Diversifying Barbie and Mortal Kombat
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National News Local News
LOCAL NEWS NATIONAL NEWS -Justin Vedder #1 Pick in Alternate Dimension Bizarro NFL Draft -Felonious Monk Bops Brother -“Man” Pronounced “Dead” by Illiterate Paramedic -“Duck Hunt” Remains Least Popular Nesticle Download -Skateboarding Now a Crime -Phone.com Calls Ghostbusters.com -White Student Only Vaguely Understands His Chinese Tattoo -Battered Women’s Support Site Gets 5 Million Hits -”Stanfurd” Fan Chased from Cheese ‘N’ Stuff for Knife-Chasing, Spitting -Government Requires Monitoring of Nocturnal Emissions May 2000 Vol. 9 Issue 5 Local Idiots Mad Scientist Emerges Stumble Upon from Laboratory with Printing Press New Wheel Design BY BRET HEILIG BY LUKE FILOSE According to Dusseldorf, GUY WITH FACE wheel design technology has ad- FUCKING LOONY TOON vanced considerably in the past Students tittered briefly last Doctor Klaus “White Knuck- five millennia, but strong vested month as The California Patriot, les” Dusseldorf shocked the interests in the international making its official publishing de- world Monday when he emerged wheel lobby have stifled innova- but, delivered a walloping dose of from his lab deep in the Swiss Alps tion. “I’ve received death healthy conservative thought to with a potentially groundbreaking threats,” he said. “Apparently, the UC campus. Featuring several discovery: he claims to have re- someone is making a lot of money correctly spelled words and dis- invented the wheel. on the current wheel and doesn’t playing a keen sense of how to Looking haggard but confi- appreciate my efforts.” Asked to operate Microsoft Paint, the soon- dent outside of his laboratory, in describe his new wheel design, to-be-famous first issue left a last- front of a large gathering of the Dusseldorf was less forthcoming. -
Friends of the Champion
Friends of the Champion Collected by Varric Tethras Other works by Varric Tethras: The Dasher’s Men Darktown’s Deal The Viper’s Nest Hard in Hightown This edition published 9:35 (Dragon Age) Published in Kirkwall by kind permission of the Coterie of Kirkwall Sebastian...................................................2 Jennifer Hepler Aveline.......................................................10 Lukas Kristjanson Fenris .......................................................16 David Gaider Merrill....................................................23 Mary Kirby Anders.......................................................28 Jennifer Hepler Varric .......................................................35 Mary Kirby Isabela ......................................................40 Sheryl Cree Sebastian By Jennifer Hepler (9:22 Dragon) rinces aren't meant for chastity. P That's what I've been telling myself since my parents' soldiers dragged me to this cloister and left me to rot. They say I'm a disgrace to the Vael family name, that I'll be a weight around my brother's neck when he comes to rule Starkhaven. I say, if you're a prince with no power, you might as well use your title to have some fun. "Sebastian?" The voice of my jailor, Captain Leland of my parents' personal guard, loyal to the death. In this case, my death. "Do you need anything more tonight, Your Highness?" "I'm fine." Let him leave. I need to be alone. A moment, then his footsteps echo down the hall. We've done this every night; he should trust that I'll stay in my cell, obedient, asleep. 2 I unfold the note that was under my plate in the dining hall. Sebastian— I know you hate it here. If you wish to leave, come to the back entrance at midnight. I'll make sure no one disturbs us. -
The Discursive Construction of SJW Memes As the Monstrous Feminine
