Super ACRONYM 2 - Round 5
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2007 Fall Television Quarterly
THE JOURNAL OF THE NATIONAL ACADEMY OF TELEVISION ARTS AND SCIENCES VOLUME XXXIX NUMBER 1 FALL 2007 TV Pro Pat Mitchell Runs Paley Media Center by Fritz Jacobi Digital Video Chávez Supports He Does Goes Press in No Such Wireless Venezuela Thing By John V. Pavlik By Andrés Izarra By Carlos Lauria VOLUME XXXIX NUMBER 1 • FALL 2007 THE JOURNAL OF THE NATIONAL ACADEMY OF TELEVISION ARTS & SCIENCES 3 The Paley Media Center: A TV Professional is in Charge By Fritz Jacobi. An exclusive interview with CEO Pat Mitchell. 7 Broadband Mobile Media: Digital Video Goes Wireless By John V. Pavlik. a new-media expert who dramatizes the surging use of hand-held devices. 15 Chávez Promotes Robust, Uncensored News Media in Venezuela By Andrés Izarra, a former independent broadcaster now defending the administration. 18 Chávez Does No Such Thing By Carlos Lauria of the Committee to Protect Journalists, who shows that press freedom conditions have seriously deteriorated under President Hugo Chávez. 22 So You Won’t Have Nixon to Kick Around Any More? By Greg Vitiello, who compares the Broadway play “Frost/Nixon” with the real-life interviews and ascertains that the villain of the play is television! 29 Bob and Ray: Their Rocky Start on Network Radio and Television in 1951 By David Pollock, an award-winning TV comedy writer, who traces the duo’s early difficulties. 36 Sitcoms? Wrong Name By David Horowitz, who believes that situations are not funny: It’s what the people in those situations say and do that make them funny. VOLUME TELEVISIONXXXIX NUMBER QUARTERLY 1 • FALL 2007 42 REVIEW AND COMMENT A Shadow of Red: Communism and the Blacklist in Radio and Television By David Everitt - Reviewed by Bernard S. -
Handbook of Sports and Media
Job #: 106671 Author Name: Raney Title of Book: Handbook of Sports & Media ISBN #: 9780805851892 HANDBOOK OF SPORTS AND MEDIA LEA’S COMMUNICATION SERIES Jennings Bryant/Dolf Zillmann, General Editors Selected titles in Communication Theory and Methodology subseries (Jennings Bryant, series advisor) include: Berger • Planning Strategic Interaction: Attaining Goals Through Communicative Action Dennis/Wartella • American Communication Research: The Remembered History Greene • Message Production: Advances in Communication Theory Hayes • Statistical Methods for Communication Science Heath/Bryant • Human Communication Theory and Research: Concepts, Contexts, and Challenges, Second Edition Riffe/Lacy/Fico • Analyzing Media Messages: Using Quantitative Content Analysis in Research, Second Edition Salwen/Stacks • An Integrated Approach to Communication Theory and Research HANDBOOK OF SPORTS AND MEDIA Edited by Arthur A.Raney College of Communication Florida State University Jennings Bryant College of Communication & Information Sciences The University of Alabama LAWRENCE ERLBAUM ASSOCIATES, PUBLISHERS Senior Acquisitions Editor: Linda Bathgate Assistant Editor: Karin Wittig Bates Cover Design: Tomai Maridou Photo Credit: Mike Conway © 2006 This edition published in the Taylor & Francis e-Library, 2009. To purchase your own copy of this or any of Taylor & Francis or Routledge’s collection of thousands of eBooks please go to www.eBookstore.tandf.co.uk. Copyright © 2006 by Lawrence Erlbaum Associates All rights reserved. No part of this book may be reproduced in any form, by photostat, microform, retrieval system, or any other means, without prior written permission of the publisher. Library of Congress Cataloging-in-Publication Data Handbook of sports and media/edited by Arthur A.Raney, Jennings Bryant. p. cm.–(LEA’s communication series) Includes bibliographical references and index. -
Obama's Image Slipping
