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Iamshocked Bertozzi Edits
“I Am Shocked, Shocked!”: Breaking taboos in digital gameplay Elena Bertozzi University of Wisconsin Whitewater [email protected] Abstract This paper examines some examples of what the media have described as outrageous, dangerous or otherwise troubling content in videogames. The author suggests that allowing players to engage in taboo behavior within games such as Grand Theft Auto, Manhunt, and Dead or Alive Xtreme Beach Volleyball actually reinforces pro-social cultural norms. All cultures establish norms and also provide occasional opportunities for transgression of these norms. The author argues that breaking the rules, and understanding that rules are being broken, is necessary to test and reinforce the boundaries of acceptable behavior. Games provide players with arenas within which such transgressions can take place safely. Current videogames, however, provide these transgressive opportunities primarily for white males. Author Keywords Computer games, video games, taboos, transgression, gender, race, deviance Introduction The 1999 film Fight Club depicts a world where men can separate themselves from the meaningless, feminized, sanitized world of Western civilization and beat each other bloody with their bare hands. Films in the horror genre routinely explore a gamut of violence, perversion, and extreme anti-social behavior. Although extremely violent and troubling films are common, the public’s response to video game content is quite different. Video games are blamed for inciting school shootings (Anderson, 2004), destroying the fabric of society, and permanently harming the psyches of those who play them (Slevin, 2004). The city of Los Angeles and the State of Nevada have gone so far as to file lawsuits against video game companies (Jenkins, 2006; Sinclair, 2006). -
The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games
The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games by Yin Wu B.A., (New Media Arts, SIAT) Simon Fraser University, 2008 Thesis Submitted In Partial Fulfillment of the Requirements for the Degree of Master of Arts in the School of Interactive Arts and Technology Faculty of Communication, Art and Technology Yin Wu 2012 SIMON FRASER UNIVERSITY Fall 2012 Approval Name: Yin Wu Degree: Master of Arts Title of Thesis: The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games Examining Committee: Chair: Carman Neustaedter Assistant Professor School of Interactive Arts & Technology Simon Fraser University Jim Bizzocchi, Senior Supervisor Associate Professor School of Interactive Arts & Technology Simon Fraser University Steve DiPaola, Supervisor Associate Professor School of Interactive Arts & Technology Simon Fraser University Thecla Schiphorst, External Examiner Associate Professor School of Interactive Arts & Technology Simon Fraser University Date Defended/Approved: October 09, 2012 ii Partial Copyright Licence iii Abstract Every video game has a distinct visual style however the functions of visual style in game graphics have rarely been investigated in terms of medium-specific design decisions. This thesis suggests that visual style in a video game shapes players’ gaming experience in terms of three salient dimensions: narrative pleasure, ludic challenge, and aesthetic reward. The thesis first develops a context based on the fields of aesthetics, art history, visual psychology, narrative studies and new media studies. Next it builds an analytical framework with two visual styles categories containing six separate modes. This research uses examples drawn from 29 games to illustrate and to instantiate the categories and the modes. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for Fiscal Year Ended March 2013 (Briefing Date: 4/25/2013) Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2009 FY3/2010 FY3/2011 FY3/2012 FY3/2013 Net sales 1,838,622 1,434,365 1,014,345 647,652 635,422 Cost of sales 1,044,981 859,131 626,379 493,997 495,068 Gross profit 793,641 575,234 387,965 153,654 140,354 (Gross profit ratio) (43.2%) (40.1%) (38.2%) (23.7%) (22.1%) Selling, general and administrative expenses 238,378 218,666 216,889 190,975 176,764 Operating income 555,263 356,567 171,076 -37,320 -36,410 (Operating income ratio) (30.2%) (24.9%) (16.9%) (-5.8%) (-5.7%) Non-operating income 32,159 11,082 8,602 9,825 48,485 (of which foreign exchange gains) ( - ) ( - ) ( - ) ( - ) (39,506) Non-operating expenses 138,727 3,325 51,577 33,368 1,592 (of which foreign exchange losses) (133,908) (204) (49,429) (27,768) ( - ) Ordinary income 448,695 364,324 128,101 -60,863 10,482 (Ordinary income ratio) (24.4%) (25.4%) (12.6%) (-9.4%) (1.6%) Extraordinary income 339 5,399 186 84 2,957 Extraordinary loss 902 2,282 353 98 3,243 Income before income taxes and minority interests 448,132 367,442 127,934 -60,877 10,197 Income taxes 169,134 138,896 50,262 -17,659 3,029 Income before minority interests - - 77,671 -43,217 7,168 Minority interests in income -91 -89 50 -13 68 Net income 279,089 228,635 77,621 -43,204 7,099 (Net income ratio) (15.2%) (15.9%) (7.7%) (-6.7%) (1.1%) - 1 - Nintendo Co., Ltd. -
