Fictionally Flipping Tetrominoes? Defining the Fictionality of a Videogame Player’S Actions
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Gordon Ramsay Uncharted
SPECIAL PROMOTION SIX DESTINATIONS ONE CHEF “This stuff deserves to sit on the best tables of the world.” – GORDON RAMSAY; CHEF, STUDENT AND EXPLORER SPECIAL PROMOTION THIS MAGAZINE WAS PRODUCED BY NATIONAL GEOGRAPHIC CHANNEL IN PROMOTION OF THE SERIES GORDON RAMSAY: CONTENTS UNCHARTED PREMIERES SUNDAY JULY 21 10/9c FEATURE EMBARK EXPLORE WHERE IN 10THE WORLD is Gordon Ramsay cooking tonight? 18 UNCHARTED TRAVEL BITES We’ve collected travel stories and recipes LAOS inspired by Gordon’s (L to R) Yuta, Gordon culinary journey so that and Mr. Ten take you can embark on a spin on Mr. Ten’s your own. Bon appetit! souped-up ride. TRAVEL SERIES GORDON RAMSAY: ALASKA Discover 10 Secrets of UNCHARTED Glacial ice harvester Machu Picchu In his new series, Michelle Costello Gordon Ramsay mixes a Manhattan 10 Reasons to travels to six global with Gordon using ice Visit New Zealand destinations to learn they’ve just harvested from the locals. In from Tracy Arm Fjord 4THE PATH TO Go Inside the Labyrin- New Zealand, Peru, in Alaska. UNCHARTED thine Medina of Fez Morocco, Laos, Hawaii A rare look at Gordon and Alaska, he explores Ramsay as you’ve never Road Trip: Maui the culture, traditions seen him before. and cuisine the way See the Rich Spiritual and only he can — with PHOTOS LEFT TO RIGHT: ERNESTO BENAVIDES, Cultural Traditions of Laos some heart-pumping JON KROLL, MARK JOHNSON, adventure on the side. MARK EDWARD HARRIS Discover the DESIGN BY: Best of Anchorage MARY DUNNINGTON 2 GORDON RAMSAY: UNCHARTED SPECIAL PROMOTION 3 BY JILL K. -
In- and Out-Of-Character
Florida State University Libraries 2016 In- and Out-of-Character: The Digital Literacy Practices and Emergent Information Worlds of Active Role-Players in a New Massively Multiplayer Online Role-Playing Game Jonathan Michael Hollister Follow this and additional works at the FSU Digital Library. For more information, please contact [email protected] FLORIDA STATE UNIVERSITY COLLEGE OF COMMUNICATION & INFORMATION IN- AND OUT-OF-CHARACTER: THE DIGITAL LITERACY PRACTICES AND EMERGENT INFORMATION WORLDS OF ACTIVE ROLE-PLAYERS IN A NEW MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAME By JONATHAN M. HOLLISTER A Dissertation submitted to the School of Information in partial fulfillment of the requirements for the degree of Doctor of Philosophy 2016 Jonathan M. Hollister defended this dissertation on March 28, 2016. The members of the supervisory committee were: Don Latham Professor Directing Dissertation Vanessa Dennen University Representative Gary Burnett Committee Member Shuyuan Mary Ho Committee Member The Graduate School has verified and approved the above-named committee members, and certifies that the dissertation has been approved in accordance with university requirements. ii For Grandpa Robert and Grandma Aggie. iii ACKNOWLEDGMENTS Thank you to my committee, for their infinite wisdom, sense of humor, and patience. Don has my eternal gratitude for being the best dissertation committee chair, mentor, and co- author out there—thank you for being my friend, too. Thanks to Shuyuan and Vanessa for their moral support and encouragement. I could not have asked for a better group of scholars (and people) to be on my committee. Thanks to the other members of 3 J’s and a G, Julia and Gary, for many great discussions about theory over many delectable beers. -
VIDEO GAME SUBCULTURES Playing at the Periphery of Mainstream Culture Edited by Marco Benoît Carbone & Paolo Ruffino
ISSN 2280-7705 www.gamejournal.it Published by LUDICA Issue 03, 2014 – volume 1: JOURNAL (PEER-REVIEWED) VIDEO GAME SUBCULTURES Playing at the periphery of mainstream culture Edited by Marco Benoît Carbone & Paolo Ruffino GAME JOURNAL – Peer Reviewed Section Issue 03 – 2014 GAME Journal A PROJECT BY SUPERVISING EDITORS Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Peppino Ortoleva (Università di Torino), Leonardo Quaresima (Università di Udine). EDITORS WITH THE PATRONAGE OF Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Indiana University), Adam Gallimore (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), Dipartimento di Storia, Beni Culturali e Territorio Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano), Marco Teti (Università di Ferrara). PARTNERS ADVISORY BOARD Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Bologna), Enrico Menduni (Università di -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
As Ipv6 Driver
