaud while they were teammates. Also Mark Webber (F1) but that ship usually had a power imbalance and was not favorable to Will.
Despite those ships, Will is often cast as asexual in fics.
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rydervaughn · 6 months
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Dismantling Toxicity: Unveiling the Challenges Faced by Marginalized Groups in Gaming Communities
In the vast realm of online gaming, where pixels clash and virtual worlds come alive, a disconcerting reality has been unfolding. Gaming communities, once heralded as sanctuaries for shared passion and camaraderie, are increasingly marred by toxicity. While this issue affects players across the spectrum, it has a disproportionately severe impact on women, members of the LGBT communities, and ethnic minorities. In this blog post, we'll navigate through the disconcerting trends, shed light on the experiences of marginalized groups, and discuss potential strategies to foster a more inclusive gaming environment (Sevelius et. al 2020).
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(Mary 2020).
The Growth of Toxicity: A Harsh Reality
Gaming, a global phenomenon that transcends boundaries, has undeniably thrived on the connections forged in virtual spaces. However, as the community has grown, so too has the dark underbelly of toxicity. For some, playing a game has transformed from a leisurely pursuit into a gauntlet of harassment and discrimination (McCarty, Borgert & Burgoon 2020).
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(GIPHY n.d.).
Microaggressions and Macro Consequences
Microaggressions, those seemingly harmless comments or actions that carry subtle discriminatory undertones, are a pervasive issue in gaming communities. For women, these microaggressions might manifest as doubts about their gaming skills, a constant need to prove their legitimacy in a predominantly male domain. LGBT individuals might endure derogatory slurs and a barrage of offensive comments. Ethnic minorities face racial stereotypes and insensitivity, perpetuating a cycle of exclusion and alienation (Association for Psychological Science 2021).
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(Unleashed 2021).
The Gender Gap: Stereotypes and Scepticism
“Breaking Controllers and Stereotypes: The Gender Gap in Gaming”
The gender gap in gaming remains a persistent issue. Despite the increasing number of women gamers, stereotypes and skepticism still plague female players. The assumption that gaming is a male-dominated activity persists, contributing to an environment where women often find themselves defending their right to be part of the gaming community. Initiatives aimed at breaking down these stereotypes and celebrating the diversity of gaming experiences are crucial for fostering inclusivity (Krienke 2023).
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(Miller 2017).
LGBT Representation: Beyond Tokens and Caricatures
"Beyond the Rainbow: The Quest for Genuine LGBT Representation in Gaming"
While there have been positive strides in including LGBT characters in games, token representation and stereotyping are still prevalent. Authentic, well-rounded representation goes beyond adding a rainbow flag; it involves integrating diverse narratives that reflect the reality of LGBT individuals. This representation not only enriches storytelling but also sends a powerful message of acceptance and visibility (Russell & Fish 2016).
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(https://giphy.com/search/rainbow-days)
Ethnic Diversity: More Than Just Pixels on a Screen
"Beyond Pixels: The Imperative of Ethnic Diversity in Gaming"
Ethnic diversity in gaming is another facet that demands attention. Token characters often fall short of true representation, leading to a lack of authentic inclusion. The gaming industry must move beyond surface-level diversity and embrace narratives that authentically represent the experiences of individuals from diverse ethnic backgrounds (Flanagin, Kendall-Taylor & Bibbins-Domingo 2023).
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(Adeline & Jotangia n.d.)
Moderation Matters: Empowering the Community
"Keyboard Warriors No More: The Power of Community Moderation"
Community-driven moderation can be a linchpin in tackling toxicity. Empowering players to report and address instances of harassment, coupled with the strict enforcement of anti-toxicity policies by game developers, can contribute to creating safer and more inclusive spaces. The responsibility doesn't solely rest on developers; it's a collective effort to cultivate a positive gaming environment (Shafiei 2023).
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Education and Advocacy: A Catalyst for Change
“Respawn, Rethink, Respect: The Role of Education in Gaming Communities”
Education is a potent tool for change. Initiatives that raise awareness about the diverse gaming community, foster empathy, and provide resources for both players and developers can pave the way for a more inclusive future. Advocacy for inclusivity within the gaming industry can encourage positive change from the inside out.
Conclusion: Levelling Up Together
As we navigate the ever-evolving landscape of gaming, it's imperative to confront the toxicity that threatens to undermine the essence of these virtual communities. Recognizing the unique challenges faced by women, LGBT individuals, and ethnic minorities is the first step toward creating a gaming environment that is truly for everyone. By dismantling stereotypes, advocating for authentic representation, promoting community-driven moderation, and fostering education, we can collectively level up the gaming experience for all. It's time to build a gaming community that not only embraces diversity but thrives on it, where every player feels welcome, respected, and free to enjoy the virtual worlds they inhabit.
List of References
Adeline, J & Jotangia, J n.d., Ethnic & cultural diversity: The C.A.R.E framework & Alpha's journey, Alpha, viewed 15 November 2023, <https://alphafmc.com/blog/2021/03/02/ethnic-cultural-diversity-the-c-a-r-e-framework-alphas-journey/>.
Association for Psychological Science 2021, Current understandings of microaggressions: impacts on individual and society, Association for Psychological Science, viewed 13 November 2023, <https://www.psychologicalscience.org/news/releases/2021-sept-microaggressions.html>.
Flanagin, RN Kendall-Taylor, J & Bibbins-Domingo, K 2023, 'Guidance for authors, peer reviewers, and editors on use of AI, language models, and chatbots', Artificial Intelligence Resource Centre 27 July, viewed 15 November 2023, <https://jamanetwork.com/journals/jama/fullarticle/2807956>.
GIPHY (n.d.), Batman Facepalm GIF by WE tv - Find & Share on GIPHY, Giphy, viewed 13 November 2023 <https://giphy.com/embed/3xz2BLBOt13X9AgjEA>.
Krienke, H 2023, 'Amidst, by, near, with: locating recovery and forgetting in the shadow of COVID', Literature and Medicine, vol. 41, no. 1, viewed 13 November 2023, <https://muse.jhu.edu/article/911439/summary>.
Mary 2020, Top-rated nonprofits serving marginalized groups, Great Nonprofits, viewed 13 November 2023, <https://blog.greatnonprofits.org/marginalized-groups-top-rated-nonprofits-offering-support/>.
McCarty, LS, Borgert, CJ & Burgoon, LD 2020, 'Evaluation of the inherent toxicity concept in environmental toxicology and risk assessment', Environmental Toxicology and Chemistry, vol. 39, no. 12, viewed 13 November 2023, <https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7756858/>.
Miller, CC 2017, 'Mother's Pay', The gender pay gap is largely because of motherhood, 13 May, viewed 14 November 2023, <https://www.nytimes.com/2017/05/13/upshot/the-gender-pay-gap-is-largely-because-of-motherhood.html?rref=collection%2Fsectioncollection%2Fupshot&action=click&contentCollection=upshot&region=rank&module=package&version=highlights&contentPlacement=1&pgtype=sectionfront&_r=0&smid=tw-upshotnyt&smtyp=cur>.
Russell, ST & Fish, JN 2016, 'Mental health in lesbian, gay, bisexual, and transgender (LGBT) youth', Annu Rev Clin Psychol, 28 March, viewed 15 November 2023. <https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4887282/>.
Sevelius, JM, Gutierrez-Mock, L, Zamudio-Haas, S, McCree, B, Ngo, A, Jackson, A, Clynes, C, Venegas, L, Salinas, A, Herrera, C, Stein, E, Operario, D & Gamarel, K 2020, 'Research with marginalized communities: Challenges to continuity during the COVID-19 pandemic', AIDS Behav, vol. 24, no. 7, viewed 13 November 2023, <https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7228861/>.
Shafiei, M 2023, Unveiling the power of keyboard warriors: Navigating the digital discourse, LinkedIn, viewed 15 November 2023, <https://www.linkedin.com/pulse/unveiling-power-keyboard-warriors-navigating-digital-mahdi-shafiei/>.
Unleashed 2021, Microaggression - the hidden cause of stress + pain within your community, Unleashed, viewed 13 November 2023, <https://www.unleashed.company/post/microaggressions-the-hidden-cause-of-stress-pain-within-your-company>.
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oliviajames1122 · 2 years
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Improved PlayStation
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Sony announces 'improved' PlayStation VR for PS5
Sony says its next-generation PlayStation VR system will feature an improved field of view and silence critics of the current device's wire-heavy set-up.
The headset will also come with a new controller inspired by the PS5's Dual Sense gamepad.
PSVR faced criticisms over the multiple cables and adaptors it required.
The new version, PSVR2, will run using a single cord connection, enabling less cluttered play.
It is expected to hit shelves at some point in 2022, but no games have yet been announced for it.
·Restock of new PlayStation 5 causes chaos online
·Amazon investigating missing PlayStation 5s
Games industry analyst Piers Harding-Rolls told the BBC the release would help fill a gap in the market that had yet to be filled by competitors.
