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View the Dichotomies in Computer Game Studies in More Detail
Florida State University Libraries Electronic Theses, Treatises and Dissertations The Graduate School 2008 A Burkean Analysis on the Relationship of the Image to Player Motivation in First- Person Shooter Games Toby McCall Follow this and additional works at the FSU Digital Library. For more information, please contact [email protected] FLORIDA STATE UNIVERSITY COLLEGE OF ARTS AND SCIENCES A BURKEAN ANALYSIS ON THE RELATIONSHIP OF THE IMAGE TO PLAYER MOTIVATION IN FIRST-PERSON SHOOTER GAMES By TOBY MCCALL A Thesis submitted to the Department of English in partial fulfillment of the requirements for the degree of Master of Arts Degree Awarded: Summer, 2008 Copyright © 2008 Toby McCall All Rights Reserved The members of the Committee approve the thesis of Toby McCall defended on March 26, 2008. _______________________________ Kathleen Yancey Professor Directing Thesis _______________________________ Phil Steinberg Outside Committee Member _______________________________ Kristie Fleckenstein Committee Member _______________________________ Michael Neal Committee Member Approved: _______________________________ Ralph Berry Chair, Department of English The Office of Graduate Studies has verified and approved the above named committee members. ii I dedicate this work to my mother Joseyvette Jackson, who sacrificed much of her own life so that I might have opportunities she did not. Thanks Mom. iii ACKNOWLEDGMENTS I would like to thank my committee for their feedback and encouragement during this process, especially Kathleen Blake-Yancey who kept me sane and on track despite her own busy schedule; Ian Bogost, Steffen P. Walz and Noah Wardrip-Fruin for their input and time; my brother for his unending support; and my friends Chris Findeisen (Knuckles Malloy), Brianna Noll (Icechest Jones) and Dustin Atkinson (KGB Fontenot) for reminding me to relax, have fun, and play Rock Band; to Kelly Powers for his friendship and guidance. -
Revue De Recherche En Civilisation Américaine, 6
Revue de recherche en civilisation américaine 6 | 2016 Les femmes et la bande dessinée: autorialités et représentations Women and Comics, Authorships and Representations Édition électronique URL : http://journals.openedition.org/rrca/723 ISSN : 2101-048X Éditeur David Diallo Référence électronique Revue de recherche en civilisation américaine, 6 | 2016, « Les femmes et la bande dessinée: autorialités et représentations » [En ligne], mis en ligne le 19 décembre 2016, consulté le 16 mars 2020. URL : http://journals.openedition.org/rrca/723 Ce document a été généré automatiquement le 16 mars 2020. © Tous droits réservés 1 SOMMAIRE Editorial Amélie Junqua et Céline Mansanti Women Comics Authors in France and Belgium Before the 1970s: Making Them Invisible Jessica Kohn L’autoreprésentation féminine dans la bande dessinée pornographique Irène Le Roy Ladurie Empowered et le pouvoir du fan service Alexandra Aïn Women W.a.R.P.ing Gender in Comics: Wendy Pini’s Elfquest as mixed power fantasy Isabelle L. Guillaume A 21st Century British Comics Community that Ensures Gender Balance Nicola Streeten Hors thème Book review Sabbagh, Daniel. L’égalité par le droit, les paradoxes de la discrimination positive aux Etats- Unis Paris, Economica, collection « Etudes Politiques », 2003 [2007], 458 p. Laure Gillot-Assayag Revue de recherche en civilisation américaine, 6 | 2016 2 Editorial Amélie Junqua and Céline Mansanti 1 Aux Etats-Unis, les utilisatrices de Facebook représentent aujourd’hui 53% des utilisateurs de Facebook qui lisent de la bande dessinée, 40% de plus qu’il y a trois ans. Pourtant, moins de 30% des personnages et des écrivains de BD sont des femmes, même si ces chiffres progressent également (http://www.ozy.com/acumen/the-rise-of-the- woman-comic-buyer/63314). -
“Why So Serious?” Comics, Film and Politics, Or the Comic Book Film As the Answer to the Question of Identity and Narrative in a Post-9/11 World