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 -
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined. -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27. -
Embodying the Game
Transcoding Action: Embodying the game Pedro Cardoso & Miguel Carvalhais ID+, Faculty of Fine Arts, University of Porto, Portugal. [email protected] / [email protected] Abstract this performance that is monitored and interpreted by the While playing a video game, the player-machine interaction is not game system, registering very specific data that is solely characterised by constraints determined by which sensors subordinated to the diverse kinds of input devices that are and actuators are embedded in both parties, but also by how their in current use. actions are transcoded. This paper is focused on that transcoding, By operating those input devices the player interacts with on understanding the nuances found in the articulation between the game world. In some games, for the player to be able to the player's and the system's actions, that enable a communication feedback loop to be established through acts of gameplay. This act in the game world, she needs to control an actor, an communication process is established in two directions: 1) player agent that serves as her proxy. This proxy is her actions directed at the system and, 2) system actions aimed at the representation in the game world. It is not necessarily her player. For each of these we propose four modes of transcoding representation in the story of the game. The player’s proxy that portray how the player becomes increasingly embodied in the is the game element she directly controls, and with which system, up to the moment when the player's representation in the she puts her actions into effect. -
Nintendo Wii U
Nintendo Wii U Last Updated on September 25, 2021 Title Publisher Qty Box Man Comments Assassin's Creed III Ubisoft BioHazard: Revelations - Unveiled Edition Capcom Call of Duty: Black Ops II: Dubbed Edition Square Enix Captain Toad: Treasure Tracker Nintendo Dairantō Smash Bros. for Wii U Nintendo Donkey Kong: Tropical Freeze Nintendo Dragon Quest X: All In One Package Square Enix Dragon Quest X: Inishie no Ryuu no Denshou Online Square Enix Dragon Quest X: Mezameshi Itsutsu No Shuzoku Online Square Enix Dragon Quest X: Nemureru Yuusha to Michibiki no Meiyuu Online Square Enix F1 Race Stars Powered Up Edition Codemasters Famicom Remix 1+2 Nintendo Family Party, The (Simple Series for Wii U Vol. 1) D3 Publisher FIFA 13: World Class Soccer Electronic Arts Fujiko F. Fujio Characters Daishuugou! SF Dotabata Party! Bandai Namco Games Game & Wario Nintendo Gotouchi Tetsudou: Gotouchi Chara to Nihon Zenkoku no Tabi Bandai Namco Games Jikkuri Egokoro Kyoushitsu Nintendo Just Dance: Wii U Nintendo Kamen Rider: Battride War II Bandai Namco Games Legend of Zelda, The: Kaze no Takuto HD Nintendo LEGO City Undercover Nintendo Mario Kart 8 Nintendo Mario Party 10 Nintendo Mario Party 10: Mario Amiibo Bundle Nintendo Mass Effect 3: Special Edition Electronic Arts Monster Hunter 3G: HD Ver. Capcom Monster Hunter: Frontier GG Capcom Musou Orochi 2 Hyper Tecmo Koei Need for Speed: Most Wanted U Electronic Arts New Super Luigi U Nintendo New Super Mario Bros. U Nintendo Ninja Gaiden 3: Razor's Edge Nintendo / Tecmo Koei Games Nintendo Land: Wii Remote -
09062299296 Omnislashv5