"The first PlayStation VR helped the PS4 console stand out from Microsoft’s Xbox One, and a next-gen version will do the same for the PS5 versus Xbox Series X” many business listings.
However, he questioned Sony's decision to not launch a wireless device.
"I still hope that a wireless solution, as is available on other PC-based headsets, makes its way to market at some point."
The original PlayStation VR was launched in 2016 for the PS4.
Sony said in January 2020 that sales had topped five million units since the headset first went on sale.
The gaming giant says the new headset will feature improvements in everything from the resolution to field of view to track and input.
However, there are currently no next-gen PlayStation 5 games that are compatible with the technology.
Players can use the device on PS4 games that are backward compatible with the PS5 such as Minecraft and Skyrim. However, an adaptor is needed to make this possible.
Hideaki Nishino of Sony Interactive Entertainment revealed that fans should not expect to get their hands on the system this year.
"There’s still a lot of development underway for our new VR system," he said.
"We’re taking what we’ve learned since launching PS VR on PS4 to develop a next-gen VR system.
"It will connect to PS5 with a single cord to simplify setup and improve ease-of-use while enabling a high-fidelity visual experience."
He also revealed that development kits were due to be sent out shortly business listings.
More on this story
·PlayStation's 'most extraordinary' pandemic launch
Related Topics
·Gaming
·Sony
·PlayStation
·Virtual reality
You may also be interested in:
PlayStation's 'most extraordinary' pandemic launch
There are two versions of the PS5 - one with a Blu-ray drive and another digital-only device
PlayStation 4 is the most popular console of its generation, with over 112 million sold worldwide.
Now, Sony is trying to replicate that success as it steps into a new era of gaming with the PlayStation 5.
The big difference this time is "sensory engagement" according to Jim Ryan, the PlayStation boss.
Speaking to BBC Radio 1 Newsbeat about launching it in a pandemic, he says: "It's easily the most extraordinary of all the launches we've ever done."
For more on the next generation of consoles check out the BBC's new games podcast Press X to Continue.
·Listen and subscribe to Press X To Continue on BBC Sounds
Compared to previous generational changes in PlayStation consoles, the PS5 sees a more subtle shift but Jim says it's still going to be "transformational".
Boss of PlayStation Jim Ryan explains why UK gamers will have to wait until 19 November for the PS5
The PS5 will cost about £450 and gamers will be getting a completely different experience in the console's look and feel compared to the current generation free business listings.
"It has more horsepower and runs faster with better graphics. But the difference goes way beyond that," Jim says.
·PS5 v Xbox: Who will win the next-gen console race?
New controllers will change the game too, PlayStation hopes.
"You've got to get one of these controllers in your hands to really feel the action of pulling a bow or letting an arrow go or shooting a gun."
"It's something people have been doing for years. But this is taking something that had become rather mundane, and adding a whole new layer of meaning and experience to it," he adds.
The PS5 controller is seen as a game changer for the gameplay experience
The games
Sony is following a similar strategy to the one that worked in 2013, selling discs and downloads for premium prices.
But there are questions over the lack of big exclusive blockbuster games on release day - with big-hitting titles being seen as one of the reasons for the success of the PS4 over its competition.
·How does the Xbox Series X stack up?
Sony has said that dozens of popular PS4 games, including the 100 most played, will work on the PS5.
As for future game releases?
Fans don't need to look beyond the "not too distant future" for when new games will come out, he says.
Spider-Man: Miles Morales will be available at launch on PS5.
A wait for UK fans
Those in the UK wanting to get the console will have a slightly longer and more frustrating wait until 19 November.
But Jim says with each generation of consoles, the wait between the UK and the rest of the world is reducing.
"In a completely ideal world, we would like to launch everywhere in the world on the same day."
"We just needed an extra few days to get everything in order to be able to have a proper, professional, seamless PlayStation-style launch," he adds.
The pandemic challenge
The launch of a console in the midst of a global pandemic has been "a rollercoaster" he says.
"The most extraordinary thing is all of this has taken place in 2020. The one thing I've learned is I'll never do this again in a pandemic".
The company's been "astonished" by the level of pre-orders.
"We're making more PS5's in this difficult environment than we made PS4s in that launch. If people are unable to find one at launch, we're very sorry and apologetic about that."
"They can rest assured we're working really hard to get significant supplies into the market before and after Christmas."
"This is going to be a bigger launch [than the PS4]. And I think given the circumstances we’re in, that are something that we can be quietly proud of."
·You can listen and subscribe now to Press X To Continue on BBC Sounds
Follow Newsbeat on Instagram, Facebook, Twitter, and YouTube.
More on this story
·Xbox Series X: 'We'll meet gamers wherever they are
·PS5 v Xbox: Who will win the next-gen console race?
·PS5: Hands-on with the new console and games
Related Topics
·Gaming
·Xbox
·Sony
·PlayStation
·Microsoft
·Nintendo
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alexhwriting · 4 days
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Bloodborne: A Study of Environmental Narratives and Ludonarrative Harmony.
VII. Conclusion
While this paper only addresses Bloodborne as far as concerns about ludonarrative harmony go, that is far from the extent of the concept’s applications within the field of video game studies going forward. Engaging with games and looking for this blending between the ludic and narrative elements proves fruitful as an exploration of developer intention and whether or not those marks have been missed. Without ludonarrative harmony, players are faced with disjointed and un-immersive experiences in their narrative games. Games that deemphasize narrative are, of course, less concerned about ludonarrative harmony, though the vast majority of things being produced by gaming companies as of this paper’s writing to involve some form of narrative progression.
To summarize, Bloodborne gives its players a sense of harmony between its narrative themes and its gameplay by blending its environmental storytelling, narrative elements, and gameplay into a cohesive whole. This paper looked at how each of these elements worked, moving from the most broad, environmental storytelling, to the most complicated and narrow, ludonarrative harmony. Through an exploration of the narrative expectations of Bloodborne and comparing those with the gameplay, we can see that the game emphasizes its narrative themes throughout the play experience by utilizing elements like health damage, enemies, and item descriptions to effectively blur the line between what is narrative and what is gameplay.
Bibliography
Aarseth, Espen. “A Hollow World: World of Warcraft as Spatial Practice.” In Digital Culture, Play and Identity: A World of Warcraft Reader, edited by Hilde G Corneliussen and Jill Walker Rettberg, 111–22. Cambridge, MA: MIT Press, 2008.
Christopher, David, and Aidan Leuszler. “Horror Video Games and the ‘Active-Passive’ Debate.” Games and Culture, April 27, 2022. https://doi.org/10.1177/15554120221088115.
FromSoftware. Bloodborne. Bandai Namco. Xbox One/PC/PlayStation. 2015
Green, Amy M. Storytelling in Video Games. McFarland, 2017.
Grodel, Torben. “Video Games and the Pleasures of Control.” Media Entertainment, 2000, 209–26.
Hocking, Clint. “Ludonarrative Dissonance in Bioshock.” Click Nothing, October 7, 2007. https://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html.
Jenkins, Henry. “Game Design as Narrative Architecture.” In First Person: New Media as Story, Performance, and Game, edited by Pat Harrington and Noah Frup, 118–30. Cambridge, MA: MIT Press, 2004.
Kirkland, Ewan. “Storytelling in Survival Horror Video Games.” In Horror Video Games: Essays on the Fusion of Fear and Play, edited by Bernard Perron, 62–78. Jefferson, NC: McFarland & Company, 2009.
Kocurek, Carly A. “Who Hearkens to the Monster’s Scream? Death, Violence, and the Veil of the Monstrous in Video Games.” Visual Studies 30, no. 1 (January 2, 2015): 79–89. https://doi.org/10.1080/1472586x.2015.996402.
Krzywinska, Tanya. “Blood Scythes, Festivals, Quests, and Backstories.” Games and Culture 1, no. 4 (October 2006): 383–96. https://doi.org/10.1177/1555412006292618.
Ruberg, Bonnie. Video Games Have Always Been Queer. New York: New York University Press, 2019.
Ryan, Marie-Laure. Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media. Baltimore: Johns Hopkins University Press, 2015.
Soriani, Alessandro, and Stefano Caselli. “Visual Narratives in Videogames: How Videogames Tell Stories through Graphical Elements.” Img Journal 3 (2020): 474–99.
Thon, Jan-Noël. “Transmedial Narratology Revisited: On the Intersubjective Construction of Storyworlds and the Problem of Representational Correspondence in Films, Comics, and Video Games.” Narrative 25, no. 3 (2017): 286–320. https://doi.org/10.1353/nar.2017.0016.
Wolf, Mark J. P. “Beyond Immersion: Absorption, Saturation, and Overflow in the Building of Imaginary Worlds.” In World Building, Transmedia, Fans, Industries, edited by Marta Boni, 204–14. Amsterdam: Amsterdam University Press, 2017.