ABSTRACT “WHY SO SERIOUS?” COMICS, FILM AND POLITICS, OR THE COMIC BOOK FILM AS THE ANSWER TO THE QUESTION OF IDENTITY AND NARRATIVE IN A POST-9/11 WORLD by Kyle Andrew Moody This thesis analyzes a trend in a subgenre of motion pictures that are designed to not only entertain, but also provide a message for the modern world after the terrorist attacks of September 11, 2001. The analysis provides a critical look at three different films as artifacts of post-9/11 culture, showing how the integration of certain elements made them allegorical works regarding the status of the United States in the aftermath of the attacks. Jean Baudrillard‟s postmodern theory of simulation and simulacra was utilized to provide a context for the films that tap into themes reflecting post-9/11 reality. The results were analyzed by critically examining the source material, with a cultural criticism emerging regarding the progression of this subgenre of motion pictures as meaningful work. “WHY SO SERIOUS?” COMICS, FILM AND POLITICS, OR THE COMIC BOOK FILM AS THE ANSWER TO THE QUESTION OF IDENTITY AND NARRATIVE IN A POST-9/11 WORLD A Thesis Submitted to the Faculty of Miami University in partial fulfillment of the requirements for the degree of Master of Arts Department of Communications Mass Communications Area by Kyle Andrew Moody Miami University Oxford, Ohio 2009 Advisor ___________________ Dr. Bruce Drushel Reader ___________________ Dr. Ronald Scott Reader ___________________ Dr. David Sholle TABLE OF CONTENTS ACKNOWLEDGMENTS .......................................................................................................................... III CHAPTER ONE: COMIC BOOK MOVIES AND THE REAL WORLD ............................................. 1 PURPOSE OF STUDY ................................................................................................................................... -
A Dark, Uncertain Fate: Homophobia, Graphic Novels, and Queer
A DARK, UNCERTAIN FATE: HOMOPHOBIA, GRAPHIC NOVELS, AND QUEER IDENTITY By Michael Buso A Thesis Submitted to the Faculty of The Dorothy F. Schmidt College of Arts and Letters In Partial Fulfillment of the Requirements for the Degree of Master of Arts Florida Atlantic University Boca Raton, Florida May 2010 ACKNOWLEDGMENTS This thesis would not have been possible without the fundamental assistance of Barclay Barrios, the hours of office discourse with Eric Berlatsky, and the intellectual analysis of Don Adams. The candidate would also like to thank Robert Wertz III and Susan Carter for their patience and support throughout the writing of this thesis. iii ABSTRACT Author: Michael Buso Title: A Dark, Uncertain Fate: Homophobia, Graphic Novels, and Queer Identity Institution: Florida Atlantic University Thesis Advisor: Dr. Barclay Barrios Degree: Master of Arts Year: 2010 This thesis focuses primarily on homophobia and how it plays a role in the construction of queer identities, specifically in graphic novels and comic books. The primary texts being analyzed are Alan Moore’s Lost Girls, Frank Miller’s Batman: The Dark Knight Returns, and Michael Chabon’s prose novel The Amazing Adventures of Kavalier and Clay. Throughout these and many other comics, queer identities reflect homophobic stereotypes rather than resisting them. However, this thesis argues that, despite the homophobic tendencies of these texts, the very nature of comics (their visual aspects, panel structures, and blank gutters) allows for an alternative space for positive queer identities. iv A DARK, UNCERTAIN FATE: HOMOPHOBIA, GRAPHIC NOVELS, AND QUEER IDENTITY TABLE OF FIGURES ....................................................................................................... vi I. INTRODUCTION ................................................................................................... 1 Theoretical Framework .................................................................................................. -
Jamie Anderson V. Taylor Williams
Jamie Anderson v. Taylor Williams Michigan High School Mock Trial Tournament 2011 Materials 2011 Michigan High School Mock Trial Tournament CASE MATERIALS Page 1 Introduction This Mock Trial case was developed for the 2011Michigan High School Mock Trial Tournament. For information about the MHSMTT Rules or information about Mock Trial in general, contact the Michigan Center for Civic Education at [email protected]. The 2011 mock trial case was initially drafted by the Illinois State Bar Association as a criminal case. It was substantially re-written to be a civil case for use in Pennsylvania by Jonathan A. Grode, a third year student at Temple University James Beasley School of Law and Jane Meyer, Esq., of the Pennsylvania State Bar Young Lawyers’ Division Mock Trial Committee and the National High School Mock Trial Championship Board of Directors. The