Work Breakdown Structure (WBS) Exercise
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2018 – Volume 6, Number
THE POPULAR CULTURE STUDIES JOURNAL VOLUME 6 NUMBER 2 & 3 2018 Editor NORMA JONES Liquid Flicks Media, Inc./IXMachine Managing Editor JULIA LARGENT McPherson College Assistant Editor GARRET L. CASTLEBERRY Mid-America Christian University Copy Editor KEVIN CALCAMP Queens University of Charlotte Reviews Editor MALYNNDA JOHNSON Indiana State University Assistant Reviews Editor JESSICA BENHAM University of Pittsburgh Please visit the PCSJ at: http://mpcaaca.org/the-popular-culture- studies-journal/ The Popular Culture Studies Journal is the official journal of the Midwest Popular and American Culture Association. Copyright © 2018 Midwest Popular and American Culture Association. All rights reserved. MPCA/ACA, 421 W. Huron St Unit 1304, Chicago, IL 60654 Cover credit: Cover Artwork: “Bump in the Night” by Brent Jones © 2018 Courtesy of Pixabay/Kellepics EDITORIAL ADVISORY BOARD ANTHONY ADAH PAUL BOOTH Minnesota State University, Moorhead DePaul University GARY BURNS ANNE M. CANAVAN Northern Illinois University Salt Lake Community College BRIAN COGAN ASHLEY M. DONNELLY Molloy College Ball State University LEIGH H. EDWARDS KATIE FREDICKS Florida State University Rutgers University ART HERBIG ANDREW F. HERRMANN Indiana University - Purdue University, Fort Wayne East Tennessee State University JESSE KAVADLO KATHLEEN A. KENNEDY Maryville University of St. Louis Missouri State University SARAH MCFARLAND TAYLOR KIT MEDJESKY Northwestern University University of Findlay CARLOS D. MORRISON SALVADOR MURGUIA Alabama State University Akita International -
Analysis of Gender and Queer Representation in Outlast II Margret
Outlasting the Binary: Analysis of Gender and Queer Representation in Outlast II Margret M. Murphy Department of Sociology SOC 401: Research Dr. Oluwakemi “Kemi” Balogun March 20, 2020 OUTLASTING THE BINARY 2 Abstract The components within Horror Media has been a topic of study for decades. A major gap in the scholarship is how representations within horror media impacts marginalized communities negatively. Using the first-person survival horror game Outlast II, I ask how these tropes accentuate the archetypes of hegemonic masculinity and emphasized femininity as well as how they conventionalize individuals that challenge the gender binary. The cutscenes, dialogue, documents, and recordings collected will be analyzed, providing evidence for the forthcoming discussions about the representation of gender and queer communities within this game. Results show that the game emphasizes similar themes commonly found in horror media. These include: the “male protector” and “damsel in distress” archetypes, the violent mistreatment of women, framing sexually transmitted diseases (STD’s) as grotesque, exclusion of primary female characters, stereotyping queer characters, and emphasis on hegemonic masculinity, a term coined by Connell (1987). This case study will provide further evidence for ongoing research on horror media and its use of the gender binary, stereotypical male/female roles, and exclusion of non- stereotypical gender non-conforming or queer characters. Keywords: videogames, horror, gender binary, hegemonic masculinity, emphasized femininity, queer representation OUTLASTING THE BINARY 3 Dedications and Acknowledgements A huge thank you to my advisor, Professor Oluwakemi “Kemi” Balogun! Thank you for giving me criticisms, advice, and ideas that were nothing but helpful in making this the best it can possibly be. -
Eyes the Horror Game Old Version
1 / 4 Eyes The Horror Game Old Version Exploring an old, abandoned house, you can collect anything of value, ... Download Eyes - the horror game APK 6.1.33 and all version history .... Eyes The Horror Game v2.0.3 is very very good mod, the best in the website.. ... Search an old, abandoned house and collect any valuables but be careful – there are ... Version:2. 