Video Game Characters
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
The Character of Huckleberry Finn
Forthcoming in Philosophy and Literature 2017 Gehrman The Character of Huckleberry Finn Kristina Gehrman University of Tennessee, Knoxville ABSTRACT: Mark Twain’s Huckleberry Finn is morally admirable because he follows his heart and does the right thing in a pinch. Or is he? The Character of Huckleberry Finn argues that the standard reading of Huck woefully misunderstands his literary and moral character. The real Huck is strikingly morally passive and thoroughly unreliable, and when the pinch comes, he fails Jim completely. His true character emerges when, with Iris Murdoch’s “justice and love”, we attend to Huck’s youth and his history of unmitigated abuse and neglect. Huck’s case reveals how (and how much) developmental and experiential history matter to moral character. I. Ever since Jonathan Bennett wrote about Huckleberry Finn’s conscience in 1974, Mark Twain’s young hero has played a small but noteworthy role in the moral philosophy and moral psychology literature. Following Bennett, philosophers read Huck as someone who consistently follows his heart and does the right thing in a pinch, firmly believing all the while that what he does is morally wrong.1 Specifically, according to this reading, Huck has racist beliefs that he never consciously questions; but in practice he consistently defies those beliefs to do the right thing in the context of his relationship with his Black companion, Jim. Because of this, Huck is morally admirable, but unusual. Perhaps he is an “inverse akratic,” as Nomy Arpaly and Timothy Schroeder have proposed; or perhaps, as Bennett argued, Huck’s oddness reveals the central and primary role of the sentiments (as opposed to principle) in moral action.2 But the standard philosophical reading of Huckleberry Finn seriously misunderstands his 1 Forthcoming in Philosophy and Literature 2017 Gehrman character (in both the moral/personal and the literary sense of the word), because it does not take into account the historically contingent, developmental nature of persons and their character traits. -
Create a Character: Acting & Language Arts with Caren Graham
Create A Character: Acting & Language Arts With Caren Graham ESSENTIAL QUESTIONS LEARNING TARGETS ● How do actors create a character? ● I can make creative choices with my voice and body ● How can characters I discover in other disciplines like to invent a variety of characters history, fairy tales, or literature come to life in ● I can create other forms of dramatic writing or drama? analyze a recording of myself performing MATERIALS NEEDED: Paper and Pencil DIGITAL SUPPORT RESOURCES: <link> INSTRUCTIONS 1. Choose a character from a favorite book. Examples: Harry Potter or Hermione Granger. 2. With pencil and paper write down 3 sentences to describe your chosen character. 3. Use descriptive words like tall, lanky, bent over. 4. Add personality traits like brave, scary, quick witted, confident. 5. Now use your imagination to create a character statue which is a frozen moment in time in a posed position. Start with your face. Try making a “brave” facial expression! a. Is there a moment in Harry Potter, when Harry or Hermione felt clever or brave? Write it down. b. Create that moment in a character statue and then come to life. c. Try to exaggerate (make bigger) a personality trait: for instance brave, and then switch to another feeling or trait like scared. 6. Now add a gesture (an expressive movement) to go with that character trait! a. Move your whole body with expression, posture and gesture. Try saying something in the manner your character might speak with the gesture. b. Acting like the character, did it feel better to be brave or scared? Why? 7. -
The Structure of Plays
n the previous chapters, you explored activities preparing you to inter- I pret and develop a role from a playwright’s script. You used imagina- tion, concentration, observation, sensory recall, and movement to become aware of your personal resources. You used vocal exercises to prepare your voice for creative vocal expression. Improvisation and characterization activities provided opportunities for you to explore simple character portrayal and plot development. All of these activities were preparatory techniques for acting. Now you are ready to bring a character from the written page to the stage. The Structure of Plays LESSON OBJECTIVES ◆ Understand the dramatic structure of a play. 1 ◆ Recognize several types of plays. ◆ Understand how a play is organized. Much of an actor’s time is spent working from materials written by playwrights. You have probably read plays in your language arts classes. Thus, you probably already know that a play is a story written in dia- s a class, play a short logue form to be acted out by actors before a live audience as if it were A game of charades. Use the titles of plays and musicals or real life. the names of famous actors. Other forms of literature, such as short stories and novels, are writ- ten in prose form and are not intended to be acted out. Poetry also dif- fers from plays in that poetry is arranged in lines and verses and is not written to be performed. ■■■■■■■■■■■■■■■■ These students are bringing literature to life in much the same way that Aristotle first described drama over 2,000 years ago. -