case problem was again substantially re-written for use in New Mexico by Shannon L. Donahue, Esq., of Shannon L. Donahue, PC, Michelle Giger, President and CEO of Center for Civic Values, and Karl Johnson, Esq., of Luebben, Johnson & Barnhouse, LLP. Next, the case was adapted for use in Arizona by Dewain D. Fox, Esq., Fennemore Craig, PC; Lance R. Broberg, Esq., Tiffany & Bosco, PA; and Tiffany F. Broberg, Esq., Ridenour, Hienton, Kelhoffer & Lewis, PLLC. We extend sincere thanks to the Arizona, New Mexico, Pennsylvania, and Illinois mock trial programs for granting permission to adapt this case for use in Michigan. Summary: The plaintiff is Jamie Anderson, a high school senior, who used the school’s chat room as a means to stay on top of her/his academic pursuit of the highly coveted valedictorian scholarship. -
An Affordance Based Model for Gameplay Dan Pinchbeck University of Portsmouth Eldon Building, Portsmouth PO1 2DJ [email protected]
An affordance based model for gameplay Dan Pinchbeck University of Portsmouth Eldon Building, Portsmouth PO1 2DJ [email protected] ABSTRACT of these cases, the affordance is a quality designed and This paper presents a formal model for gameplay based embedded into a system. What is possible within a game is upon the affordances available to the player that are linked hardwired into the system as a network of affordances. A to game objects. It has been constructed via an extensive similar assertion is made by Calleja [4], Klevjer [14], analysis of major first-person games 1998-2008, although it Pinchbeck [17] and Wilhelmsson [22]. In other words, is argued it may extend to all diegetic games. Gameplay can within a ludic context, an affordance can be described as the be understood as a network of allowed actions, that can be functional input/output relationships of an object in the summarised as a small number of archetypal affordances context of the game environment. mediated by a set of parameters that define their functional relationships. As well as the capacity for the model to elucidate the ludic structures of games, it is argued that an However, whilst affordances have been used in games affordance based model also provides a means to research, what is missing is a formal model taxonimising understand the relationship and role of story and content the types of affordances normally embedded within a within a ludological context. system and how these relate to its objects. It is such a model that is proposed here. In order to do so, ludic objects are Author Keywords first categorised according to the states and parameters Affordances, gameplay models, content, ludology, theory. -
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics
ABSTRACT LOHMEYER, EDWIN LLOYD. Unstable Aesthetics: The Game Engine and Art Modifications (Under the direction of Dr. Andrew Johnston). This dissertation examines episodes in the history of video game modding between 1995 and 2010, situated around the introduction of the game engine as a software framework for developing three-dimensional gamespaces. These modifications made to existing software and hardware were an aesthetic practice used by programmers and artists to explore the relationship between abstraction, the materiality of game systems, and our phenomenal engagement with digital media. The contemporary artists that I highlight—JODI, Cory Arcangel, Orhan Kipcak, Julian Oliver, and Tom Betts—gravitated toward modding because it allowed them to unveil the technical processes of the engine underneath layers of the game’s familiar interface, in turn, recalibrating conventional play into sensual experiences of difference, uncertainty, and the new. From an engagement with abstract forms, they employed modding techniques to articulate new modes of aesthetic participation through an affective encounter with altered game systems. Furthermore, they used abstraction, the very strangeness of the mod’s formal elements, to reveal our habitual interactions with video games by destabilizing conventional gamespaces through sensory modalities of apperception and proprioception. In considering the imbrication of technics and aesthetics in game engines, this work aims to resituate modding practices within a dynamic and more inclusive understanding -
Emergence of Computers in Manga : from Public to Private Sphere, from Optimistic Futurism to Widespread Uncritical Adoption
