The retailer best known for selling games announced plans Monday to launch a new division called GameTrust that will help distribute and market them. GameTrust will initially publish games from a lineup of developers that includes the creators of the "Trine," ''Deadlight" and "Ratchet & Clank" series. GameTrust's developers are Helsinki, Finland-based "Trine" creator Frozenbyte; Irvine, Calif.-based "God of War: Chains of Olympus" developer Ready at Dawn Studios; Madrid, Spain-based "Deadlight" studio Tequila Works; and "Ratchet & Clank" creator Insomniac Games, which has studios in Burbank, Calif., and Durham, N.C. GameStop announced in January it was publishing "Song of the Deep," a side-scrolling adventure from Insomniac Games about a young girl who goes searching underwater for her lost-at-sea fisherman father. The Grapevine, Texas-based company operates more than 6,900 stores in 14 countries and owns the browser-based game site Kongregate.com.
SoftBank Corp. is selling its stake in Finnish game developer Supercell to Chinese technology firm Tencent in a deal announced Tuesday that values the company at about 10.2 billion. Under the deal announced by the three companies, Tokyo-based SoftBank will relinquish its stake in Supercell for 7.3 billion, and Tencent will gain up to 84 percent of Supercell. The rest of Supercell will be owned by its employees. It will continue to run its own operations in Helsinki. Supercell, founded in 2010, developed games for Apple and Google's Android smartphones and tablets, including hits such as "Hay Day," "Clash of Clans" and "Boom Beach."
The pace of AI development has been exaggerated. The applications of artificial intelligence are not smart yet, claims Teemu Roos. He leads a University of Helsinki research group on machine learning, which focuses on big data and applications of AI in quantum physics and medicine. When a computer wins a game of chess against a human, it does not mean that artificial intelligence has surpassed human intelligence. It just means that the programme has been optimised for chess.
This is the full version of the paper Scott Rettberg presented for me at ISEA 2004 in Helsinki, on August 20, 2004. I slightly abbreviated the text he read so it would fit in the alloted time. The text that I sumitted to ISEA was abbreviated further so as to not exceed the (believe it or not) 13250 character limit. As I started researching this topic, I gave a preliminary talk at the History of Material Texts workshop; that text is online. If you'd like to correspond about the topic and correct or inform me about the use of print-based interfaces, please contact me: nickm at this domain.
Second Life was a fantasy world, a frontrunner in creating virtual worlds for human creativity to thrive. Modern technologies like augmented reality and mixed reality, however, are combining real and virtual elements to create exciting new possibilities for fun, work, and media. A particularly impressive example was just announced today: virtual Helsinki. With a 3D model of 50 square kilometers of the city, gaming publishers could create almost-true-to-life playscapes for massively multiplayer games. Think Fortnite, but in a realistic, real-world settings.