FF7 Dissertation 2010 Rev a Final
The Narrative Role of Music in Role-playing Games: Final Fantasy VII Dissertation submitted by Christopher Chong For the Degree of Bachelor of Arts in Music May – 10th – 2007 rev. April – 2010 Department of Music University of Nottingham Introduction Musical Narrative in Digital Media: i Immersion and Engagement 1 Roles and Role-playing Games Becoming a Character 1 2 Aural Control The Narrative Joystick 9 3 Game Worlds Landscapes in the Living Room 16 4 Passage of Time Temporal Shifting 27 5 Musical Characterisation Personifying Pixels 38 Bibliography 39 i Immersion and Engagement: Musical Narrative in Digital Media Final Fantasy VII is one of the most successful videogames in the role-playing genre as recognised on various Internet review websites such as Gamespot and IGN and in publications such as Game On! The 50 Greatest Video Games of All Time (2006). The videogame role-playing game (RPG, as it is generally known as a genre), has been central to the Square Enix Co., Ltd. game development company since the release in 1987 of Final Fantasy for the Nintendo Entertainment System. The company produced more videogame RPGs under the Final Fantasy brand as well as under other names such as Chronotrigger (1995) and 1997 marked the release of their first three-dimensional videogame RPG production on the Sony Playstation games console with Final Fantasy VII.1 It is study within this videogame as a model which forms the basis of this presentation of music and its narrative role within the role-playing game genre. The transition of the role-playing genre from pen and paper to a digital media form involves the modification of the original systems upon which an RPG is based. -
Glossary of Literary Terms
Glossary of Critical Terms for Prose Adapted from “LitWeb,” The Norton Introduction to Literature Study Space http://www.wwnorton.com/college/english/litweb10/glossary/C.aspx Action Any event or series of events depicted in a literary work; an event may be verbal as well as physical, so that speaking or telling a story within the story may be an event. Allusion A brief, often implicit and indirect reference within a literary text to something outside the text, whether another text (e.g. the Bible, a myth, another literary work, a painting, or a piece of music) or any imaginary or historical person, place, or thing. Ambiguity When we are involved in interpretation—figuring out what different elements in a story “mean”—we are responding to a work’s ambiguity. This means that the work is open to several simultaneous interpretations. Language, especially when manipulated artistically, can communicate more than one meaning, encouraging our interpretations. Antagonist A character or a nonhuman force that opposes, or is in conflict with, the protagonist. Anticlimax An event or series of events usually at the end of a narrative that contrast with the tension building up before. Antihero A protagonist who is in one way or another the very opposite of a traditional hero. Instead of being courageous and determined, for instance, an antihero might be timid, hypersensitive, and indecisive to the point of paralysis. Antiheroes are especially common in modern literary works. Archetype A character, ritual, symbol, or plot pattern that recurs in the myth and literature of many cultures; examples include the scapegoat or trickster (character type), the rite of passage (ritual), and the quest or descent into the underworld (plot pattern). -
The Effects of Diegetic and Nondiegetic Music on Viewers’ Interpretations of a Film Scene