GATORS JUST HOPING FOR BOWL GAME / SPORTS B1 50¢ LEESBURG, FLORIDA Tuesday, November 5, 2013 www.dailycommercial.com WORLD: Tehran holds largest anti-US rally in years / A9 NATION: Gay rights bill clears first Senate hurdle / A5 TAVARES Lake’s new animal fees now in effect Staff report “One of the main goals of our animal ser- A new series of ani- vices’ staff is to educate mal license fees, called and inform residents for by Lake Coun- about the importance ty commissioners last of sterilizing pets, and May to offset shelter getting a pet license, costs, are now in effect. which can only be is- The fee schedule sued if a pet is vacci- changes increase the nated for rabies,” said one-year license fee Cyndi Nason, Animal for a sterilized animal Services Division man- from $5 to $8. Buying ager. “Rabies vaccina- a three-year license tions ensure that if a pet will cost $20, which is exposed to another equates to a 20 percent animal that might have discount compared to JACQUELYN MARTIN / AP rabies, it won’t have to buying one each year. have a lengthy quaran- President Barack Obama reaches to hold a baby before speaking at a campaign event for Virginia Democratic gubernatorial can- Senior citizens now didate Terry McAuliffe at Washington-Lee High School in Arlington, Va. on Sunday. pay $5 for a one-year, tine, be euthanized or and $10 for a three- expose humans to this year license for a steril- deadly disease.” ized pet. Besides ensuring the Pets not sterilized health of the public, li- Obama’s image slipping censing also helps an- have a rate of $20 for a one-year license, and imal services’ staff Poll: President taking hits — with slower recovery $50 for a three-year li- return family pets, cense. -
Brains Versus Brawn: an Analysis of Stereotyping and Racial Bias in National Football League Broadcasts
Brains versus Brawn: An Analysis of Stereotyping and Racial Bias in National Football League Broadcasts Pat Viklund Boston College February, 2009 Brains versus Brawn ii Table of Contents Abstract_______________________________________________________________ 1 Introduction____________________________________________________________ 1 Background of the Problem _______________________________________________ 4 Research Question ______________________________________________________ 8 Rationale ______________________________________________________________ 8 Review of the Literature _________________________________________________ 11 Methodology__________________________________________________________ 21 Findings______________________________________________________________ 26 Discussion____________________________________________________________ 34 Conclusion ___________________________________________________________ 42 Appendix_____________________________________________________________ 44 References____________________________________________________________ 48 Brains versus Brawn 1 Abstract This study analyzed prior research on racism and sports media as well as examined television broadcasts of 5 National Football League games. The intent of the study was to investigate the possibility of announcers conveying racial bias and stereotyping players during games. The study analyzed the difference in frequency of physical and cognitive/personal descriptors used by commentators in describing black and white players. It also explored the -
The Heroic Journey of a Villain
Háskóli Íslands Hugvísindasvið Enska The Heroic Journey of a Villain The Lost and Found Humanity of an Artificial Intelligence Ritgerð til MA-prófs í Ensku Ásta Karen Ólafsdóttir Kt.: 150390-2499 Leiðbeinandi: Guðrún B. Guðsteinsdóttir Maí 2017 Abstract In this essay, we will look at the villain of the Portal franchise, the artificial intelligence GLaDOS, in context with Maureen Murdock’s theory of the “Heroine’s Journey,” from her book The Heroine’s Journey: Woman’s Quest for Wholeness. The essay argues that although GLaDOS is not a heroine in the conventional sense, she is just as important of a figure in the franchise as its protagonist, Chell. GLaDOS acts both as the first game’s narrator and villain, as she runs the Aperture Science Enrichment Center where the games take place. Unlike Chell, GLaDOS is a speaking character with a complex backstory and goes through real character development as the franchise’s story progresses. The essay is divided into four chapters, a short history of women’s part as characters in video games, an introduction to Murdock’s “The Heroine’s Journey,” and its context to John Campbell’s “The Hero’s Journey,” a chapter on the Portal franchises, and then we go through “The Heroine’s Journey,” in regards to GLaDOS, and each step in its own subchapter. Our main focus will be on the second installment in the series, Portal 2. Since, in that game, GLaDOS goes through most of her heroine’s journey. In the first game, Portal, GLaDOS separates from her femininity and embraces the masculine, causing her fractured psyche, and as the player goes through Portal 2 along with her, she reclaims her femininity, finds her inner masculinity, and regains wholeness. -