3.7. Moonlight Race – PJ's Transforming Masks is an exciting, .... Older Versions — eyesthegame.eyes.apk apps can be downloaded and installed on Android 4.4.x and higher Android devices. The Latest Version of .... Direct Download Eyes - The Horror Game apk free download Download apk Android apk Android app .... Eyes - The Horror Game, free and safe download. Eyes - The Horror Game latest version: Scared of Slenderman? Well turn your eye away from this terrify.. Download Eyes The Horror Game 5.5.28 APK + MOD Unlocked Free For Android Mobiles, Smart Phones. Tablets ... Explore and loot the abandoned spooky mansion, a terrifying old hotel and other scary places ... Supported Android Version:-. It just released for $3.99 USD (with a 5% off discount on release, and an additional 5% off if you buy it off of the Yai Gameworks Complete Bundles).. Eyes - The Horror Game: It sounded like a simple heist... get into the ... The game also has a free browser version that plays exactly the ... Conceptually, the game is almost identical to Slender, with the by now old fashioned .... Download Latest Version of Eyes: The Horror Game for Free! Works with all Windows(10,7,8/8.1,Vista) versions. -
Like Museums, Videogames Aren't Neutral
Old Dominion University ODU Digital Commons Institute for the Humanities Theses Institute for the Humanities Summer 2019 Harbored: Like Museums, Videogames Aren't Neutral Stephanie Hawthorne Old Dominion University, [email protected] Follow this and additional works at: https://digitalcommons.odu.edu/humanities_etds Part of the European History Commons, Mass Communication Commons, Museum Studies Commons, Social and Cultural Anthropology Commons, and the United States History Commons Recommended Citation Hawthorne, Stephanie. "Harbored: Like Museums, Videogames Aren't Neutral" (2019). Master of Arts (MA), thesis, Humanities, Old Dominion University, DOI: 10.25777/176r-k992 https://digitalcommons.odu.edu/humanities_etds/21 This Thesis is brought to you for free and open access by the Institute for the Humanities at ODU Digital Commons. It has been accepted for inclusion in Institute for the Humanities Theses by an authorized administrator of ODU Digital Commons. For more information, please contact [email protected]. HARBORED: LIKE MUSEUMS, VIDEOGAMES AREN’T NEUTRAL by Stephanie Hawthorne B.A. May 2013, Old Dominion University A Thesis Submitted to the Faculty of Old Dominion University in Partial Fulfillment of the Requirements for the Degree of MASTER OF ARTS HUMANITIES OLD DOMINION UNIVERSITY August 2019 Approved by: Kevin Moberly (Chair) Annette Finley-Croswhite (Member) Amy K. Milligan (Member) ABSTRACT HARBORED: LIKE MUSEUMS, VIDEOGAMES AREN’T NEUTRAL Stephanie Hawthorne Old Dominion University, 2019 Director: Dr. Kevin Moberly There are three primary components to be reviewed: (1) an essay (2) a videogame design document and (3) a prototype. The following essay is comprised of: (1) an analysis of scholarship and contemporary works regarding videogames and museums that demonstrate the theory and method behind this project, (2) research regarding an historic maritime event that will serve as the subject matter for the proposed videogame, and (3) a conclusion that summarizes the game design. -
Narrative Affordances of Scale in VR: Remediating Traditional Iranian Storytelling
Narrative Affordances of Scale in VR: Remediating Traditional Iranian Storytelling Seyed Moslem Tabatabaei A Thesis in The Department of Design and Computation Arts Presented in Partial Fulfillment of the Requirements For the Degree of Master of Design at Concordia University Montréal, Québec, Canada November 2020 © Seyed Moslem Tabatabaei, 2020 I CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By: Seyed Moslem Tabatabaei Entitled: Narrative Affordances of Scale in VR: Remediating Traditional Iranian Storytelling and submitted in partial fulfillment of the requirements for the degree of Master of Design complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final examining committee: ______________________________________ Examiner Dr. Pippin Bar ______________________________________ Examiner Dr. Rilla Khaled ______________________________________ Thesis Supervisor Dr. Jonathan Lessard Approved by ______________________________________ Dr. Martin Racine, Graduate Program Director ______________________________________ Dr. Annie Gérin, Dean, Dean, Faculty of fine arts Date: 9 December 2020 II Abstract Narrative Affordances of Scale in VR: Remediating Traditional Iranian Storytelling Seyed Moslem Tabatabaei Virtual Reality is turning into a major and more accessible medium to spatial, interactive and linear narrators, aka architects, game designers and filmmakers. This research-creation is conducted with two main objectives: first, to investigate the unique narrative possibilities that VR affords as a result of its specific perceptual cues of scale. Second, to utilize the notion of scale in designing a remediated experience of a traditional screen-based form of storytelling in the Iranian culture known as Pardeh-Khani (literally translated as: reading off curtain/screen). In response to the first objective, possible ways that scale could leverage three distinct forms of immersion in VR were scrutinized under three isolated experiments. -