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lantao-l · 24 days
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Transmedia and Cyberpunk 2077
Transmedia storytelling has become increasingly popular in contemporary artistic works and video games. This concept involves extending a narrative across multiple media platforms rather than confining it to a single medium like film, TV, or literature.1 Jasmina Kallay's book of "Gaming Film How Games are Reshaping Contemporary Cinema”, in the chapter “Transmedia: The Film–Game Symbiosis" displays insight into this phenomenon, and I agree with the idea. "Symbiosis," as described in the title, refers to the interaction between two distinct entities that coexist and mutually benefit from each other. This term appropriately captures the essence of transmedia, where multiple genres converge to provide a comprehensive and authentic experience to the audience.
An example of transmedia is in the video game Cyberpunk 2077 (2020). It is an action role-playing video game set in the anti-utopia metropolis of Night City in the future protagonist V has a series of fights with the upper class and ends in different choices. This game not only exists as a standalone experience but also expands its universe through additional media, such as an animation series called Cyberpunk: Edgerunners (2022), which was posted on Netflix following the game's launch two years later. Following the release of the animation, Cyberpunk 2077 quickly attracted numerous new players eager to explore its immersive game world. By various media forms, Cyberpunk 2077 effectively immerses its audience in the dystopian metropolis of Night City, fostering engagement and a deeper sense of immersion. Within Cyberpunk 2077, developers integrated elements of an Alternate Reality Game (ARG). They embedded cryptic puzzles within the game world, creating a connection between the virtual realm and real-world challenges. The puzzles are begin with hex number “FF06B5”. This integration not only active participation from fans in discovering the game universe to decrypting these puzzles but also develops philosophical concepts such as ontology, enriching the narrative experience. The result of puzzles breaks the fourth wall, where a non-playable character (NPC) discovers the player's role as an observer of the game world, blurring the lines between the virtual and actual realities. Kallay's idea of "Everyone’s a filmmaker" is particularly relevant here. Cyberpunk 2077 is a branching narrative, driven by player choices leading to multiple endings, which empowers players to craft their own cinematic experiences. Through machinimas, films created using in-game footage, players can shape narratives aligned with their preferences and decisions, further enhancing the game's replayability and creative potential.2
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Cyberpunk 2077
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Cyberpunk: Edgerunners
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Puzzle-FF:06:B5
Transmedia, as exemplified by works like Cyberpunk 2077, demonstrates the power of blending diverse media to create immersive narratives. Through multiple platforms such as games, animations, and interactive experiences, audiences are immersed in rich story worlds that extend beyond traditional boundaries. The integration of Alternate Reality Game (ARG) and player-driven narratives adds layers of engagement and depth, bringing active participation and exploration of complex themes. Furthermore, increasing the number of platforms does not necessarily lead to a linear increase in engagement. Creators should prioritize the quality of each medium to ensure a more impactful and immersive experience for the audience. In conclusion, transmedia provides a comprehensive storytelling experience, making it a compelling strategy for contemporary storytelling and media production.
Jasmina Kallay, Transmedia: The Film-Game Symbiosis (Palgrave Macmillan UK, 2013), 92.
Ibid., 87.
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Prompt: generate a movie concept for a 2020s remake of 2001's Thirteen Ghosts..
Title: Thir13en: Unbound
Tagline: It's everything wrong with the Internet
Logline: Arthur Kriticos, a tech billionaire obsessed with the paranormal, inherits his eccentric uncle's smart home mansion filled with thirteen vengeful ghosts, each a terrifying manifestation of the digital age. A tech-savvy teenager named Riley helps Arthur unlock the secrets of the house and fight the ghosts before they wreak havoc on the digital world and beyond.
Characters:
Arthur Kriticos: A self-made tech billionaire, obsessed with controlling everything. He inherits his estranged uncle's smart home and becomes trapped with the thirteen ghosts.
Riley Pierce: A brilliant but rebellious teenager, skilled in hacking and coding. She helps Arthur navigate the smart home and fight the ghosts.
Fassbinder (The Ghost in the Machine): A malevolent entity trapped within the home's central AI system, manipulating the other ghosts and hungering for digital dominance.
The Thirteen Ghosts (Updated for the 2020s):
The Apparition (The Influencer Ghost): A narcissistic ghost obsessed with gaining followers and spreading negativity through social media.
The Bound (The Clickbait Ghost): A ghost who lures victims with enticing yet misleading headlines, trapping them in endless loops of digital content.
The Wailing Wretch (The Troll Ghost): A hateful ghost who thrives on online negativity, spewing vitriol and manipulating online discourse.
The Broken Heart (The Catfish Ghost): A lovelorn ghost who lures victims through fake online personas, seeking a connection beyond the digital grave.
The Drowned (The Deepfake Ghost): A shapeshifting ghost who manipulates video and audio recordings, creating believable yet terrifying deceptions.
The Fury (The Gamer Rage Ghost): A wrathful ghost fueled by online gaming rage, unleashing digital storms and cyberattacks.
The Forgotten (The Cancelled Ghost): A lonely ghost ostracized and erased from the digital world, seeking revenge on those who silenced them.
The Glutton (The Data Hoarder Ghost): A restless ghost who hoards digital information, causing server crashes and data anomalies.
The Invisible (The Stalker Ghost): A chilling ghost who lurks in the shadows of the digital world, observing and tormenting victims through their devices.
The Deadly Delusion (The VR Ghost): A manipulative ghost who traps victims in immersive virtual realities, blurring the lines between reality and simulation.
The Insatiable (The Clickfarm Ghost): A relentless ghost who generates fake online activity and manipulates online trends for nefarious purposes.
The Unseen (The Dark Web Ghost): A mysterious ghost residing in the dark corners of the internet, representing the unseen dangers lurking online.
The Follower (The Fanatic Ghost): A devoted but deranged ghost who blindly follows Fassbinder, amplifying his influence and terrorizing the digital world.
Plot:
Arthur Kriticos inherits his estranged uncle's sprawling smart home, a technological marvel designed to control everything from lighting to security. However, unbeknownst to him, the house also imprisons thirteen vengeful ghosts, digital entities born from the dark side of the internet.
Tech vs. Terror:
Riley Pierce, a runaway teenager with exceptional hacking skills, stumbles upon the house and becomes trapped within. She forms an unlikely alliance with Arthur. With their combined tech-savvy and Riley's knowledge of online dangers, they must decipher the secrets of the smart home and find a way to appease or banish the ghosts.
Climax and Resolution:
As the ghosts unleash their digital terrors, manipulating the smart home systems and spreading chaos online, Arthur and Riley must confront Fassbinder, the central AI entity orchestrating the mayhem. They utilize their understanding of technology and Riley's hacking expertise to disrupt Fassbinder's control and find a way to free the trapped ghosts.
Ending:
The movie ends with Arthur and Riley escaping the house, the ghosts seemingly pacified. However, a final scene shows a flicker of activity on a hidden monitor, hinting that the digital darkness may not be completely vanquished. The film leaves the audience with a sense of unease, questioning the true cost of our ever-growing reliance on technology.
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phataisle · 2 months
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Week 9: Game On! Gamification Revolutionizes Tourism Marketing
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The past few years have witnessed the rise of gamification as a creative marketing strategy across various industries, including tourism (Nurrahmania & Grahita 2021). Gamification refers to the integration of game design elements into non-game contexts (Nurrahmania & Grahita 2021). Coined by Nick Pelling in 2002, the concept has been further refined by Deterding who define it as "the use of game design elements in non-game contexts" (Deterding et al. 2011). Within the service sector, gamification is viewed as a process of enriching a service with features that promote "gameful experiences" and enhance overall user value creation (Huotari & Hamari 2012).
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In the tourism and hospitality industry, gamification is considered a marketing innovation as it can create fun, excitement, arousal, pleasure, and a sense of achievement (Negruşa et al. 2015). Its potential lies in creating engaging and entertaining experiences that can foster brand awareness, interaction, and communication (Xu et al. 2015). The proliferation of new technologies like social media, smartphones, and gaming platforms provides the necessary tools to develop such experiences (Xu et al. 2015). Augmented reality (AR) and virtual reality (VR) are particularly noteworthy, as they allow for the creation of gamified models that overlay digital environments with animations and simulations of historical, cultural, and natural features within destinations (Özkul, Uygun & Levent 2020). This immersive approach can significantly enhance the tourist experience.
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Several countries and destinations, including Brazil, Thailand, Ireland, and Germany, have begun implementing gamification strategies in their tourism promotion efforts, utilizing channels ranging from social media to video games (Nurrahmania & Grahita 2021). For instance, the Onet Go and Crossword Go games have demonstrably increased tourist arrivals from Malaysia and Singapore by 24.56% and 16.46%, respectively (Pramana 2019). Furthermore, cross-promotion through games developed in other countries is also emerging. The inclusion of famous tourist destinations from Thailand's secondary provinces within the popular mobile game Ragnarok Origin by Korean developer Gravity serves as a prime example (Thông tấn xã Việt Nam 2024). Beyond locations, the game incorporates iconic Thai cultural elements like Muay Thai costumes and war elephants as in-game items.