International Telecommunication Union IPv6IPv6 andand peerpeer 22 peerpeer internetinternet UnchartedUncharted territoriesterritories ofof revenuerevenue opportunitiesopportunities?? Yves Poppe Dir. IP Strategy Teleglobe Workshop on IPv6 Geneva, 22-23 June 2005 Agenda ITU-T o Any urgency ? o Some perceived drivers o Case Study Teleglobe Workshop on IPv6 Geneva, 22-23 June 2005 2 dates Why the acceleration? ITU-T o A telecom industry coming out of a major recession, object of relentless technological change and challenges on existing Business Models, subject to changing regulatory environments, desperate to regain some stability and renewed revenue growth • Consensus : the next multibillion revenue opportunities imply IP based network convergence, multi-functional end-devices, always on, always p2p reachable, mobility, QoS and end to end security. • “Non telecom” industries such as music, radio, television, advertising, publishing attracted in the maelstrom Workshop on IPv6 Geneva, 22-23 June 2005 3 dates What does IPv6 bring to the ITU-T table? o Solves address shortage o Neighbour discovery o Restores p2p • Ad-Hoc networking o Mobility • Home networks • Plug and play • Better spectrum utilization • Auto configuration • Better battery life! o Permanent addresses o Security • Identity (CLID) • Ipsec mandatory • Traceability (RFID) o Multicast • Sensors and monitoring ADSL, cable, 3G, Wi-Fi, Wi-Max provide the always-on Workshop on IPv6 Geneva, 22-23 June 2005 4 dates Agenda ITU-T o Any urgency ? o Some perceived drivers o Case Study Teleglobe -
Playstation's Coronavirus Contribution: Stay Home and Play Free 'Uncharted,' 'Journey' PS4 Video Games 16 April 2020, by Mike Snider, Usa Today
PlayStation's coronavirus contribution: Stay home and play free 'Uncharted,' 'Journey' PS4 video games 16 April 2020, by Mike Snider, Usa Today The game maker's Play At Home initiative also includes a $10 million fund to support independent game developers, Ryan said. "Independent developers are vital to the heart and soul of the gaming community and we understand the hardships and financial struggles that many smaller gaming studios are facing," he said. The Uncharted games—"Uncharted: Drake's Fortune," "Uncharted 2: Among Thieves," and "Uncharted 3: Drake's Deception"—are action- adventure games starring treasure-hunting hero Nathan Drake. Originally released between 2007 and 2011 for the PlayStation 3, each has been remastered for the PS4. Credit: CC0 Public Domain "Journey" is a single-player exploration game from thatgamecompany, in which the player navigates a nondescript cloaked character through a magical Need some video game pursuits to keep you desert world. "The game's life-affirming message is occupied during the stay-at-home measures to timeless and perhaps more important now than combat the spread of the coronavirus? Sony has a ever before," Ryan said. giveaway for PlayStation 4 players. Sony is working with internet service providers in Starting Wednesday at 11 p.m. ET/8 p.m. PT, PS4 the U.S. and Europe to manage download traffic, owners can download "Uncharted: The Nathan so game downloads "may take a little longer," he Drake Collection" and the game "Journey" for free. said. Once you download the games, you can keep them. But you must download the games by May "During these days of physical distancing, fans 5. -
They Played the Merger Game: a Retrospective Analysis in the UK Videogames Market
No 113 They Played the Merger Game: A Retrospective Analysis in the UK Videogames Market Luca Aguzzoni, Elena Argentesi, Paolo Buccirossi, Lorenzo Ciari, Tomaso Duso, Massimo Tognoni, Cristiana Vitale October 2013 IMPRINT DICE DISCUSSION PAPER Published by düsseldorf university press (dup) on behalf of Heinrich‐Heine‐Universität Düsseldorf, Faculty of Economics, Düsseldorf Institute for Competition Economics (DICE), Universitätsstraße 1, 40225 Düsseldorf, Germany www.dice.hhu.de Editor: Prof. Dr. Hans‐Theo Normann Düsseldorf Institute for Competition Economics (DICE) Phone: +49(0) 211‐81‐15125, e‐mail: [email protected] DICE DISCUSSION PAPER All rights reserved. Düsseldorf, Germany, 2013 ISSN 2190‐9938 (online) – ISBN 978‐3‐86304‐112‐0 The working papers published in the Series constitute work in progress circulated to stimulate discussion and critical comments. Views expressed represent exclusively the authors’ own opinions and do not necessarily reflect those of the editor. They Played the Merger Game: A Retrospective Analysis in the UK Videogames Market Luca Aguzzoni Lear Elena Argentesi University of Bologna Paolo Buccirossi Lear Lorenzo Ciari European Bank for Reconstruction and Development Tomaso Duso Deutsches Institut für Wirtschaftsforschung (DIW Berlin) and Düsseldorf Institute for Competition Economics (DICE) Massimo Tognoni UK Competition Commission Cristiana Vitale OECD October 2013 Corresponding author: Elena Argentesi, Department of Economics, University of Bologna, Piazza Scaravilli 2, 40126 Bologna, Italy, Tel: + 39 051 2098661, Fax: +39 051 2098040, E-Mail: [email protected]. This paper is partially based on a research project we undertook for the UK Competition Commission (CC). We thank the CC’s staff for their support during the course of this study. -