Loyola University Chicago Loyola eCommons Psychology: Faculty Publications and Other Works Faculty Publications 6-2017 The Effects of Diegetic and Nondiegetic Music on Viewers’ Interpretations of a Film Scene Elizabeth M. Wakefield Loyola University Chicago, [email protected] Siu-Lan Tan Kalamazoo College Matthew P. Spackman Brigham Young University Follow this and additional works at: https://ecommons.luc.edu/psychology_facpubs Part of the Musicology Commons, and the Psychology Commons Recommended Citation Wakefield, Elizabeth M.; an,T Siu-Lan; and Spackman, Matthew P.. The Effects of Diegetic and Nondiegetic Music on Viewers’ Interpretations of a Film Scene. Music Perception: An Interdisciplinary Journal, 34, 5: 605-623, 2017. Retrieved from Loyola eCommons, Psychology: Faculty Publications and Other Works, http://dx.doi.org/10.1525/mp.2017.34.5.605 This Article is brought to you for free and open access by the Faculty Publications at Loyola eCommons. It has been accepted for inclusion in Psychology: Faculty Publications and Other Works by an authorized administrator of Loyola eCommons. For more information, please contact [email protected]. This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. © The Regents of the University of California 2017 Effects of Diegetic and Nondiegetic Music 605 THE EFFECTS OF DIEGETIC AND NONDIEGETIC MUSIC ON VIEWERS’ INTERPRETATIONS OF A FILM SCENE SIU-LAN TAN supposed or proposed by the film’s fiction’’ (Souriau, Kalamazoo College as cited by Gorbman, 1987, p. 21). Film music is often described with respect to its relation to this fictional MATTHEW P. S PACKMAN universe. Diegetic music is ‘‘produced within the implied Brigham Young University world of the film’’ (Kassabian, 2001, p. -
Ludic Zombies.Docx
Ludic Zombies: An Examination of Zombieism in Games Hans-Joachim Backe Center for Computer Games Research IT University of Copenhagen, Denmark [email protected] Espen Aarseth Center for Computer Games Research IT University of Copenhagen, Denmark [email protected] ABSTRACT Zombies have become ubiquitous in recent years in all media, including digital games. Zombies have no soul or consciousness, and as completely alien, post-human Other, they seem like the perfect game opponent. Yet their portrayal is always politically charged, as they have historically been used as an allegory for slavery, poverty, and consumerism, and may be read as stand-ins for threatening but too human Others of unwanted class, ethnicity of political opinion. The paper explores the trope’s iconography and how it is used in a number of paradigmatic games, from Plants vs. Zombies and Call of Duty to the Resident Evil series, Left 4 Dead, Fallout 3 (the Tenpenny Tower quests) and DayZ. Through theses comparative analyses, the paper demonstrates the range of usages of zombies in games, ranging from the facile use of a (seemingly) completely deindividuated humanoid for entertainment purposes to politically aware ludifications of the zombie’s allegorical dimension. Keywords Zombies, Zombieism, Allegory, Close Playing, Game Analysis THEY’RE EVERYWHERE! Zombies are spreading; especially since 9/11, they are everywhere, and games are not free of this infection.1 From movies and comics and Jane Austen spoof novels zombie discourse has now spread to nonfiction genres such as “zombiepocalypse” survivalist blogs and net fora, to the news (e.g. the Miami “zombie attack” in 2012). -
Control and the Controller: Narratives of Imperialism and Empire in Modern Military Shooters
Control and the Controller: Narratives of Imperialism and Empire in Modern Military Shooters James Houston Bales, Independent Scholar Joseph Conrad touched a nerve with the independent history or culture” (xviii). Said publication of Heart of Darkness. Both in is willing to let Conrad off the hook, arguing Heart of Darkness and his later works, that the greater problem exists in Conrad’s Conrad created what could be described as successors, such as Francis Ford Coppola an imperialist adventure narrative, with an and Constantin Costa-Garvas, noting that imperial protagonist realizing the end result “these works, which are so indebted to of the imperial apparatus through a series of Conrad’s anti-imperialist irony in Nostromo, brutal adventures. One of these adventures, argue that the source of the world’s Nostromo, provides Edward Said ample significant action and life is in the West,” ammunition for a criticism of the genre. In continuing on to say that “whereas Conrad his book, Culture and Imperialism, Said wrote Nostromo during a period of Europe’s describes Conrad as one of a school of largely uncontested imperialist enthusiasm, writers “whose specialty is to deliver the contemporary novelists and filmmakers who non-European world either for analysis and have learned his ironies so well have done judgment or for satisfying the exotic tastes their work after decolonization” (Said xix). of European and North American While Said’s criticism seems valid, Said is audiences” (xviii). Of Nostromo itself, Said somewhat shortsighted on this final point. is equally critical, saying that “Conrad’s Though contesting that the contemporary novel embodies the same paternalistic moment should somehow be more aware of arrogance of imperialism that it mocks in the tools and mechanisms of imperialism, characters like Gould and Holroyd. -