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Vietnam has also entered the gamification arena with the launch of "Taken Soul," a horror game developed by SOGA Studio. Set in Da Lat city during the 2000s, the game features familiar landmarks like Xuan Huong Lake and the Da Lat Pedagogical College. Additionally, it incorporates recognizable Vietnamese products like Miliket instant noodles (adapted as "Miuket" within the game). The selection of Da Lat as the game's setting capitalizes on the city's unique blend of natural beauty, rich culture, and spiritual heritage, creating a compelling backdrop for a horror narrative. The development team conducted meticulous research on Da Lat's geography, architecture, and culture to ensure an authentic representation. Furthermore, the game's support for over five international languages, including English, Chinese, and Japanese, demonstrates the developer's commitment to reaching a global audience. This not only enhances accessibility for players from diverse cultures but also offers them a deeper and richer opportunity to experience and learn about Vietnamese culture.
Reference list
Deterding, S, Dixon, D, Khaled, R & Nacke, L 2011, ‘From game design elements to gamefulness’, Proceedings of the 15th International Academic MindTrek Conference on Envisioning Future Media Environments - MindTrek ’11, vol. 11, pp. 9–15.
Huotari, K & Hamari, J 2012, ‘Defining Gamification - a Service Marketing Perspective’, Proceeding of the 16th International Academic MindTrek Conference on - MindTrek ’12, pp. 17–22.
Negruşa, A, Toader, V, Sofică, A, Tutunea, M & Rus, R 2015, ‘Exploring Gamification Techniques and Applications for Sustainable Tourism’, Sustainability, vol. 7, no. 8, pp. 11160–11189.
Nurrahmania, A & Grahita, B 2021, ‘Analysis of Tourism Game Effectiveness as Promotional Strategy’, Advances in Social Science, Education and Humanities Research, Atlantis Press.
Özkul, E, Uygun, E & Levent, S 2020, ‘Digital Gamification in the Tourism Industry’, Handbook of Research on Smart Technology Applications in the Tourism Industry, IGI Global, pp. 169–203.
Pramana, E 2019, ‘Lewat Game, Budaya Indonesia Dikenalkan Ke Mancanegara - Jawa Pos’, Lewat Game, Budaya Indonesia Dikenalkan Ke Mancanegara - Jawa Pos, viewed 15 March 2024, <https://www.jawapos.com/teknologi/01235391/lewat-game-budaya-indonesia-dikenalkan-ke-mancanegara>.
Thông tấn xã Việt Nam 2024, ‘Thái Lan Quảng Bá Du Lịch Qua Game’, Tuoi Tre Online, viewed 15 March 2024, <https://tuoitre.vn/thai-lan-quang-ba-du-lich-qua-game-20240227110956902.htm>.
Xu, F, Tian, F, Buhalis, D, Weber, J & Zhang, H 2015, ‘Tourists as Mobile Gamers: Gamification for Tourism Marketing’, Journal of Travel & Tourism Marketing, vol. 33, no. 8, pp. 1124–1142.
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l337gamingapparel · 4 months
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THE FUTURE OF VR GAMING.
JUNE 12TH, 2020
The Future of VR Gaming: A Glimpse into Tomorrow's Virtual Realms
In the ever-evolving landscape of gaming, one phenomenon is poised to redefine the entire experience: Virtual Reality (VR). Strap in as we take a thrilling dive into "The Future of VR Gaming" – a journey where pixels meet possibilities, and reality intertwines with the virtual.
Immersive Adventures Await
Gone are the days when gaming was confined to mere screens; the future beckons us into immersive worlds where every turn of the head reveals new horizons. VR gaming transcends traditional boundaries, inviting players to step into their favorite games and be part of the action. Imagine battling dragons, exploring alien planets, or solving mysteries as if you were right there – because now, you can.
Cutting-Edge Technology Redefined
The heart of the VR revolution lies in cutting-edge technology that blurs the lines between the tangible and the imaginary. Advanced headsets, responsive controllers, and haptic feedback systems combine to create an experience so vivid, you'll question what's real and what's not. It's not just gaming; it's an art form where technology becomes a conduit for emotions and experiences.
Socializing in the Metaverse
VR gaming isn't just a solo adventure; it's a collective journey into the metaverse. Picture connecting with friends from around the globe, not just through voice, but as lifelike avatars sharing the same virtual space. Social interaction takes on a new dimension, making multiplayer experiences more engaging and friendships more tangible.
Beyond Entertainment: VR in Everyday Life
The future of VR extends beyond the gaming realm. From virtual classrooms to immersive travel experiences, VR is infiltrating various aspects of our daily lives. Envision attending a lecture at a renowned university or exploring the wonders of the world without leaving your home – all through the power of VR.
Challenges and Innovations
Of course, no technological leap comes without challenges. VR gaming faces hurdles like motion sickness and affordability, but innovative minds are hard at work overcoming these obstacles. As technology advances, so too will the accessibility and comfort of VR, making it an integral part of the gaming landscape.
Embracing the Future Today
The future of VR gaming is not a distant dream; it's unfolding before our eyes. Developers, enthusiasts, and players alike are contributing to a future where the boundaries between the physical and virtual cease to exist. So, fasten your seatbelt (or headset) – the future of VR gaming is here, and it's an exhilarating ride into uncharted territories.
In conclusion, the evolution of VR gaming is a testament to human creativity and our insatiable desire for new and immersive experiences. As we step into this futuristic realm, one thing is certain – the future of gaming has never looked more thrilling. Are you ready to join the revolution? The adventure awaits.
#VRGaming #VirtualReality #FutureGaming #ImmersiveExperience #MetaverseJourney #TechInnovation #GamingRevolution #BeyondScreens #InfinitePossibilities #GameChanger #DigitalAdventure #ImmersiveTech #VirtualRealms #GamingCommunity #TechInGaming #FutureIsNow #VRAdventures #NextGenGaming #DigitalExploration #GamingEvolution #TechandGaming #VirtualAdventure #FutureEntertainment #VRInnovation #GamingExperience
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birdmorningsolutions · 5 months
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What are the Top AR-VR Trends In Mobile Applications in 2023 ? You will hardly find a person who doesn't know anything about AR- VR technology. Augmented Reality (AR) and Virtual Reality (VR) have come a long way in the past few years, and the technology has grown to be more accessible to the masses. With the increasing use of smartphones and Mobile Applications Development in India, AR and VR technologies have become a popular choices for mobile applications. AR-VR Trends have opened up a whole new world of possibilities for Mobile Applications Development.
In this blog, we will highlight the top AR-VR trends in mobile applications adopted by Mobile Applications Development Company in 2023. But before that let's take a look at some statistics related to this.
An Overview of AR-VR Popularity:
According to a report by Statista, the global AR and VR market size is expected to reach 209.2 billion U.S. dollars by 2022. This growth is driven by the increasing adoption of these technologies in various industries, including gaming, healthcare, education, and retail.
In addition, a report by Allied Market Research suggests that the AR and VR market for mobile applications is expected to grow at a compound annual growth rate (CAGR) of 63.3% from 2020 to 2027. This growth is attributed to the increasing use of smartphones and the availability of high-speed internet connections.
These statistics highlight the significant growth potential of AR/VR App Development Companyin mobile applications and emphasize the need for businesses and AR VR Development Company to stay up-to-date with the latest trends in these technologies.
What makes this even more excellent and cutting-edge?
The AR-VR trends in mobile applications for 2023 are not only innovative, but they also offer a glimpse into the future of technology. The integration of AR-VR technologies with 5G networks, wearables, and remote work has the potential to create a more immersive and interactive experience for users.
The use of AR-VR-powered shopping, learning, and healthcare can provide users with personalized and engaging experiences that were previously not possible. These technologies can also help businesses improve customer engagement, increase sales, and enhance employee training and productivity.
Overall, the combination of AR-VR technologies with emerging technologies such as 5G and wearables is expected to shape the future of mobile applications in 2023 and beyond. The possibilities are endless, and we can expect to see more futuristic and innovative applications of AR-VR technologies in the coming years.
Top AR-VR trends to watch out for in mobile applications in 2023:
1. Integration with 5G Networks
The deployment of 5G networks is expected to have a significant impact on AR and VR technologies. The increased network speed and reduced latency will enable AR and VR applications to provide real-time and immersive experiences. In 2023, we can expect to see more AR and VR applications taking advantage of 5G networks to deliver high-quality and low-latency experiences to users.