Creating Games ART & CS 107 Spring 2013 Schedule Revised April 24, 2013; the Schedule Adapts to Your Interests and Ideas Throughout the Semester
Creating Games ART & CS 107 Spring 2013 Schedule Revised April 24, 2013; the schedule adapts to your interests and ideas throughout the semester. Morning: TR 8:30 – 9:45am Hyperlinks are underlined. Chapter Afternoon: Thu. 1 – 4 pm reading is in McGuire and Jenkins, Office hours: (TCL 308) By appointment Creating Games, A K Peters 2008 + (I’m generally accessible–let me know when is best for you) errata TA hours: See website “Homework” is independent work due at the beginning of the following class session. I encourage you to discuss ideas with other students but your work product should solely be your own. When a written response is appropriate, note that scholarly writing includes citations to primary sources, terse style, appropriate vocabulary and tone, and proper English style. The writing center and my office hours are great resources to improve your writing. “Read” and “Play” material has no specific deadline, but should be done close to that day so that we have a common base for discussion. For games, spend at least two hours in actual gameplay, and try to play with other students in the class. Having played a game (i.e., a social and intellectual activity) with someone will help you to know if you can work together effectively on a project. Unless explicitly noted, you are welcome to play a game on a different (equivalent) platform or with your own copy instead of using the library resource. If you make a reasonable attempt to play a game and it is not available, then you can substitute a different game listed on the course web page. -
VIDEO GAME SUBCULTURES Playing at the Periphery of Mainstream Culture Edited by Marco Benoît Carbone & Paolo Ruffino
ISSN 2280-7705 www.gamejournal.it Published by LUDICA Issue 03, 2014 – volume 1: JOURNAL (PEER-REVIEWED) VIDEO GAME SUBCULTURES Playing at the periphery of mainstream culture Edited by Marco Benoît Carbone & Paolo Ruffino GAME JOURNAL – Peer Reviewed Section Issue 03 – 2014 GAME Journal A PROJECT BY SUPERVISING EDITORS Antioco Floris (Università di Cagliari), Roy Menarini (Università di Bologna), Peppino Ortoleva (Università di Torino), Leonardo Quaresima (Università di Udine). EDITORS WITH THE PATRONAGE OF Marco Benoît Carbone (University College London), Giovanni Caruso (Università di Udine), Riccardo Fassone (Università di Torino), Gabriele Ferri (Indiana University), Adam Gallimore (University of Warwick), Ivan Girina (University of Warwick), Federico Giordano (Università per Stranieri di Perugia), Dipartimento di Storia, Beni Culturali e Territorio Valentina Paggiarin, Justin Pickard, Paolo Ruffino (Goldsmiths, University of London), Mauro Salvador (Università Cattolica, Milano), Marco Teti (Università di Ferrara). PARTNERS ADVISORY BOARD Espen Aarseth (IT University of Copenaghen), Matteo Bittanti (California College of the Arts), Jay David Bolter (Georgia Institute of Technology), Gordon C. Calleja (IT University of Copenaghen), Gianni Canova (IULM, Milano), Antonio Catolfi (Università per Stranieri di Perugia), Mia Consalvo (Ohio University), Patrick Coppock (Università di Modena e Reggio Emilia), Ruggero Eugeni (Università Cattolica del Sacro Cuore, Milano), Roy Menarini (Università di Bologna), Enrico Menduni (Università di -
Amended Final Draft
Independent or Indie? Creative Autonomy and Cultural Capital in Independent Video Game Production Martin Graham Smith A thesis submitted in fulfilment of the requirements of the Manchester Metropolitan University for the degree of Master of Arts (By Research) Manchester Institute for Research and Innovation in Art and Design (MIRIAD) May 2016 ABSTRACT The use of the word ‘indie’ in relation to video games has shifted from referring to games made independently of a large publisher to being a more nebulous term that is harder to define but that is clearly used at times to refer to games other than those made without the financial assistance of publishers. This thesis seeKs to contribute to the ongoing debate in academic writing on video games as to the meaning of the phrase ‘indie games’. The thesis combines textual and institutional