Feminist Media Studies ISSN: 1468-0777 (Print) 1471-5902 (Online) Journal homepage: http://www.tandfonline.com/loi/rfms20 Attack of the 50-foot social justice warrior: the discursive construction of SJW memes as the monstrous feminine Adrienne L. Massanari & Shira Chess To cite this article: Adrienne L. Massanari & Shira Chess (2018): Attack of the 50-foot social justice warrior: the discursive construction of SJW memes as the monstrous feminine, Feminist Media Studies, DOI: 10.1080/14680777.2018.1447333 To link to this article: https://doi.org/10.1080/14680777.2018.1447333 Published online: 21 Mar 2018. Submit your article to this journal View related articles View Crossmark data Full Terms & Conditions of access and use can be found at http://www.tandfonline.com/action/journalInformation?journalCode=rfms20 FEMINIST MEDIA STUDIES, 2018 https://doi.org/10.1080/14680777.2018.1447333 Attack of the 50-foot social justice warrior: the discursive construction of SJW memes as the monstrous feminine Adrienne L. Massanaria and Shira Chessb aDepartment of Communication, University of Illinois at Chicago, Chicago, USA; bGrady College of Journalism and Mass Communication, University of Georgia, Athens, USA ABSTRACT KEYWORDS This essay considers the origin and meaning of “social justice warrior” Social justice warrior; SJW; (SJW) memes. Despite each term within the phrase suggesting memes; alt-right; monstrous potentially positive connotations, we argue that as deployed within feminine “alt-right” communities, it implies a kind of monstrous feminine: a woman who is unwieldy and out of control. We catalogue and analyze this meme using a visual discourse analysis of texts gathered through Google Images and Reddit. -
“No Left, No Right – Only the Game”
“No Left, No Right – Only the Game” A Netnographic Study of the Online Community r/KotakuInAction Master of Arts: Media and Communication Studies – Culture, Collaborative Media, and Creative Industries Master’s Thesis (Two-year) | 15 credits Student: Oskar Larsson Supervisor: Maria Brock Year: 2021 Word Count: 15,937 Abstract This thesis examines how 'othering' discourse can be used to construct and negotiate boundaries and shape collective identities within online spaces. Through a mixed-method approach of thematic analysis and a netnographic study, and by drawing on theoretical concepts of online othering and identity formation, this thesis explores how the Gamergate community r/KotakuInAction can be understood in relation to Gamergate, the Alt-Right and society at large. The results show that the community perceive and construct the SJW as a common adversary – a monstrous representation of feminism, progressiveness and political correctness. The analysis also revealed how racist rhetorics and white male anxieties characterize the communitys' othering discourse. Through an in-depth study of user-submitted comment, this thesis argues that r/KotakuInAction's collective identity is fluid and reactionary in nature, characterized by a discourse that is indicative of Alt-Right ideology and white male supremacy. Future research should further explore the network of communities that r/KotakuInAction is part of, as well as examine how the community transform over time. Keywords: Gamergate, Reddit, Alt-Right, Online Othering, Collective Identity, -
Ada: a Journal of Gender, New Media, and Technology Issue No. 1 Confronting Toxic Gamer Culture: a Challenge for Feminist Game Studies Scholars
Confronting toxic gamer culture: A challenge for feminist game studies scholars Author(s): Mia Consalvo DOI: 10.7264/N33X84KH URL: http://adanewmedia.org/2012/11/issue1-consalvo Published: 15 November 2012 Copyright © 2012. This work is licensed under a Creative Commons Attribution- NonCommercial-NoDerivs 3.0 Unported License. Ada: A Journal of Gender, New Media, and Technology ISSN 2325-0496 Ada: A Journal of Gender, New Media, and Technology Issue no. 1 Confronting toxic gamer culture: A challenge for feminist game studies scholars Mia Consalvo Concordia University With increasing frequency the ugliness of gamer culture is being put on display for the wider world to