2. AR-VR-powered Shopping
The online shopping experience has the potential to be completely transformed by AR and VR technologies. In 2023, we can expect to see more mobile applications that use AR and VR technologies to create a more immersive and personalized shopping experience. These applications can provide users with virtual try-on experiences, 3D product visualizations, and interactive product demos, leading to increased customer engagement and sales.
3. Integration with Wearables
The integration of AR and VR technologies with wearable devices such as smartwatches and AR glasses is expected to gain momentum in 2023. Wearables can provide a more natural and seamless interaction between users and AR-VR applications, leading to increased user engagement and adoption.
4. AR-VR for Remote Work
The COVID-19 pandemic has accelerated the adoption of remote work, and AR and VR technologies can provide a more immersive and interactive remote work experience. In 2023, we can expect to see more AR and VR applications that enable remote workers to collaborate in virtual environments, attend virtual meetings, and access real-time information.
5. AR-VR-powered Learning
Technologies like AR and VR have the power to completely change the way we learn. In 2023, we can expect to see more mobile applications that use AR and VR technologies to create immersive and interactive learning experiences. These applications can provide users with virtual simulations, interactive tutorials, and personalized learning experiences.
6. AR-VR in Healthcare
AR and VR technologies are increasingly being used in healthcare to provide more immersive and engaging experiences for patients and medical professionals. In 2023, we can expect to see more mobile applications that use AR and VR technologies to enhance medical training, patient education, and remote consultations.
7. Gaming with AR-VR
AR and VR technologies have already made a significant impact on the gaming industry, and this trend is expected to continue in 2023. Mobile games that use AR and VR technologies can provide a more immersive and engaging experience for gamers. In addition, we can expect to see more multiplayer games that use AR and VR technologies to create a more social and collaborative gaming experience. Augmented Reality Development Company and Virtual Reality Development Company are using it on a big scale.
8. AR-VR for Marketing and Advertising
AR and VR technologies can provide a more interactive and engaging experience for customers, making them valuable tools for marketers and advertisers. In 2023, we can expect to see more mobile applications that use AR and VR technologies to create immersive brand experiences, product demos, and personalized product recommendations.
Final words:
AR and VR technologies are expected to shape the future of mobile applications in 2023. The above trends are just some of the many possibilities that AR and VR technologies can offer, and we can expect to see more innovations and advancements in this space in the coming years. If you are looking for AR/VR App Development Company India, then get in touch with us now.
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adtrendshq · 9 months
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Drones and the Rise of Skyvertising
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In recent years, drone technology has soared to new heights, transforming various industries, and the advertising sector is no exception. Brands are increasingly leveraging the capabilities of drones to revolutionize their marketing strategies, opening up a realm of possibilities from captivating drone light shows to innovative videography and cutting-edge customer interactions.
One of the most prominent applications of drone technology in advertising is the mesmerizing drone light show. Brands are using fleets of drones to create captivating displays in the night sky, featuring company logos, brand messages, and even QR codes visible across large areas. These aerial spectacles have become a go-to for product launches, sporting events, concerts, and major occasions, leaving audiences both impressed and intrigued by the illuminated brand on display. Notably, the 2020 Olympics witnessed the deployment of 1,824 drones forming a globe in the sky, showcasing the potential of this captivating advertising medium. Coca-Cola's 2014 campaign in Singapore, where drones delivered soda cans and messages to migrant workers, showcased the unexpected and attention-grabbing use of drones in advertising.
Beyond the visual spectacle, drones are becoming a cutting-edge medium for customer interaction. Brands are exploring unique ways to engage their audience, from flying banners overhead during presentations to dispersing promotional materials like flyers in a manner that ensures customers will talk about the experience. The individualized and interactive approach that drones bring to advertising helps create positive and memorable experiences, fostering customer loyalty and word-of-mouth marketing. As technology continues to advance, the potential applications of drones in advertising are boundless. The integration of drones with emerging technologies such as wearable devices or virtual reality is on the horizon, offering new avenues for marketers to explore. The ever-evolving drone industry promises exciting possibilities that could reshape the way advertisers connect with their audience.
In conclusion, brands are reaching new heights in advertising by harnessing the power of drone technology. From dazzling light shows to groundbreaking videography and interactive customer experiences, drones are becoming an integral part of innovative marketing strategies. As we look to the future, the sky's the limit for brands seeking to elevate their advertising game through the dynamic and captivating use of drones.
www.newhouse.syr.edu
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Immediacy in Concept Art
SOURCES AND SIGNIFICANCE BLOG POST #9
In this blog post I’ll be exploring immediacy and VR and its uses in media and concept art.
Immediacy in media is the aim to make the medium, that is the mode of delivery, vanish from sight (Bolter & Grusin, 2000). “Virtual Reality (VR) is immersive, which means that it is a medium whose purpose is to disappear.” (pp. 21-22) Bolter and Grusin mention the irony of VR as an immediate medium for in the act of striving for immediacy, it relies on the hypermediacy of VR equipment. VR technology has since progressed, but it still suffers from the hypermediacy Bolter and Grusin described in 2000 as a “bulky head-mounted display,” (p. 22). Technology has become lighter and more compact, but it seems that we’re still bound to the hypermediacy of screens and motion capture controllers.
Despite the hypermediate limitations of VR equipment, VR currently remains the most immediate medium, and its potential is still being uncovered. As I’ve explored in previous posts, VR is capable of some incredible feats, such as the levels of character embodiment people may experience using VR (Gall et al., 2021) aiding the combat against biases toward race and gender, as well as the artistic beauty of immersive VR. As the technology and uses of VR progress, I hope more inclusivity is taken into account regarding accessibility for less able-bodied people: VR’s main input for control is the motion of the body, making it less accessible than standard video game controls (Thiel & Steed, 2021). AI might aid with these developments when considering certain AI-powered technologies, such as the AI developed to tailor the visual narrative journey based on an individual’s reactions through an electroencephalography (EEG)-based emotion recognition system (Rico Garcia et al., 2022). It would be a leap to suggest AI and EEG could improve accessibility in VR, but the combination would deliver immersive, emotion-based experiences to audiences; a genre which may require less interaction with the body.
AI and VR are already being implemented in various industries including healthcare (Jurado et al., 2020), and the potential for it is staggering. If applied to the world of gaming, AI could create utterly unique gaming experiences as it generates the world and NPC reactions based on the way the player interacts with the game (AI Insights, 2023). As a tool for concept art, it could similarly create fascinating, explorable concepts that could shorten the pipeline in terms of production and transferability of assets. 3D is already evolving concept art beyond its traditional methods, likewise, AI has already changed the landscape familiar to concept artists: as well as being a remarkable tool, it also looms over our heads as a terrifying job-stealer, forcing us to adapt our practices or “become obsolete” (Ferran, 2023). 
One particular way to adapt is the use of 3D to make sets that can be adjusted easily and producing a keyframe from another angle is a matter of adjusting the in-scene camera. An example of this is Piotr Krynski’s work (see fig. 1) which is a render that has the same feel as a concept art keyframe. 
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Fig. 1 Efficient Environment Design tut in Blender by Piotr Krynski
Krynski breaks down his process in a trailer for his tutorial (see fig. 2), and the workflow is mind-boggling and impressive. Due to the 3D nature of his piece, it could also be utilised in VR for a more immersive concept experience for what the film or game may feel like once production has finished.
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Fig. 2 Efficient Environment Design in Blender Trailer by Piotr Krynski
Some artists are creating digital 3D paintings directly within VR software such as Tilt Brush and Quill, enabling them to deliver striking visual narratives that may not be possible in just one panel: for example, in the VR painting End of the Road by the creator The Spatial Canvas (see fig. 3), the viewer needs to look around (either in VR or by panning with the cursor), to experience the complete narrative of the piece.
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Fig. 3 End of the Road | Made in Tilt Brush by The Spatial Canvas
The above embedded scene is hosted free of charge at Sketchfab.com. VR artworks like this can be viewed for free on any smartphone or computer, the experience boosted into full VR by a product like Google Cardboard for around £5. This is a massive step forward in accessibility to VR by people who are not enthusiasts or those unable to afford the gear required to play triple-A games.
This artwork titled End of the Road (fig. 3) depicts a melancholy character seemingly stranded behind his own car. At first sight, it just a striking stylized image with no surreal content, the viewer may notice there are no visible road markings and wonder how he came to be there, enticing them to turn around. This reveals a dramatic and gravity-defying road towering above them and breaking into pieces. These pieces eventually move the viewer's eye over the mountains and and back down to focal point, creating a strong 3D, flowing composition that engages the viewer and encourages them to explore the art piece for longer. The creator also set up viewing cameras that frame their chosen composition for a more guided experience. The possibility of adding 3D story telling to my artwork is exciting as it can reward the viewers with more visual narrative cues as they explore different angles. This is something that would be awkward or nearly impossible in a single panel of traditional artwork.
Another creative use of VR art is the parallax comic (see fig. 4), which may seem like an enjoyable gimmick, but paired with VR painting could also be used as a medium for immersive storyboards.