The Cake Is a Lie!« Polyperspektivische Betrachtungen
Michelle E. Ouellette/ Marc A. Ouellette Make Lemonade: The Pleasantly Unpleasant Aesthetics of Playing ›Portal‹ This paper takes its title and an important cue from the folksy premise of the axiom, »When life gives you lemons, make lemonade«. The paradoxical posi- tion that something unpleasant can be turned into something pleasant offers not only an entry point for an engagement with the Portal series, but also an opportunity to consider directly the applicability of Friedrich Schiller’s model of three inherent drives to the study of video games. Thus, our paper will sit- uate Schiller’s aesthetic principles within existing game studies scholarship, will examine how these apply to the Portal series’ implementation of rules, play and affirmation, and will consider the ramifications of the commentary which inheres in the process. Most importantly, the three drives – normative, sensuous, and play – map directly onto the rules and the rewards of the games. As well, this pattern appears in the form and in the content of the games so that the ways in which rules, affirmation and their linkage through play produce en- joyment also make the Portal series obvious examples of good art. In the case of affirmation, the fact that these rewards are through negative affirmation makes no difference. GLaDOS and Wheatley’s taunts and barbs, and the jour- ney on which they lead us, engages both the cognitive and affective responses of the players. The pleasure of this game is located in both of these responses; we are driven to think about the game, and the game makes us feel (bad). -
Clickstream INVESTOR PRESENTATION 3.26.20 Disclaimer
ClickStream INVESTOR PRESENTATION 3.26.20 Disclaimer This document contains forward-looking statements within the meaning of Section 37A of the Securities Act of 1933 and Section 21E of the Securities Exchange Act of 1934. These forward-looking statements involve risks and uncertainties. A number of factors could cause actual results to differ from those indicated in the forward- looking statements, including the Company's ability to continue to successfully market and provide its services, maintain its effectiveness and its customer base and general economic conditions. The Company undertakes no obligation to publicly update or revise forward-looking statements whether as a result of new information, future events or otherwise. ClickStream is a free to play (“FREEMIUM”) gaming app built on an analytics platform that caters to the untapped market of casual users that will spend a few seconds to interact with a platform for free in order to win real money. Our primary target is not the sports betters or the fantasy players, who will join over time, but rather individuals who enjoy the low barrier to entry of entering a quick contest (short time investment) with the chance to win a prize (thrill of winning something for free). Our games will initially be quick to play quiz type games that allow the user to get involved in around 20 seconds, and then receive results from push notifications. Game types are set up dynamically. Because the format doesn’t change, we can run games nightly for NBA to NHL, NFL to individual events such as the Oscars, other awards shows, and new sporting events such as Soccer and NASCAR. -
FIRSTNAME LASTNAME COMPANY Session Title