09062299296 omnislashv5 1,800php all in DVDs 1,000php HD to HD 500php 100 titles PSP GAMES Title Region Size (MB) 1 Ace Combat X: Skies of Deception USA 1121 2 Aces of War EUR 488 3 Activision Hits Remixed USA 278 4 Aedis Eclipse Generation of Chaos USA 622 5 After Burner Black Falcon USA 427 6 Alien Syndrome USA 453 7 Ape Academy 2 EUR 1032 8 Ape Escape Academy USA 389 9 Ape Escape on the Loose USA 749 10 Armored Core: Formula Front – Extreme Battle USA 815 11 Arthur and the Minimoys EUR 1796 12 Asphalt Urban GT2 EUR 884 13 Asterix And Obelix XXL 2 EUR 1112 14 Astonishia Story USA 116 15 ATV Offroad Fury USA 882 16 ATV Offroad Fury Pro USA 550 17 Avatar The Last Airbender USA 135 18 Battlezone USA 906 19 B-Boy EUR 1776 20 Bigs, The USA 499 21 Blade Dancer Lineage of Light USA 389 22 Bleach: Heat the Soul JAP 301 23 Bleach: Heat the Soul 2 JAP 651 24 Bleach: Heat the Soul 3 JAP 799 25 Bleach: Heat the Soul 4 JAP 825 26 Bliss Island USA 193 27 Blitz Overtime USA 1379 28 Bomberman USA 110 29 Bomberman: Panic Bomber JAP 61 30 Bounty Hounds USA 1147 31 Brave Story: New Traveler USA 193 32 Breath of Fire III EUR 403 33 Brooktown High USA 1292 34 Brothers in Arms D-Day USA 1455 35 Brunswick Bowling USA 120 36 Bubble Bobble Evolution USA 625 37 Burnout Dominator USA 691 38 Burnout Legends USA 489 39 Bust a Move DeLuxe USA 70 40 Cabela's African Safari USA 905 41 Cabela's Dangerous Hunts USA 426 42 Call of Duty Roads to Victory USA 641 43 Capcom Classics Collection Remixed USA 572 44 Capcom Classics Collection Reloaded USA 633 45 Capcom Puzzle -
Golden Sun Free
FREE GOLDEN SUN PDF Whitney Sanderson,Ruth Sanderson | 140 pages | 15 Sep 2010 | Random House USA Inc | 9780375861949 | English | New York, United States Golden Sun | Boulder, CO | Menu Golden Sun [a] is a series of fantasy role-playing video games developed by Camelot Software Planning and published by Nintendo. Golden Sun follows the story of a group of magically-attuned "adepts" who are charged with preventing the potentially destructive power of alchemy from being released as it was in the past. Players navigate these characters through the game's fictional world by defeating enemies, solving puzzles and completing assigned missions to complete a pre-ordained storyline. In Golden Sunthe player plays as protagonist Isaac and his companions as they set off into the world Golden Sun Weyard to prevent a group of anti-heroes from releasing a mysterious power called "Alchemy" to the world. Golden Sun: The Lost Age follows the plight of the surviving Golden Sun from the previous game's antagonists as they continue to pursue the release of Alchemy by means of lighting Golden Sun elemental lighthouses. Golden Sun: Dark Dawn takes place thirty years later and follows the path of the descendants of the previous two games' heroes as they navigate a world adapting to the presence of Alchemy. Golden Sun series has received a generally favorable reception by critics. Dark Dawnwhile still scoring highly on Metacritic 's aggregation of critic scores, was less well received. Sales figures for the first two Golden Sun games exceeded one million in the United States and Japan, a Golden Sun that Dark Dawn failed to exceed. -
Copyright 2012 Guys from Andromeda, LCC Space Quest Creators Mark Crowe and Scott Murphy Launch Guys from Andromeda Game Studio
Copyright 2012 Guys From Andromeda, LCC Space Quest Creators Mark Crowe and Scott Murphy Launch Guys From Andromeda Game Studio Independent studio to focus on sci-fi parody games for PC, Tablet and Mobile Celebrated Sierra adventure game authors Mark Crowe and Scott Murphy, both long time veterans of the PC and video games business , have teamed up again to form Guys from Andromeda LLC - a new studio devoted to returning a sense of wonder, sci-fi adventure and some much needed laughs to gaming. The independent studio will utilize a “fan-funded” model to launch its first few titles with the goal of building a successful, self-sustaining studio to produce original games and sequels tailored towards a loyal and ever-expanding fan base. SpaceVenture is the working title of their first fan-funded project- a point-n-click adventure game in the spirit of the wildly successful and beloved Space Quest series. The new game will feature the same style of sci-fi comedy, wonder and excellence fans have come to expect from a Two Guys Adventure. To raise funds for their initial offering, The Two Guys have launched a Kickstarter campaign with a $500,000 funding goal: SpaceVenture Kickstarter Mark and Scott have also enlisted the services of, and have joined forces with social media professional Chris Pope of Social Stars Web as their publicist and business partner. Copyright 2012 Guys From Andromeda, LCC About SPACEVENTURE™ SpaceVenture is a sci-fi comedy adventure game that combines interplanetary MEET exploration, puzzle-solving, and space travel- not to mention “pant loads” of pop culture satire and some good, clean “potty” humor. -
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.