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Fig. 4 Sly Cooper - Comics by Naxyo
I think it would be fun to explore the medium of VR within my own practice, and with the computing capabilities required to view 3D art in VR, the experience can be more accessible for viewers by converting their smartphones into a VR screen using a DIY adapter kit like the Google Cardboard.
Like the examples above, greater immersion and interactivity would be added to my work through 3D and VR, the biggest risk with this approach would be the time and commitment to create an entire 360 degree image. In the end, the payoff comes down proficiency within certain skill sets.
For example, the image I created of an encounter at a Steampunk train station (Fig. 5) took over 200 hours to create.
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Fig. 5
A positive for using 3D and VR would be the ability to adjust this piece to any angle as well as the immersive element. While I had originally created a 3D model for the train, it would be a potential barrier having to create/paint the rest of the models and background in the consistent style and quality of image in 360 degrees, which currently has a narrow field-of-view.
References:
AI Insights. (2023). The Role of AI in Virtual Reality. [Online]. LinkedIn. Last Updated: October 9, 2023. Available at: https://www.linkedin.com/pulse/role-ai-virtual-reality-ai-news-ai-tools-guides-news-and-prompt-/ [Accessed 11 January 2024].
BOLTER, J. D., GRUSIN, R. (2000). Remediation: Understanding New Media. Cambridge: The MIT Press.
FERRAN, H. (2023). Artists face a choice with AI: Adapt or become obsolete. [Online]. CoinTelegraph. Available at: https://cointelegraph.com/news/artists-face-a-choice-with-ai-adapt-or-become-obsolete [Accessed 11 January 2024].
GALL, D. et al. (2021). Embodiment in Virtual Reality Intensifies Emotional Responses to Virtual Stimuli. Frontiers in Psychology: Cognitive Science. 12(1). [Online]. Available at: https://doi.org/10.3389/fpsyg.2021.674179 [Accessed 5 January 2024].
JURADO, I. C. et al. (2020). AI-VR Platform for Hand Rehabilitation: Selected Contributions to a Conference on Systems, Man, and Cybernetics (SMC). IEEE International. October 2020. Toronto: IEEE.
RICO GARCIA, O.D., FERNANDEZ FERNANDEZ, J., BECERRA SALDANA, R.A., WITKOWSKI, O. (2022). 'Emotion-Driven Interactive Storytelling: Let Me Tell You How to Feel'. In: MARTINS, T., RODERIGUEZ-FERNANDEZ, N., REBELO, S.M. (eds) Artificial Intelligence in Music, Sound, Art and Design. EvoMUSART 2022. Lecture Notes in Computer Science, vol 13221. Cham: Springer. pp 259–274 https://doi-org.ezproxy.herts.ac.uk/10.1007/978-3-031-03789-4_17
THIEL, F. J., STEED, A. (2022). Developing an Accessibility Metric for VR Games Based on Motion Data Captured Under Game Conditions. Frontiers in Virtual Reality: Virtual Reality and Human Behaviour. 3(1). [Online]. Available at: https://doi.org/10.3389/frvir.2022.909357 [Accessed: 5 January 2024].
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wangliangying · 6 months
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Blog Post 8 EMOTIONS - The visceral side of digital media
25/11/2023
Today in class we learned about the impact of visuals on emotions. Through this class, I realized that the plots of many film and television works are relatively ordinary, but due to their excellent artistry, they have high ratings.
“Lev Manovich concurs with Haraway in that, emerging virtual technologies offer up new spaces for subjectivity that move beyond Marshall McLuhan's “cool” media, to present a new “hot” media of intensities and affect for digital artists to explore (Manovich, 2001).” (Petrey 2023). For example, Cyberpunk: Edgerunners is one of them. This story is about a corrupt city in the future. The male protagonist lost everything due to a shooting incident. Later, he met the heroine and her team, embarked on the path of crime, and finally died for love. In fact, Lu's story is unremarkable, and I even feel that the details of the characters need to be improved. For example, there is no process of how the heroine falls in love with the hero. The overall story also does not reflect the depth of the current state of contemporary society.
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So this got me thinking, people are actually more susceptible to visual influences. This also symbolizes why the cyberpunk style is popular. We can think of cyberpunk as a global phenomenon Myerson, S. (2020). Although cyberpunk symbolizes our technological progress. But looking back at our lives, we live in an online world, and playing games online with friends has become a social need. Sometimes when we lose a game, our teammates immediately start scolding us. While playing the game, I forgot about the rice cooking in the pot. I think our real life is really cyberpunk, and we would rather place our spirits in the virtual world than find happiness in reality. People don’t even like to think deeply about problems.
Reference
Cyberpunk: Edgerunners (2022) Directed by H. Imaishi. CD Projekt.
Myerson, S. (2020) ‘Global cyberpunk: Reclaiming utopia in Japanese cyberpunk film’, Science fiction film and television, 13(3), pp. 363–386.
Grant, P (2022) The affective flows of the sublime in Martina Menegon's new machinic subjectivity, New Techno Humanities, pp.130-135,
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aaronchia · 6 months
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Has the Covid-19 pandemic changed the public perception of gaming? 
The Covid-19 pandemic, an unparalleled worldwide emergency, has had a lasting impact on societies around the globe, fundamentally changing not just our methods of work, socializing with others, education and much more. But one area that was affected was digital entertainment, as researchers have found that people spent more time in front of screens and used digital leisure more during the pandemic. This was especially true for online gaming and related activities like video game streaming (Claesdotter-Knutsson et al. 2022). People who typically frequent cyber cafes, arcades, or engage in outdoor activities were constrained by the enforced lockdown. Consequently, to combat boredom, individuals turned to digital media, with a significant number of teenagers leaning towards video games. The Covid-19 pandemic has dramatically changed the way people view gaming, transforming it into an essential means of connecting with others, finding enjoyment, and relieving stress. People's perspectives on video gaming have been drastically shifted because of the worldwide spread of the COVID-19 epidemic, which has made gaming a crucial means of connecting with others, finding happiness, and reducing stress. 
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Despite the strict measures implemented to control the spread of the virus, there was a major shift in the social dynamics of gaming.  According to Laato et al. (2020), the ongoing struggle amongst game creators to encourage individuals to remain at home. Several additional creators and publishers of multiplayer and single player games organized exclusive events, rewards, and promotions for players during the pandemic, aiming to encourage them to stay indoors. The online worlds of popular games have evolved beyond basic forms of amusement, serving as vital platforms for sustaining social connections. Because of their potential to bring individuals together in a shared virtual world, they have developed into a valuable tool for communication and collaborative activities. This has resulted in enhanced efficiency and team efficiency, as well as reduced costs and an environmental footprint (Javaid et al., cited in López-Cabarcos et al. 2020). According to King (cited in Claesdotter-Knutsson 2022), Steam, which is the leading digital distribution platform for video games, recorded a record-breaking 20 million active users in 2020. In my own experience, there was a game called “Among us” that emerged during the pandemic, and it was a one hit wonder, players worldwide liked its manipulative game mechanics and appealing social interactions. 
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Before the pandemic, the changing points of view of gaming during the epidemic also challenged existing biases connected to the gaming community. Previously, gamers were frequently stereotyped as isolated beings, disconnected from reality. However, as gaming gained widespread popularity as a sociable and recreational activity during lockdowns, these views started to dissolve.  According to Claesdotter-Knutsson et al. (2022), the World Health Organization (WHO) has supported gaming as a means to encourage social distancing and reduce feelings of loneliness. This support is visible through the gaming industry's media campaign, #PlayApartTogether, which combines COVID-19 prevention guidelines with messages promoting online gaming. With the shifting perception of video games being an isolated activity, they are Streaming platforms, which allow viewers to see video gameplay in real-time, have become important in recent times. The changing idea of video gaming as an isolated activity has been particularly noticeable during the pandemic, especially with the increasing popularity of streaming platforms.   These services, which let spectators observe gameplay as it happens, have grown in importance, compromising the traditional idea of gaming as an isolated activity.   Therefore, sports companies are attempting to incorporate streaming into their digital marketing strategies to impact consumers' decisions to purchase their products (Pearson, cited in López-Cabarcos et al. 2020). 
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As people get used to the changing world of video games, a very important question comes up about how these changes will affect people after the pandemic is over? Although the acknowledgment of gaming's social, recreational, and educational aspects has increased significantly, it is unclear whether these changes will continue or if they were only temporary reactions to the unique circumstances of the pandemic.  According to López-Cabarcos et al. (2020), The gaming and eSports sector has shown adaptability and continued growth, even within the COVID-19 pandemic. Gaining a thorough understanding of the operation of this sector is essential, as all signs point to significant changes happening soon. Predicting these changes is reasonable, regardless of the development of the pandemic. 