JEEP BARNETT ADAM FOSTER KYLE DAVIS VALVE PORTAL 2 AND TF2 ALTERNATE REALITY GAMES Q&A Why ARG? • Fictional Grounding • Retrospect • Historical Research • New Content • Call to Action • Rewards Some ARGs • ApertureScience.com • Portal 2 ARG • Potato Sack • Pyromania ARG • Mann vs Machine ARG ApertureScience.com •Flash Website •Hacking Terminal •Questionnaire •“The Cake is a Lie” •Rattman Password •Companion Cube’s Holiday Vault •Cave Johnson Portal 2 ARG •Radio Signal Minigame •SSTV Images •Hashed BBS Number •ASCII Screenshots •Modified Ending Potato Sack •Potato Fools’ Day •Glyphs •Aperture Logins •Concept Art •Seattle Map Locations •New Content for 13 Games •“Nelipot” & Dinosaur •GLaDOS@Home Pyromania ARG •Mystery Items •Goldfish •Banana Peel •Damaged Capacitor •Etc. •Eliminating the Impossible •Banana Crafting •Poopy Joe •Ash Piles Mann vs Machine ARG •Carrier Tanks •Gray Mann in Will •Melted Capacitor Equipping •High Fives •“Walked into a bar,” Joke •PGP Wordlist •Final Recipe •Blood Brothers Alert Some Takeaways • Different Scopes • Callbacks • Verifiable Redundancy • Levels of Participation JEEP & ADAMF & KYLED @valvesoftware.com ASCII CAKE ApertureScience.com RATTMAN PASSWORD ApertureScience.com HOLIDAY VAULT ApertureScience.com ADAM’S BBS Portal 2 ARG SSTV IMAGES Portal 2 ARG GLYPHS Potato Sack RUSH Potato Sack CORE Potato Sack SEATTLE MAP Potato Sack POTATO SACK BUNDLE Potato Sack BOX CONCEPT Potato Sack GAMASUTRA.COM/VIEW/FEATURE/6371/ THE_PORTAL_TWO_ARG_THE_WHOLE_STORY.PHP Potato Sack COURT LEDGER Pyromania ARG HOOPY Hoopy ARG POOPY JOE Pyromania ARG PYROLAND Pyromania ARG MACHINE PHOTOS Mann vs Machine ARG ROBOT HEADS Mann vs Machine ARG MANN WILL Mann vs Machine ARG . -
Scientific American, October, 1988
OCTOBER 1988 SCIENTIFIC $2.95 ERICAN A SINGLE -TOPIC ISSUE © 1988 SCIENTIFIC AMERICAN, INC In The Best Theaters ,TheSound Is As BigAs © 1988 SCIENTIFIC AMERICAN, INC The Picture. From the people who hrought you big screentelevision comes the sound togo with it. Intro ducing Mitsubishi Home TheaterSystems. For the Mitsubishi dealernearest you, call (BOO) 5.56-1234,ext. 145. In California, (BOO) 441-2345, ext. 145. © 1988Mitsubishi Electric SalesAmerica, Inc. J..MITSUBISHr © 1988 SCIENTIFIC AMERICAN, INC SCIENTIFIC AMERICAN October 1988 Volume 259 Number 4 40 AIDS in 1988 Robert C.Gallo and Lue Montagnier Where do we stand? What are the key areas of current research? The prospects for therapy or a vaccine? In their first collaborative article the two investigators who established the cause of AIDSanswer these questions and tell how HN was isolated and linked to AIDS. 52 The Molecular Biology of the AIDS Virus William A. Haseltine and Flossie Wong-Staal Just three viral genes can direct the machinery of an infected cell to make a new HIV particle-provided that at least three other viral genes give the go-ahead. These regulatory genes give the virus its protean behavioral repertoire: they spur viral replication, hold it in check or bring it to a halt. 64 The Origins of the AIDS Virus Max Essex and Phyllis]. Kanki The AIDSvirus has a past and it has relatives. Aninquiry into its family history can reveal how the related viruses interact with human beings and monkeys. The inquiry may also uncover vulnerabilities: some forms of the virus have evolved toward disease-free coexistence with their hosts. -
Framing the Game Through a Sabermetric Lens: Major League
FRAMING THE GAME THROUGH A SABERMETRIC LENS: MAJOR LEAGUE BASEBALL BROADCASTS AND THE DELINEATION OF TRADITIONAL AND NEW FACT METRICS by ZACHARY WILLIAM ARTH ANDREW C. BILLINGS, COMMITTEE CHAIR DARRIN J. GRIFFIN SCOTT PARROTT JAMES D. LEEPER KENON A. BROWN A DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the College of Communication and Information Sciences in the Graduate School of The University of Alabama TUSCALOOSA, ALABAMA 2019 Copyright Zachary William Arth 2019 ALL RIGHTS RESERVED i ABSTRACT This purpose of this dissertation was to first understand how Major League Baseball teams are portraying and discussing statistics within their local broadcasts. From there, the goal was to ascertain how teams differed in their portrayals, with the specific dichotomy of interest being between teams heavy in advanced statistics and those heavy in traditional statistics. With advanced baseball statistics still far from being universally accepted among baseball fans, the driving question was whether or not fans