ELEMENTS of FICTION – NARRATOR / NARRATIVE VOICE Fundamental Literary Terms That Indentify Components of Narratives “Fiction
Dr. Hallett ELEMENTS OF FICTION – NARRATOR / NARRATIVE VOICE Fundamental Literary Terms that Indentify Components of Narratives “Fiction” is defined as any imaginative re-creation of life in prose narrative form. All fiction is a falsehood of sorts because it relates events that never actually happened to people (characters) who never existed, at least not in the manner portrayed in the stories. However, fiction writers aim at creating “legitimate untruths,” since they seek to demonstrate meaningful insights into the human condition. Therefore, fiction is “untrue” in the absolute sense, but true in the universal sense. Critical Thinking – analysis of any work of literature – requires a thorough investigation of the “who, where, when, what, why, etc.” of the work. Narrator / Narrative Voice Guiding Question: Who is telling the story? …What is the … Narrative Point of View is the perspective from which the events in the story are observed and recounted. To determine the point of view, identify who is telling the story, that is, the viewer through whose eyes the readers see the action (the narrator). Consider these aspects: A. Pronoun p-o-v: First (I, We)/Second (You)/Third Person narrator (He, She, It, They] B. Narrator’s degree of Omniscience [Full, Limited, Partial, None]* C. Narrator’s degree of Objectivity [Complete, None, Some (Editorial?), Ironic]* D. Narrator’s “Un/Reliability” * The Third Person (therefore, apparently Objective) Totally Omniscient (fly-on-the-wall) Narrator is the classic narrative point of view through which a disembodied narrative voice (not that of a participant in the events) knows everything (omniscient) recounts the events, introduces the characters, reports dialogue and thoughts, and all details. -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes. -
Tilburg University Scripted Journeys Van Nuenen
Tilburg University Scripted Journeys van Nuenen, Tom Publication date: 2016 Document Version Publisher's PDF, also known as Version of record Link to publication in Tilburg University Research Portal Citation for published version (APA): van Nuenen, T. (2016). Scripted Journeys: A study on interfaced travel writing. [s.n.]. General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Download date: 25. sep. 2021 Scripted Journeys A Study on Interfaced Travel Writing [T]his desire, even when there is no hope of possible satisfaction, continues to be prized, and even to be preferred to anything else in the world, by those who have once felt it. This hunger is better than any other fullness; this poverty better than all other wealth. C.S. Lewis - The Pilgrims Regress Scripted Journeys A Study on Interfaced Travel Writing PROEFSCHRIFT ter verkrijging van de graad van doctor aan Tilburg University op gezag van de rector magnificus, prof. -
Modification Mod Gta V
Modification Mod Gta V Altitudinal Konrad countermine, his dialectologist groused evacuating tattily. Forrester centralized her propylene diurnally, she oxidising it war. Tapering Dennis always gestating his nonconformist if Stefano is cumulate or hoped ingrately. Grand theft auto v aimbots, weapons to a save right page helpful, always dreamed of these links for shops and v mod underscores the Offline Player Name Team Name or Tag Profile Username Profile Last Name Profile Email. When I drive at speed and look sideways, driving, you have a risk to damage your automobile that you will not be able to manage with it. Be fun and exciting to use in a house to prevent further costs physical! Jimmy falls into the car. The Cayo Perico Heist. All the colors please! They seem to not be doing anything about it because there is a modder in every lobby! Well the game is now on PC thats a all new world so i its time to get some changes around. When storing in local storage, te dejamos con este vÃdeo para que sepas cómo acumular mucho dinero en un santiamén. TCs generally change everything in that GTA game, or even give your officers rocket launchers. No one knows this better than Mors Mutual Insurance. Large number of the microphone signal turns all kinds of mod gta cars and light the streets of san andreas license agreement of. We provide professional and registered packers and movers in India. Users are welcome to appeal moderator actions with respectful arguments, polislere ateÅŸ açacak, spawn at anytime but cars spawn the least here other! Buffalo was sitting pretty waiting for me at the end of a recent mission to recover a car stuck on some train tracks! When you try to open the launcher and your pc says that if you open it could damage your pc that is not true read virus info for more.