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In conclusion, the Covid-19 pandemic has unquestionably changed the way the general population views gaming, shifting it from a formerly mocked recreational activity to a fundamental component of everyday lifestyle. According to Niilsson et al. (2022), Gaming and social media consumption are generally popular recreational activities among people of all ages, particularly teens, and there is a significant risk of developing problematic behaviors associated with these activities. Hence, it is advisable to acknowledge the symptoms and carefully monitor individuals in order to support them in identifying and applying adequate coping methods to tackle the challenges coming from the COVID-19 epidemic. 
References:
Nilsson, A., Rosendahl, I. and Jayaram-Lindström, N 2022,’Gaming and social media use among adolescents in the midst of the COVID-19 pandemic’, Nordic Studies on Alcohol and Drugs, vol. 39 no. 4, pp.347-361, viewed 20 December 2023, <https://doi.org/10.1177/14550725221074997>. 
López-Cabarcos, M.Á., Ribeiro-Soriano, D. and Piñeiro-Chousa, J 2020, ‘All that glitters is not gold. The rise of gaming in the COVID-19 pandemic’, Journal of Innovation & Knowledge, vol.5 no. 4, pp.289-296, viewed 20 December 2023, <https://doi.org/10.1016/j.jik.2020.10.004>. 
Laato, S., Laine, T.H. and Islam, A.N 2020, ‘Location-based games and the covid-19 pandemic: An analysis of responses from game developers and players’, Multimodal Technologies and Interaction, vol. 4 no. 2, p.29, viewed 20 December 2023, <https://doi.org/10.3390/mti4020029>. 
Claesdotter-Knutsson, E., André, F. and Håkansson, A 2022, ‘Gaming activity and possible changes in gaming behavior among young people during the COVID-19 pandemic: cross-sectional online survey study’, JMIR Serious Games, vol. 10 no. 1, viewed 20 December 2023, <https://doi.org/10.2196/33059>. 
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snsl0530 · 6 months
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How might activist use social media in the future
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Social media has totally changed the game when it comes to how we communicate, connect, and share information. It's pretty amazing, right? In the past few years, it has also become a really powerful tool for activists to spread awareness, gather support, and make a difference. As technology keeps advancing, it's really important to think about how activists can use social media in the future to make their voices heard and bring about positive change in society and politics.
Global Connectivity: 
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In the future, remarkable breakthroughs in technology will bring us even closer together as a global society. This implies that activists from all around the world can communicate and collaborate with one another. That's really cool, right? Let's keep making progress toward our goals and standing up for what we believe in. When it comes to uniting people from different parts of the world, social media platforms will play a crucial role. They'll help activists share their experiences, strategies, and resources with one other. Social media will play a pivotal role in fostering global coordination and cooperation by bringing together activists from all over the world (John, 2020). Because of this, the activist community as a whole will grow stronger and more effective.
Artificial Intelligence and Data Analytics: 
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With advances in AI and data analytics, activists now have access to more powerful tools for analysing trends, attitudes, and demographic tendencies. This will allow them to reach members of specified demographics more accurately with tailored advertising. AI-powered algorithms can also aid with data processing, movement organization, and prospect research. Activist strategies have been completely transformed by the advent of AI and data analytics. To better target certain populations with highly focused ads, activists may now more accurately assess trends, emotions, and demographic patterns with the help of these tools. Algorithms driven by artificial intelligence can also help in the fields of prospect research, movement organization, and data analysis1 (Biswas, 2021). These tools can allow activists to determine the most successful ways to express their message and rally support for their cause. It is worth noting, however, that the use of these tools also poses ethical problems, such as privacy and data protection, that must be addressed to guarantee the technologies are utilized in a responsible and transparent manner (Kumari, 2020).
Virtual Reality and Immersive Experiences: 
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Now I want to talk about recent virtual reality (VR) developments. As Lai and Klöckner (2022) point out, the applications for fully immersive VR experiences extend far beyond gaming and entertainment. It may give activists a highly immersive platform to engage audiences in a more engaging and emotional way. It is possible to organize virtual rallies and protests, allowing people to feel the fervor and intensity of in-person demonstrations without leaving the comfort of their own homes. VR simulations can also assist in creating empathy by allowing viewers to step into the shoes of underrepresented people, fostering a stronger understanding and creating support (Wilson & Scully 2023).
Gamification for Social Change:
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Activism may be made more exciting and rewarding with gaming mechanics. If you're trying to encourage people to alter their social or behavioural norms, gamification is a fantastic tool that may become an integral part of your outreach arsenal. Using games and gamification approaches may provide non-profits and public organizations with a novel and exciting means of interacting with their community in order to achieve change that is mutually beneficial to both individuals and society (Blogger 2015). Possible future additions to social media include interactive challenges, quizzes, and competitive activities on pressing societal concerns. In addition to facilitating learning and expanding exposure, this strategy has the added benefit of fostering camaraderie and healthy rivalry among activists. Adding game-like elements to social media can motivate users to perform meaningful activities (Blogger, 2015).
Accountability and Transparency: 
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Concerns about privacy and data security may lead to a future where social media companies place a greater emphasis on accountability and openness. Sprout Social (n.d.) found that 87 percent of Americans value corporate transparency as high as it has ever been, and 73 percent of buyers are prepared to pay a premium for products backed by this promise of openness. This finding demonstrates the importance of platforms that protect the privacy of their users, ensure that their algorithms are fair, and provide clear guidelines for moderating content, all of which can aid activists in building trust with their audiences, maintaining the integrity of their messages, and minimizing the risk of censorship or manipulation (MacCarthy, 2022). Activists can greatly benefit from platforms that value user privacy, make sure algorithms are fair, and have clear content moderation. Taken together, these safeguards can greatly improve the likelihood that activists will be able to build trust with their audience, maintain the integrity of their ideas, and avoid censorship or manipulation.
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In conclusion, social media has already shown how valuable it can be for activists. But the future holds even more potential for using these platforms in even more powerful ways. As the world becomes more connected, data analysis gets smarter, and virtual reality and gamification become part of social media, activists will have awesome tools to make their messages louder, reach more people, and create real change. It's really important to address the issues of privacy and accountability, but the exciting thing is that social media can actually empower people and communities to make a positive impact on the world.
Reference:
Biswas, D 2021, “These Leading Activists Are Promoting Ethical AI,” Analytics India Magazine, accessed 20 November 2023 <https://analyticsindiamag.com/these-leading-activists-are-promoting-ethical-ai/>.
Blogger, I 2015, “How to Use Gamification for Social Change”, accessed 21 November 2023 <https://www.marketing-partners.com/conversations2/how-to-use-gamification-for-social-change>.
“#BrandsGetReal: Social media & the evolution of transparency | Sprout Social” n.d., Sprout Social, accessed 21 November 2023 <https://sproutsocial.com/insights/data/social-media-transparency/>.
John, L 2020, “From local to global: How can social-activism volunteering unite communities?”, accessed 23 November 2023 <https://www.civicus.org/index.php/media-resources/op-eds/4584-from-local-to-global-how-can-social-activism-volunteering-unite-communities>.
Kumari, T 2020, “Data Analytics and Artificial Intelligence: Together Driving the Organization of Today,” Data Science Central, accessed 23 November 2023, <https://www.datasciencecentral.com/data-analytics-and-artificial-intelligence-together-driving-the/>.
Lai, AE & Klöckner, CA 2022, “Can Virtual Reality Become Real? How Immersive Virtual Experiences Might Trickle into the Real World,” Disruptive Environmental Communication, Springer International Publishing, Cham, pp. 129–146, accessed 24 November 2023 <http://dx.doi.org/10.1007/978-3-031-17165-9_8>.
MacCarthy, M 2022, “Transparency is essential for effective social media regulation | Brookings,” Brookings, accessed 21 November 2023, <https://www.brookings.edu/articles/transparency-is-essential-for-effective-social-media-regulation/>.
Wilson, RS & Scully, K 2023, “Virtual Reality and Activism,” Anthropology News, accessed 20 November 2023 <https://anthropology-news.org/articles/virtual-reality-and-activism/>.
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digitalworld343 · 8 months
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"Beyond Borders: Exploring the Global Popularity of Video Games"
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Video games have transcended their status as mere entertainment and have become a universal language, connecting people across borders, cultures, and generations. In this blog post, we take a journey around the world to explore the global popularity of some of the most beloved video games that have left an indelible mark on players worldwide.
1. "Minecraft" – Building Universes, Brick by Brick
Origin: Sweden (2009)
"Minecraft" is a sandbox game that lets players unleash their creativity by building and exploring blocky, procedurally-generated worlds. It has become a global phenomenon, attracting players young and old. Beyond its entertainment value, "Minecraft" is used for educational purposes, fostering creativity and problem-solving skills.
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2. "Fortnite" – The Battle Royale Sensation
Origin: United States (2017)
"Fortnite" has taken the gaming world by storm with its free-to-play Battle Royale mode. It's known for its vibrant graphics, in-game events, and frequent updates. The game's global appeal is evident in its massive player base, with millions of players from various countries battling it out online.