that faced greater exposure to advanced statistics would also be more knowledgeable and accepting of them. Thus, based on the results of the content analysis, fans of four of the most advanced teams and four of the most traditional teams were accessed through MLB team subreddits and surveyed. Results initially indicated that there was no difference between fans of teams with advanced versus traditional broadcasts. However, there were clear differences in knowledge based on other factors, such as whether fans had a new school or old school orientation, whether they were high in Schwabism and/or mavenism, and how highly identified they were with the team. -
Female and Evil: the Role Gender Plays for Villains In
2013 University of Utrecht Faculty of the Humanities Author: Terry Guijt Student number: 3622045 Supervisor: Dr. R.H. Leurs Second reader: Dr. J.I.L. Veugen Date: 9-8-2013 [FEMALE AND EVIL: THE ROLE GENDER PLAYS FOR VILLAINS IN ADVENTURE GAMES] Keywords: Philosophy of Evil, Digital Games, Gender, Stereotypes, Feminism __________________________________________________________________________ This research paper examines how female evil is represented in adventure games from 1982 till 2013 and how this representation of female evil can be understood in a cultural philosophical perspective. First, the philosophical growth of the term evil is summarized and the paper describes how media forms, such as art, literature and movies, have represented evil in the past. While these art forms focus on representation through images, sound and text, video games introduce interactivity as a new tool to represent, understand and occasionally even be evil. Observed is that female villains are represented through text, images, sound and extra diegetic material. By examining the female gender role of end bosses in digital games, the portrayal of evil is studied and it is shown that humanlike female end bosses become demonized oral villains as their representation is stereotyped with the use of symbols for evil. Only when the villain is a genderless being the female aspects of the end boss can be said to be of cultural importance. Dear reader, While the King needs to be put checkmate, it is the defeat of the Queen that causes the most relief --- Playing a game of Chess This thesis is written to conclude the master’s degree Media and Performance Studies at the University of Utrecht. -
Gender Games: a Content Analysis of Gender Portrayals in Modern, Narrative Video Games
Georgia State University ScholarWorks @ Georgia State University Sociology Theses Department of Sociology Spring 5-9-2015 Gender Games: A Content Analysis Of Gender Portrayals In Modern, Narrative Video Games Jared Friedberg Follow this and additional works at: https://scholarworks.gsu.edu/sociology_theses Recommended Citation Friedberg, Jared, "Gender Games: A Content Analysis Of Gender Portrayals In Modern, Narrative Video Games." Thesis, Georgia State University, 2015. https://scholarworks.gsu.edu/sociology_theses/52 This Thesis is brought to you for free and open access by the Department of Sociology at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Sociology Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. GENDER GAMES: A CONTENT ANALYSIS OF GENDER PORTRAYALS IN MODERN, NARRA- TIVE VIDEO GAMES by JARED FRIEDBERG Under the Direction of Dr. Wendy Simonds ABSTRACT Video games are a multi-billion dollar industry; 67% of households in the United States have at least one game player. The considerable reach of this medium makes it crucial to assess the messages that audiences are taking away concerning gender in these games. In this content analysis, I investigate the representation of binary gender in the narratives of modern video games from the perspective of cultiva- tion theory. Ten popular games from 2007 through 2013 are selected for this investigation. The character- istics of each game’s main character are evaluated in the context of the narrative to uncover emergent trends, tropes, and themes over the course of gameplay. Men outnumber women in protagonist roles, and women serve as catalysts for the central conflicts throughout the narrative.