Emergence of computers in manga : from public to private sphere, from optimistic futurism to widespread uncritical adoption. Camille Akmut Broad trends in the representation of computer technology in manga history are described, This analysis is based on major, works of the medium, (Umezu’s classic horror The Drifting Classroom to Umaru-chan’s last volume), both pio- neering and uncertain, covering roughly the period from 1970 to 2020. Keywords : art history, manga, capitalism, technology 1 INTRODUCTION The Manga is an underappreciated art form, yet highly useful for the scientist, where meta-memories about contemporary culture are preserved and found. Other than fulfilling the function of telling its own story, the Manga also captures broader changes affecting society : It is this other, less obvious narration that may be of greatest interest to histo- rians and sociologists. No different in this regard from the Novel, the Poem or the Painting, the Manga remains nonetheless a grossly underestimated, and grotesquely neglected medium of art history. In this article we use a selection of well-known titles, picked from various genres in order to attempt an experimental history of the emergence of computers in manga. We find diverging and evolving receptions of the phenomenon, ranging from optimistic futurism to ignorance to full embrace; and an evolution from public to private sphere appearances. Context for the importance of selected works : Of Azumanga Daioh, it can be said that it created or further established all of the tropes of the modern slice-of-life / moe genre : the idiot student (Tomo), the trip to Okinawa (compare with, for instance, Yotsuba’s repeated references to this destination), the foreigner asking for infor- mation e.g. -
Book 3: Big Book of Brew 0 Table of Contents
Table of Contents Book 3: Big Book of Brew 0 Table of Contents TABLE OF CONTENTS Races 2 Arachne 3 Catfolk 5 Fairy 7 Geth 9 Githyanki 11 Githzerai 13 Goblin 15 Goliath 17 Ikthys 19 Kython 21 Lizardman 23 Minotaur 25 Ophidian 27 Riven 29 Sphinx 31 Vanara 33 Exaltations 35 Demiurge 36 Font 38 Force Sensitive 40 Kryptonian 42 Nephilim 44 Para-Psyker 45 Phoenix 47 Sage 48 Symbiote 50 Classes 52 Feats 88 General Feats 89 Racial Feats 99 Exalted Assets 109 Sword Schools 118 Aphonic Wind 119 Dark Messiah 120 Eldritch Advent 121 Infernal Monster 122 Infinite Choir 123 Killer Doll 124 Equipment 125 Ranged 126 Melee 131 Adamantine 134 Munchausen Drive 136 Vehicles 137 Ship Hulls 141 Ship Weapons 145 Ship Components 146 Credits 150 1 Races 2 Arachne Arachne are beings that look much like humans from the waist up, but are composed of an arachnid (NOT an insectoid) body. Called Driders by some, especially Eldar and Elves, the Arachne are a proud people composed of beings with strong passions that they keep under close wraps. Arachne are superb combatants, adaptable and very much capable of acts of great virtue or cruelty, as much as any race. Until recently – that is, about 3,000 years ago – Arachne were considered primitives because they were believed to have no discernible language or engineering skills. In fact, their language consists mostly of clicks, pheromones and sub-sonic communication, while their technology level depends mostly on what they have available to combine with their webs. As Racial Statistics was proven, when given access to anything Characteristic Bonus: +1 to Wisdom or mechanical, Arachne are quickly able to discern +1 to Dexterity how and why it works, break it down, recreate Skill Bonus: +1 to Crafts and and improve it. -
Generic Hentai World Version 1.11 by Smuthunter with Support and Ideas from the Wonderful Deviants on QQ
Generic Hentai World Version 1.11 By Smuthunter With support and ideas from the wonderful deviants on QQ. Thanks guys! In case the title didn’t make it clear this is a porn jump. Lewd things lie within, mostly a lot of different ways to make your jumpchain a lot more NSFW than even most of the existing harem and fanservice jumps will allow for. We’re going to do things a little differently this time. First, take these +1000 CP. Next, choose any jump you can legally take that you want to make a lot sexier. We’re going to call this the Base Jump. Any perks you purchase through this document will now apply to the Base Jump, like a supplement. Your CP pools have to remain separate and can only be spent on bonuses from their respective jumps. Or you can just use this doc as its own generic jump, in which case you’ll use the setting options below. Note: Most of the wording of this document assumes a male jumper pursuing female partners purely for simplicity’s sake. This should not be taken to be some kind of exclusion: all perks and mechanics presented in this document will function the same regardless of you or your partner’s gender, age, or sexual orientation. Age Age is as per the Base Jump. Gender Choose whatever fits your fancy. Male, female, futa, trap, doesn’t matter. No charge. This overrides the Base Jump. Setting If you intend to use this document as a generic jump roll 1d8 to determine what kind of setting you’ll be making or pay 50 CP to choose. -