1 Formations of Player Agency and Gender in Gothic Games Tanya
Formations of Player Agency and Gender in Gothic Games Tanya Krzywinska, Falmouth University Digital games are an established feature of contemporary popular culture. They are no longer confined to desktop computers or consoles. We find them embedded in social media, on our smartphones and tablets. While digital games were designed for and played by those with high levels of technological and gaming literacy, they now reach into a far wider market, with elements of games employed in advertising, business, training and education, as well as consumer and communications cultures. Freed from the constraints of learning to use interfaces such as keyboards or game-pad controllers and from expensive, dedicated hardware, games have extended their invitation to a more varied range of people. In addition, it is also increasingly easier to make games, with simplified drag-and-drop interfaces provided by game engines such as Unity. As a result, games are losing their technological opacity and extend beyond the tastes and competencies of the traditionally male-dominated market (Ofcom, 2014). While these developments are positive and create a broader and more gender-inclusive participation with digital game media, game development companies are nonetheless still largely populated and led by men. Resistance to equality-driven change is also in evidence, with mainstream news channels in the closing months of 2014 giving voice to misogynist voices claiming to represent gamers, angrily expressing a minority desire to preserve games from “feminist insurgents”. Representations of gendered embodiments, psychological profiles and role functions within games commonly make use of stereotyped and often gender-exaggerated modes to attract players. -
The Bears Pit and If You Have Any Questions, Feel Free to Ask Them
Subject: Jagged Alliance: Flashback now on Kickstarter Posted by Shanga on Tue, 23 Apr 2013 17:15:48 GMT View Forum Message <> Reply to Message Full Control, the new developer who took upon themselves to make a "true and real" TBS sequel to JA2, has decided to fund the game using Kickstarter. Here you go, JA fans, after watching dozens of awesome old games being brought to life on KS, it's our turn now. Only downside of this is that while for example Elite 4 is being worked on by David Braben himself, our old friend Ian Currie is slacking off somewhere, chewing the fat at Turbine or God knows where he's at now. Come on, Ian, help these guys, they need you! We need you! You just can't drop a piece of classic masterwork on the gaming scene then vanish... no, it has be to your curse all your life! Anyway here's how the new game is doing on KS. If you got the spare change, go help them out. Subject: Re: Jagged Alliance: Flashback now on Kickstarter Posted by Wspek on Tue, 23 Apr 2013 18:14:21 GMT View Forum Message <> Reply to Message Man, I want to support ths, but I've never used kickstarter. I don't have a credit card, ut I do have paypal and Ideal. Is this going to be a problem? Subject: Re: Jagged Alliance: Flashback now on Kickstarter Posted by Shanga on Tue, 23 Apr 2013 18:17:16 GMT View Forum Message <> Reply to Message You can only do it by using a credit card. -
On the Cultural Inaccessibility of Gaming: Invading, Creating, and Reclaiming the Cultural
On the Cultural Inaccessibility of Gaming: Invading, Creating, and Reclaiming the Cultural Clubhouse by Emma Vossen A thesis presented to the University of Waterloo in fulfillment of the thesis requirements for the degree of Doctor of Philosophy in English Waterloo, Ontario, Canada 2018 © Emma Vossen 2018 Examining Committee Membership The following served on the Examining Committee for this thesis. The decision of the Examining Committee is by majority vote. External Examiner Dr. Todd Harper Assistant Professor Supervisor(s) Dr. Neil Randall Associate Professor Internal Member Dr. Aimée Morrison Associate Professor Internal-external Member Dr. Shana MacDonald Assistant Professor Other Member(s) Dr. Jennifer R. Whitson Assistant Professor ii Authors Declaration I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. iii