see. While I was writing this piece, for example, a Canadian blogger created a game where one can punch and bruise the face of Anita Sarkeesian, creator of the popular website Feminist Frequency: Conversations with Pop Culture (Spurr, 2012). The game was in response to news of her Kickstarter campaign, where she proposed investigating portrayals of women in videogames over the past few decades. The game was only the latest in a string of attacks on Sarkeesian for her proposed project: she also received death threats, had her Wikipedia page defaced with pornographic imagery, and was repeatedly harassed on the Kickstarter page and elsewhere. About a month prior to that, in June 2012 a controversy erupted about Lara Croft’s alleged past in the latest Tomb Raider game, where sexual assault had helped form her character according to one of the game’s developers (Schreier, 2012). In May, the annual videogame expo E3 became the topic of controversy when multiple sources declared it a space hostile to women and juvenile in its approach to games (Alexander, 2012; Williams, 2012). -
Architecture Reseau 2
Network Architecture Case Study June 2008 Network Architecture Case Study Amal Balfoul | Amir Jafari Jean-Philippe Kakou-Marceau | Kamel Sahli | Juin 2008 1 Network Architecture Case Study Content Context Chapter 1. Network Infrastructure & Strategy Choices 1. Architecture LAN 2. Architecture WAN 3. IP Addressing Plan & allocation process 4. Security 5. Storage 6. Cabling system Chapter 2. Services 1. Toip 2. Directory 3. DNS 4. SMTP 5. Intranet & Extranet Chapter 3. Deployment and Budget 1. Deployment 2. Global Cost Conclusion | Juin 2008 2 Network Architecture Case Study Context | Juin 2008 3 Network Architecture Case Study This study case aims to describe how big company’s network infrastructure can be built. In our case, we have a headquarter building with 1000 employees, composed of 10 floors and one basement. In addition, we have 10 agencies in France with 50 employees per agency.Our aim is to define the network architecture to rely all the agencies and the headquarter. We have to define all these technology: LAN & WAN architecture IP addressing plan LAN & WAN architecture SAN/NAS LAN interconnection ToIP Security: FireWall, strategy, … Services: DNS, SMTP, Intranet/Extranet Cabling system Server & backup equipment hardware definition Global cost Deployment schedule We are going to show in three parts how we can do for managing architecture conception. In the first part, we will talk about the network infrastructure, which is composed of the LAN, the WAN, IP addressing Plan... Talk about security strategy, storage and cabling system. In the second hand, we will talk about services, how does it run? Which kind of services we can find? And finally, we will talk about deployment and global cost. -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
DIE Nächsteation UNSERE EXPERTEN TRENNEN DIE BUZZWORDS VON FAKTEN ANALYSEN UND ERKENNTNISSE VON EPIC, HAVOK UND BUNGIE
JEDE AUSGABE MIT FIRMENREGISTER 04/2013 € 6,90 OFFIZIELLER PARTNER VON DESIGN BUSINESS ART TECHNOLOGY 04 4 197050406909 GENERDIE NÄCHSTEaTION UNSERE EXPERTEN TRENNEN DIE BUZZWORDS VON FAKTEN ANALYSEN UND ERKENNTNISSE VON EPIC, HAVOK UND BUNGIE MEINUNG BEST PRACTICE INTERVIEW ICH HASSE DRM! ODER WIE SICH BEI UNITY3D-ASSETS UBISOFTS JADE RAYMOND ÜBER DOCH WAS ANDERES? RECHENLEISTUNG SPAREN LÄSST DEN NÖTIGEN ERNST IM SPIEL "PHANTASIE, NICHT ERFINDUNG, SCHAFFT IN DER KUNST WIE IM LEBEN DAS GANZ BESONDERE." Joseph Conrad Die Welt, die Sie erschaffen, soll nur durch Ihre Vorstellungskraft limitiert sein – nicht durch die Leistung Ihres Servers. Verschieben Sie Ihre Grenzen. Managed Hosting von Host Europe. Kompromisslose Rechenleistung schon ab € 89 mtl.