100%トーキョー』 上演:2013年11月29日~12月1日 会場:東京芸術劇場 プレイハウス
フェスティバル/トーキョー13 『100%トーキョー』 上演:2013年11月29日~12月1日 会場:東京芸術劇場 プレイハウス Festival/Tokyo 2013 “100% Tokyo” November 29th to December 1st, 2013 Tokyo Metropolitan Theatre, Playhouse 親愛なる東京へ Dear Tokyo, この演劇プロジェクト(?)は統計学的な表象と演劇的な表現のコントラスト This theater project (?) plays with the contrast of statistic representation で遊ぶという試みです。こういった公演は典型的な世論調査同様の制限が and theatrical representation. Performances like this happen within the same limitations like representative public surveys do – they are only based 伴います――というのは、基本的に参加に同意してくださる人々の回答を土 on the answers of people who generally agree to participate. Our team 台にするものだからです。我々のチームはこの町の多様性を反映させるべく、 has undertaken great efforts to provide you with a diversity of participants 多様な方々に参加していただくよう、多大な努力を重ねてきました。従って演 that reflects your diversity. That also meant to avoid or even refuse theater 劇を熱烈に愛している演劇人の参加はご遠慮いただくこともありました。だ enthusiasts. からこそ、あなた方都民を代表している100名の「大使」たちの勇気と寛大さ This is why we especially thank the 100 “ambassadors” of your に感謝したいと思います。彼らの生活そのものが、この公演のためのリハー population for their courage and openness. They have rehearsed for this サルだったのです。ただ自分の経験を重ねるだけで、自分たちの「台詞」を覚 evening by just living their lives. They learned their “lines” by making their えてきました。こういった公演には稽古はありません――ですが、参加者全員 own experiences. A performance like this has not been rehearsed - but just organized so that everyone knows the rules and mechanisms of its various が様々な「ゲーム」のルールや仕組みを知るための構成はあります。舞台に上 “games”. Every evening they decide once again which line they say tonight. がるたびに、そのつど彼らは自分が言う台詞を決めていきます。上演台本はむ The script for this evening is rather a protocol and has been developed in しろ「実施要綱(プロトコル)」であり、参加者とともに作られたものです。こ collaboration with its participants. And it keeps developing throughout the れも公演を重ねていく毎に発展していきます。与えられた選択肢に同意する series of performances. Every evening its 100 protagonists decide afresh か否か、どのグループを選ぶか、100名の主役が舞台上で決めていくのです。 regarding each statement if they will join those who agree or those who disagree. -
Volume 40 - Issue 23 - Friday, April 15, 2005
Rose-Hulman Institute of Technology Rose-Hulman Scholar The Rose Thorn Archive Student Newspaper Spring 4-15-2005 Volume 40 - Issue 23 - Friday, April 15, 2005 Rose Thorn Staff Rose-Hulman Institute of Technology, [email protected] Follow this and additional works at: https://scholar.rose-hulman.edu/rosethorn Recommended Citation Rose Thorn Staff, "Volume 40 - Issue 23 - Friday, April 15, 2005" (2005). The Rose Thorn Archive. 243. https://scholar.rose-hulman.edu/rosethorn/243 THE MATERIAL POSTED ON THIS ROSE-HULMAN REPOSITORY IS TO BE USED FOR PRIVATE STUDY, SCHOLARSHIP, OR RESEARCH AND MAY NOT BE USED FOR ANY OTHER PURPOSE. SOME CONTENT IN THE MATERIAL POSTED ON THIS REPOSITORY MAY BE PROTECTED BY COPYRIGHT. ANYONE HAVING ACCESS TO THE MATERIAL SHOULD NOT REPRODUCE OR DISTRIBUTE BY ANY MEANS COPIES OF ANY OF THE MATERIAL OR USE THE MATERIAL FOR DIRECT OR INDIRECT COMMERCIAL ADVANTAGE WITHOUT DETERMINING THAT SUCH ACT OR ACTS WILL NOT INFRINGE THE COPYRIGHT RIGHTS OF ANY PERSON OR ENTITY. ANY REPRODUCTION OR DISTRIBUTION OF ANY MATERIAL POSTED ON THIS REPOSITORY IS AT THE SOLE RISK OF THE PARTY THAT DOES SO. This Book is brought to you for free and open access by the Student Newspaper at Rose-Hulman Scholar. It has been accepted for inclusion in The Rose Thorn Archive by an authorized administrator of Rose-Hulman Scholar. For more information, please contact [email protected]. ROSE-HULMAN INSTITUTE OF TECHNOLOGY T ERRE HAUTE, INDIANA Friday, April 15, 2005 Volume 40, Issue 23 News Briefs Another day at the fair Bridget Mayer fore this career fair by students RA selection Staff Writer who had submitted resumes to companies through the Ca- fi nalized Employers at Wednesday’s reer Services’ online eRecruit- career fair had just one thing ing program.