Abstract This dissertation uses intersectional feminist theory and Autoethnography to develop the concept of “cultural inaccessibility”. Cultural inaccessibility is a concept I’ve created to describe the ways that women are made to feel unwelcome in spaces of game play and games culture, both offline and online. Although there are few formal barriers preventing women from purchasing games, playing games, or acquiring jobs in the games industry, this dissertation explores the formidable cultural barriers which define women as “space invaders” and outsiders in games culture. Women are routinely subjected to gendered harassment while playing games, and in physical spaces of games culture, such as conventions, stores, and tournaments. -
Terminator Salvation Pc Game
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Dragon Age Inquisition Descent Recommended Level
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Gender Representation in Videogame Journalism and the Influence of Hegemonic Masculinity, Media Filters, and Message Mediation
Don't Let the Girls Play: Gender Representation in Videogame Journalism and the Influence of Hegemonic Masculinity, Media Filters, and Message Mediation A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Howard D. Fisher June 2012 © 2012 Howard D. Fisher. All Rights Reserved. This dissertation titled Don't Let the Girls Play: Gender Representation in Videogame Journalism and the Influence of Hegemonic Masculinity, Media Filters, and Message Mediation by HOWARD D. FISHER has been approved for the E. W. Scripps School of Journalism and the Scripps College of Communication by Bernhard S. Debatin Professor of Journalism Scott Titsworth Interim Dean, Scripps College of Communication ii ABSTRACT FISHER, HOWARD D., Ph.D., June 2012, Journalism Don't let the girls play: Gender representation in videogame journalism and the influence of Hegemonic Masculinity, Media Filters, and Message Mediation Director of Dissertation: Bernhard S. Debatin The researcher proposed that videogame magazines and journalists were misrepresenting the full breadth of modern videogame players, specifically women. Based on a foundation of Hegemonic Masculinity, the researcher conducted frame analyses of select magazines and in-depth interviews with select journalists. The researcher used Herman & Chomsky and Shoemaker & Reese as theoretical background and the standards proposed by the Hutchins commission and the Society of Professional Journalists to analyze the frames and interviews. The researcher found that women avatars were either ignored or portrayed as sex objects in the magazines, and that women videogame players were frequently mocked or insulted. Analyses further revealed that videogame journalists subscribe to an Ideology of Anxiety, primarily based on their fear- driven relationship with videogame developers and publishers. -
Den Norske Spillbransjen
Den norske spillbransjen Utredning for Kulturdepartementet Om Oslo Economics Oslo Economics utreder økonomiske problemstillinger og gir råd til bedrifter, myndigheter og organisasjoner. Våre analyser kan være et beslutningsgrunnlag for myndighetene, et informasjonsgrunnlag i rettslige prosesser, eller et grunnlag for interesseorganisasjoner som ønsker å påvirke sine rammebetingelser. Vi forstår problemstillingene som oppstår i skjæringspunktet mellom marked og politikk. Oslo Economics er et samfunnsøkonomisk rådgivningsmiljø med erfarne konsulenter med bakgrunn fra offentlig forvaltning og ulike forsknings- og analysemiljøer. Vi tilbyr innsikt og analyse basert på bransjeerfaring, sterk fagkompetanse og et omfattende nettverk av samarbeidspartnere. Vasa Marketing Vasa Marketing är ett konsultföretag som tillhandahåller kunskap om marknadsföring och dess implementation i kulturindustrier. Genom att använda erfarenhet från akademisk forskning och utredning sitter Vasa Marketing idag på ett stort värde som saknas i flertalet andra konsultföretag inom marknadsföring. Vasa Marketing är även representerat i flera nordiska länder, samt i Storbritannien. Denna spridning gör att vi bättre kan främja kunskapsutbyten, samt effektiv konsultation inom marknadsföring. Den norske spillbransjen/nummer 2018-3 © Oslo Economics, 9. februar 2018 Kontaktperson: Ove Skaug Halsos / Partner [email protected], Tel. +47 415 21 059 Forsideillustrasjon ved Ole Ivar Rudi/Rain Games Innhold Sammendrag og konklusjoner ______________________________________________