* Managed Hosting – Rechenpower und individueller Service ▶ Dell® Markenhardware, individuell für Ihre Anforderungen konfiguriert ▶ Hosting im Hightech-Rechencenter mit garantierter Verfügbarkeit und bester Netzanbindung ▶ Managed Service mit festen Ansprechpartnern, 24/7/365 Wartung und Entstörung Mehr Informationen: i www.hosteurope.de/creation Kontakt & Beratung (Mo-Fr: 09-17 Uhr) 02203 1045 2222 www.hosteurope.de *Die einmalige Setupgebühr entfällt. Die Aktion gilt bis zum 31.07.2013. Die Hardware ist individuell konfigurierbar. Die Mindestvertragslaufzeit beträgt 24 Monate – alternative Laufzeiten sind optional möglich. Die Kündigungsfrist beträgt 4 Wochen zum Ende der Laufzeit. Editorial Making Games Magazin 04/2013 UNGERECHTE E3 ie hatten das bessere Line-up, die Next-Gen-Tipps von Havok & Epic Heiko Klinge innovativere Technologie und die Mehr als genug Gründe also, den Shitstorm ist Chefredakteur vom unterhaltsamere Show: Trotzdem mal getrost zu ignorieren und die eigentlichen Making Games Magazin. hat Microsoft das Next-Gen- Auswirkungen der Next Gen in unserem Kräftemessen mit Sony nach Mei- Titelthema ein wenig genauer unter die Lupe nung fast aller Beobachter und zu nehmen. -
Tinder-Ing Desire: the Circuit of Culture, Gamified Dating and Creating Desirable Selves
Tinder-ing Desire: The Circuit of Culture, Gamified Dating and Creating Desirable Selves Tanya F. Oishi A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2019 Reading Committee: LeiLani Nishime, Chair Ralina Joseph Carmen Gonzalez Program Authorized to Offer Degree Communication 2 ©Copyright 2019 Tanya F. Oishi 3 University of Washington Abstract Tinder-ing Desire: Tanya F. Oishi Chair of the Supervisory Committee: LeiLani Nishime Communication This dissertation starts at intersection of race, gender, and technology, all of which will be discussed in depth throughout this project, and the fluid state of being constituted and being undone by one another. It is in this state of vulnerability that relationships are initiated, through technology that these relationships are shaped and facilitated, and within the constraints of social expectations that these interactions are able/allowed to occur (Duck, 2011). As life becomes more mediated and interactions more facilitated through technological means, focusing on relationships facilitated through dating apps is illustrative of the ways in which mobile technologies are changing the way we communicate with one another. The introduction provides the theoretical overview of the literature off of which the rest of the dissertation builds its arguments: the importance of interpersonal connections, the positionality of Asian men in the U.S., and the mutual shaping of society and technology, as well 4 as a justification for a mixed methodological approach to these areas of inquiry. The second chapter looks at the subreddit r/Tinder Profile Review Week thread to see how individuals seek feedback on creating a desirable self and describes how these impression management strategies of Asian men differ from the group which is comprised predominantly by white men. -
“PRESENCE” of JAPAN in KOREA's POPULAR MUSIC CULTURE by Eun-Young Ju
TRANSNATIONAL CULTURAL TRAFFIC IN NORTHEAST ASIA: THE “PRESENCE” OF JAPAN IN KOREA’S POPULAR MUSIC CULTURE by Eun-Young Jung M.A. in Ethnomusicology, Arizona State University, 2001 Submitted to the Graduate Faculty of School of Arts and Sciences in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Pittsburgh 2007 UNIVERSITY OF PITTSBURGH SCHOOL OF ARTS AND SCIENCES This dissertation was presented by Eun-Young Jung It was defended on April 30, 2007 and approved by Richard Smethurst, Professor, Department of History Mathew Rosenblum, Professor, Department of Music Andrew Weintraub, Associate Professor, Department of Music Dissertation Advisor: Bell Yung, Professor, Department of Music ii Copyright © by Eun-Young Jung 2007 iii TRANSNATIONAL CULTURAL TRAFFIC IN NORTHEAST ASIA: THE “PRESENCE” OF JAPAN IN KOREA’S POPULAR MUSIC CULTURE Eun-Young Jung, PhD University of Pittsburgh, 2007 Korea’s nationalistic antagonism