analysis to contextualise the modern indie game by investigating the history of independent video game production in the UK and USA from the 1970s to the modern day, with reference to how changes in technology have shaped independent video game production over time. Alternative models of production that existed before the indie games of the mid-2000s onwards are an under researched area, and this thesis argues that a number of independent counter trends to dominant industry practices set precedents for many of the features of later indie games, in terms of content, style, distribution methods, and models of production. The thesis also contains a case study into the publisher-funded indie games of Jenova Chen and Thatgamecompany which investigates the conflicting definitions of indie in academic writing on video games and other forms of media, arguing that as with indie in cinema, indie in games functions as a form of cultural capital for the audience and developers. -
Defining the Fictionality of a Videogame Player's Actions
Journal of the Philosophy of Games Vol 1, No 1 http://dx.doi.org/10.5617/jpg.6035 ISSN: 2535-4388 Published online: 30. December 2018 Section editor: Mark Silcox Editor: John R. Sageng Article Fictionally Flipping Tetrominoes? Defining the Fictionality of a Videogame Player’s Actions Nele Van de Mosselaer* In this paper, I use the case of player actions in Tetris to explore possible problems in existing descriptions of videogame actions as fictional actions. Both in the philosophy of computer games and videogame studies, authors often make use of Kendall Walton’s make-believe theory to describe videogame actions as fictional. According to the Waltonian description of fictional actions, however, the actions players perform when playing Tetris, such as flipping tetrominoes, would also be fictional. This is a counterintuitive idea, as players of Tetris seem to be really manipulating the graphical shapes in this game. I will thus discuss two other possible descriptions of fictional actions hinted at by Grant Tavinor (2009). Firstly, the (non-)fictional status of videogame actions might depend on the nature of the affordances to which they are reactions. Secondly, it might be the case that players must take on a role in the fictional world for their actions to be fictional. In the end, I will combine this second idea with a Waltonian description of fictional actions to form a new description of videogame actions as fictional actions that corresponds to and explains videogame players’ experiences. Keywords: video games, actions, affordances, fiction, player actions, fictional actions, avatar, imagination, make-believe, Walton. We can save Little Sisters in Bioshock, help our team members in Mass Effect, kill orcs in Shadow of Mordor, and race spaceships in WipeOut. -
Central Banking Post-Crisis: What Compass for Uncharted Waters? by Claudio Borio
BIS Working Papers No 353 Central banking post-crisis: What compass for uncharted waters? by Claudio Borio Monetary and Economic Department September 2011 JEL classification: E30, E44, E50, G10, G20, G28 Keywords: central banking, monetary and financial stability, macroprudential, own-house-in-order doctrine, operational independence BIS Working Papers are written by members of the Monetary and Economic Department of the Bank for International Settlements, and from time to time by other economists, and are published by the Bank. The papers are on subjects of topical interest and are technical in character. The views expressed in them are those of their authors and not necessarily the views of the BIS. Copies of publications are available from: Bank for International Settlements Communications CH-4002 Basel, Switzerland E-mail: [email protected] Fax: +41 61 280 9100 and +41 61 280 8100 This publication is available on the BIS website (www.bis.org). © Bank for International Settlements 2011. All rights reserved. Brief excerpts may be reproduced or translated provided the source is stated. ISSN 1020-0959 (print) ISBN 1682-7678 (online) Central banking post-crisis: What compass for uncharted waters? Claudio Borio1 Abstract The global financial crisis has shaken the foundations of the deceptively comfortable pre- crisis central banking world. Central banks face a threefold challenge: economic, intellectual and institutional. This essay puts forward a compass to help central banks sail in the largely uncharted waters ahead. The compass is based on tighter integration of the monetary and financial stability functions, keener awareness of the global dimensions of those tasks, and stronger safeguards for an increasingly vulnerable central bank operational independence.