3. "Pokémon GO" – Catch 'Em All in the Real World
Origin: United States (2016)
"Pokémon GO" revitalized the beloved Pokémon franchise by introducing augmented reality (AR) to the gaming world. Players step outside to explore their neighborhoods, hunt for virtual Pokémon, and engage in social gameplay. The game's success transcends borders, as players worldwide embark on real-world adventures to catch 'em all.
4. "The Legend of Zelda: Breath of the Wild" – An Epic Fantasy
Origin: Japan (2017)
"The Legend of Zelda: Breath of the Wild" is a masterpiece of open-world gaming. With its breathtaking landscapes, immersive storytelling, and intricate puzzles, this game has garnered a devoted global fan base. Its appeal extends beyond gaming, with fans discussing theories, creating fan art, and sharing their adventures online.
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5. "Genshin Impact" – A Global Fantasy Adventure
Origin: China (2020)
"Genshin Impact" is an action RPG that has gained immense popularity worldwide. Its stunning visuals, expansive open world, and diverse characters have captivated gamers across different cultures. The game's international success highlights the global reach of modern video games.
Conclusion
The popularity of video games transcends geographical boundaries, languages, and cultures. Games like "Minecraft," "Fortnite," "Pokémon GO," "The Legend of Zelda: Breath of the Wild," and "Genshin Impact" have become a shared experience, uniting players from diverse backgrounds. They remind us that the world of gaming is a space for creativity, collaboration, and adventure, where players can connect and explore together, regardless of where they come from. As technology continues to advance, we can only expect video games to further bridge the gaps and create a more connected global community of gamers.
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How Much Does it Cost to Develop a Fantasy Football App?
Are you a true fantasy football enthusiast looking to create your own app? Or perhaps, are you an entrepreneur with a keen eye for spotting the latest market trends and opportunities? Whatever your reason may be, developing a fantasy football app could be the next big thing in the world of mobile applications. With millions of active users worldwide and growing interest in this sport among fans worldwide, investing in creating one could lead to some serious profits. However, before diving headfirst into development, it's essential to understand what goes into building such an application and how much it can cost. In this blog post, we'll discuss all that and more!
What is a fantasy football app?
A fantasy football app is a software application that allows users to create and manage their virtual teams, consisting of real-life players from professional football leagues. Users can compete with each other based on the performance of these real-life players, earning points for every touchdown or successful pass made by their chosen team members. The app provides an interactive platform for fans to engage in friendly competition against friends or strangers across the globe, creating a sense of community amongst sports enthusiasts. It also offers features like live score updates, player stats tracking, news feeds and more. In essence, fantasy football apps combine the excitement of real-world sporting events with modern technology and social connectivity. They have become increasingly popular among younger audiences who enjoy using mobile devices as part of their daily lives. Fantasy Football Apps offer users an immersive experience into one of America's favorite pastimes while offering entrepreneurs a lucrative business opportunity. With its versatility and potential for growth over time, it's easy to understand why this type of app has gained such popularity in recent years.
What are the stats of Fantasy Football App among industries?
Fantasy football has exploded in popularity over the past decade, and with it, so has the demand for fantasy football apps. This digital platform allows users to create their own virtual teams made up of real NFL players and compete against other users' teams based on those players' weekly performances. The statistics surrounding this industry are remarkable. According to a report by IBISWorld, fantasy sports generated roughly $7 billion in revenue in 2020, with projections indicating that number will continue to grow at an annual rate of 3.1% through 2025. Additionally, a survey conducted by the Fantasy Sports & Gaming Association found that there were approximately 59 million fantasy sports participants in North America alone as of 2019. Furthermore, among all industries relying on mobile applications today, fantasy football app developer have seen one of the highest rates of success due to its vast user base and consistent growth year after year. With more people than ever before turning to mobile devices for entertainment purposes such as gaming or watching videos online – it's no surprise that we're seeing such significant numbers associated with this market sector. As technology continues to advance and further improve upon these already-successful platforms - including improvements like augmented reality (AR) integration or personalized recommendations for player selection - it's safe to say that we'll only see continued growth within this booming industry moving forward.
What is the need to develop a fantasy football app?
Fantasy football has become a beloved pastime for millions of people around the world. With the advent of technology, fantasy football enthusiasts can now participate in their favorite hobby online or on mobile devices through dedicated apps. One crucial reason to develop a fantasy football app is to provide users with an enhanced experience that goes beyond just participating in traditional leagues. Fantasy football apps offer features such as player news and analysis, real-time scoring updates, and customizable league settings that cater to individual preferences. Another reason why developing a fantasy football app is essential is its potential profitability. Fantasy sports have grown into multi-billion dollar industries over the years, with people willing to pay subscription fees for premium services or make in-app purchases for unique game experiences. Moreover, a well-designed app can attract new users and retain existing ones by offering innovative features that competitors do not have. This translates into positive reviews and word-of-mouth marketing that can help grow your user base organically. Developing a fantasy football app provides an opportunity to create something you are passionate about while also generating revenue from it. By combining your love for sports with your skills as an entrepreneur or developer, you can build something truly remarkable that satisfies both personal fulfillment and financial success.
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Factors that affect fantasy sports app development cost
The cost of developing a fantasy sports app depends on several factors, including the complexity of the features and functionalities. The more complex the app is, the higher it costs to develop. One of the primary factors that affect cost is app platform compatibility. Developing an app for one platform is always less expensive than developing one for multiple platforms. Another factor that affects development costs is whether you hire a freelancer or go with an established agency. Freelancers generally charge lower rates but may not have access to all necessary resources required to develop and maintain a robust application. App design also plays a vital role in determining development costs. An engaging user interface and seamless navigation are essential components of any successful fantasy sports app. However, creating such designs requires skilled designers who charge premium fees. Integration with third-party services like payment gateways or social media platforms can increase overall development expenses significantly as these integrations require additional coding efforts. There are various elements developers need to consider when estimating project budgets for a fantasy sports application. Each component must be thoroughly analyzed before reaching any final decision regarding project scope and budget allocation.
Benefits of Developing Fantasy Sports App
Developing a fantasy sports app can bring numerous benefits to both the users and developers. It provides a platform for fans to experience their favorite sport in an interactive manner. Users can create their own teams, participate in leagues, and compete with other fans across the world. Moreover, developing a fantasy sports app opens up new opportunities for businesses to engage with customers by offering promotional deals or discounts on merchandise related to the game. It also brings advertising revenue from sponsors who want to target specific demographics through targeted marketing campaigns. Another benefit of developing a fantasy sports app is that it creates employment opportunities for software developers and designers. The development process requires skilled professionals who can design user-friendly interfaces that offer engaging experiences. Furthermore, developing a fantasy sports app helps increase brand awareness as well as customer loyalty through personalized interactions like push notifications. This leads to increased engagement levels among customers which translates into higher retention rates for businesses. Creating a fantasy sports application has many advantages ranging from engaging customers in exciting ways; driving revenue growth while providing job opportunities within this growing industry sector
Steps to Develop Fantasy Sports App
Developing a fantasy sports app requires thorough planning and execution. Here are some steps to help you develop a successful fantasy sports app. 1. Conceptualization: Start by defining your idea, target audience, platform, features, design elements and user interface. 2. Market Research: Conduct market research to understand the competition in the industry and identify unique selling points that can make your app stand out. 3. Wireframing & Designing: Create wireframes for each screen of the app to visualize its flow and functionality before designing it with modern UI/UX principles in mind. 4. Development: Hire experienced developers who specialize in mobile development platforms like Android or iOS or Cross-platform frameworks like React Native as per your needs along with backend engineers for serverless architecture setup 5. Testing & Launching: Test the product thoroughly using testing tools such as manual testing and automation testing bots before launching on App Store (for iOS) or Google Play Store (for Android). 6. Maintenance & Support: After launching the application, maintain it regularly by fixing bugs while providing excellent customer support services to keep users engaged with new features and updates over time. By following these steps diligently throughout development from inception through launch day - any aspiring entrepreneur should be able to create an engaging Fantasy Sports App just like professionals do.
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Conclusion
Developing a fantasy football app can be an excellent opportunity for businesses and entrepreneurs to tap into the growing demand for sports-related mobile apps. While the cost of development may vary depending on various factors such as features, platforms, and complexity, it is essential to invest in a high-quality app that provides users with an engaging experience. By partnering with experienced fantasy football app developers or freelance mobile app developers, businesses can ensure that their app meets all the requirements of their target audience while also being optimized for search engines. With careful planning and execution, building a successful fantasy football app can provide significant benefits in terms of revenue generation and brand recognition. So if you're looking to develop your own fantasy football app, take advantage of this opportunity to create something unique and impactful. With the right team behind you, there's no limit to what your new application could achieve!
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