towards Japan and “things Japanese” has mostly been a response to the colonial annexation by Japan (1910-1945). Despite their close economic relationship since 1965, their conflicting historic and political relationships and deep-seated prejudice against each other have continued. The Korean government’s official ban on the direct import of Japanese cultural products existed until 1997, but various kinds of Japanese cultural products, including popular music, found their way into Korea through various legal and illegal routes and influenced contemporary Korean popular culture. Since 1998, under Korea’s Open- Door Policy, legally available Japanese popular cultural products became widely consumed, especially among young Koreans fascinated by Japan’s quintessentially postmodern popular culture, despite lingering resentments towards Japan. -
The Lan Party Gaming Guide Ebook, Epub
THE LAN PARTY GAMING GUIDE PDF, EPUB, EBOOK Tyler C. Regas | 400 pages | 01 Oct 2002 | Charles River Media | 9781584502029 | English | none The Lan Party Gaming Guide PDF Book Discord What are you going to do when 12 eager, caffeine-fueled gamers pack your living room with PCs? Pretty much every card is R-rated. Meredith Hurd. In order to win, the kid must get to the end with the egg in the spoon, more or less intact, without cheating. The Voting Game. The Jackbox Party Pack 3. You want to shoot for an electrical load of no more than 80 percent of a circuit's total capacity, which is typically measured in amps. Yard Games Giant Tumbling Timbers. While the client may be shy with the overall number of features offered in comparison to its competitors, the level of security and stability of GameRanger is unmatched. You could also stage a creative singalong. Download Free. At around thirty players, the scale of the event increases in a stepwise manner, and your LAN party suddenly becomes a major convention. In each round, the Judge draws a card that has several descriptive adjectives and reads it aloud to the group. The game dumps you into a world with 99 other players, where you engage in a free-for-all battle until only a single player is left standing. You may unsubscribe from the newsletter at any time. I can assure you that Parsec does not have any kind of latency problems like Hamachi. Apart from that, you can find gamers on the internet and play a range of Arcade games together using its matchmaking service. -
Download and Upload Speeds for Any Individual Device That Is Connected to the Network
UC Irvine UC Irvine Electronic Theses and Dissertations Title Acceleration and Information: Managing South Korean Online Gaming Culture Permalink https://escholarship.org/uc/item/2204k0wv Author Rea, Stephen Campbell Publication Date 2015 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA, IRVINE Acceleration and Information: Managing South Korean Online Gaming Culture DISSERTATION submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in Anthropology by Stephen C. Rea Dissertation Committee: Associate Professor Keith M. Murphy, Chair Professor Tom Boellstorff Professor Bill Maurer 2015 © 2015 Stephen C. Rea TABLE OF CONTENTS Page ACKNOWLEDGEMENTS iii CURRICULUM VITAE v ABSTRACT OF THE DISSERTATION vi CHAPTER 1: Playing at the Speed of Life: Korean Online Gaming Culture and the 1 Aesthetic Representations of an Advanced Information Society CHAPTER 2: “Slow to Industrialize, but Let’s Lead in Informatization”: The Korea 31 Information Infrastructure, the IMF, and Online Games CHAPTER 3: Situating Korean Online Gaming Culture Offline 71 CHAPTER 4: Managing the Gap: The Temporal, Spatial, and Social Entailments of 112 Playing Online Games CHAPTER 5: Crafting Stars: e-Sports and the Professionalization of Korean Online 144 Gaming Culture CHAPTER 6: “From Heroes to Monsters”: “Addiction” and Managing Online Gaming 184 Culture CONCLUSION 235 BIBLIOGRAPHY 242 ii ACKNOWLEDGEMENTS This dissertation would not have been