A Critique of Hypermasculinity and Creative
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Fictional Games and Utopia: the Case of Azad
Fictional Games and Utopia: The Case of Azad This is a pre-print version of: Gualeni, S. (2021), “Fictional Games and Utopia: The Case of Azad”, Science Fiction Film & Television, 14 (2): 187-207. Abstract ‘Fictional games’ are playful activities and ludic artefacts that were conceptualised to be part of fictional worlds. These games cannot – or at least were not originally meant to – be actually played. This interdisciplinary article discusses fictional games, focusing on those appearing in works of sf. Its objective is that of exploring how fictional games can function as utopian devices. Drawing on game studies, utopian studies, and sf studies, the first half of the article introduces the notion of fictional games and provides an initial articulation of their utopian potential. The second half focuses, instead, on the analysis of one (science-)fictional game in particular: the game of Azad, described in Iain M. Banks’s 1988 sf novel The Player of Games. This analysis is instrumental in clarifying the utopian qualities that are inherent in the activity of play such as its being uncertain and contingent. By presenting relationships of power through a game (and, finally, as a game), utopian fictional games such as Azad serve as a reminder that every socio-political situation – even the most dystopian ones – is ultimately indeterminate, and retains the possibility of change. Introduction Broadly speaking, sf can be described as a genre of fiction whose worlds, when compared with the world the authors actually inhabit, have undergone considerable scientific and technological advancements. Within their great variety of themes and media forms, the only trait that can perhaps be recognised as common to all works of sf is their aspiration to stimulate their recipients to imagine hypothetical scenarios and alternative possibilities of being (see Williams 198; Bould and Miéville 245; Suvin xviii). -
War in the Age of Intelligent Machines
Introduction The image of the ''killer robot" once belonged uniquely to the world of science fiction. This is still so, of course, but only if one thinks of human like mechanical contraptions scheming to conquer the planet. The latest weapons systems planned by the Pentagon, however, offer a less anthropo morphic example of what machines with "predatory capabilities" might be like: pilotless aircraft and unmanned tanks "intelligent" enough to be able to select and destroy their own targets. Although the existing prototypes of robotic weapons, like the PROWLER or the BRAVE 3000, are not yet truly autonomous, these new weapons do demonstrate that even if Artificial Intel ligence is not at present sufficiently sophisticated to create true "killer robots,'' when synthetic intelligence does make its appearance on the planet, there will already be a predatory role awaiting it. The PROWLER, for example, is a small terrestrial armed vehicle, equipped with a primitive form of "machine vision" (the capability to ana lyze the contents of a video frame) that allows it to maneuver around a battlefield and distinguish friends from enemies. Or at least this is the aim of the robot's designers. In reality, the PROWLER still has difficulty negoti ating sharp turns or maneuvering over rough terrain, and it also has poor friend/foe recognition capabilities. For these reasons it has been deployed only for very simple tasks, such as patrolling a military installation along a predefined path. We do not know whether the PROWLER has ever opened fire on an intruder without human supervision, but it is doubtful that as currently designed this robot has been authorized to kill humans on its own. -
Newagearcade.Com 5000 in One Arcade Game List!
Newagearcade.com 5,000 In One arcade game list! 1. AAE|Armor Attack 2. AAE|Asteroids Deluxe 3. AAE|Asteroids 4. AAE|Barrier 5. AAE|Boxing Bugs 6. AAE|Black Widow 7. AAE|Battle Zone 8. AAE|Demon 9. AAE|Eliminator 10. AAE|Gravitar 11. AAE|Lunar Lander 12. AAE|Lunar Battle 13. AAE|Meteorites 14. AAE|Major Havoc 15. AAE|Omega Race 16. AAE|Quantum 17. AAE|Red Baron 18. AAE|Ripoff 19. AAE|Solar Quest 20. AAE|Space Duel 21. AAE|Space Wars 22. AAE|Space Fury 23. AAE|Speed Freak 24. AAE|Star Castle 25. AAE|Star Hawk 26. AAE|Star Trek 27. AAE|Star Wars 28. AAE|Sundance 29. AAE|Tac/Scan 30. AAE|Tailgunner 31. AAE|Tempest 32. AAE|Warrior 33. AAE|Vector Breakout 34. AAE|Vortex 35. AAE|War of the Worlds 36. AAE|Zektor 37. Classic Arcades|'88 Games 38. Classic Arcades|1 on 1 Government (Japan) 39. Classic Arcades|10-Yard Fight (World, set 1) 40. Classic Arcades|1000 Miglia: Great 1000 Miles Rally (94/07/18) 41. Classic Arcades|18 Holes Pro Golf (set 1) 42. Classic Arcades|1941: Counter Attack (World 900227) 43. Classic Arcades|1942 (Revision B) 44. Classic Arcades|1943 Kai: Midway Kaisen (Japan) 45. Classic Arcades|1943: The Battle of Midway (Euro) 46. Classic Arcades|1944: The Loop Master (USA 000620) 47. Classic Arcades|1945k III 48. Classic Arcades|19XX: The War Against Destiny (USA 951207) 49. Classic Arcades|2 On 2 Open Ice Challenge (rev 1.21) 50. Classic Arcades|2020 Super Baseball (set 1) 51. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
Guide 2020 Games from Spain
GUIDE GAMES 2020 FROM SPAIN Message from the CEO of ICEX Spain Trade and Investment Dear reader, We are proud to present the new edition of our “Guide to Games from Spain”, a publication which provides a complete picture of Spain’s videogame industry and highlights its values and its talent. This publication is your ultimate guide to the industry, with companies of various sizes and profiles, including developers, publishers and services providers with active projects in 2020. GAMES Games from Spain is the umbrella brand created and supported by ICEX Spain Trade and Investment to promote the Spanish videogame industry around the globe. You are cordially invited to visit us at our stands at leading global events, such us Game Con- nection America or Gamescom, to see how Spanish videogames are playing in the best global production league. Looking forward to seeing you soon, ICEX María Peña SPAIN TRADE AND INVESTMENT ICT AND DIGITAL CONTENT DEPARTMENT +34 913 491 871 [email protected] www.icex.es GOBIERNO MINISTERIO DE ESPAÑA DE INDUSTRIA, COMERCIO Y TURISMO EUROPEAN REGIONAL DEVELOPMENT FUND A WAY TO MAKE EUROPE GENERAL INDEX ICEX | DISCOVER GAMES FROM SPAIN 6 SPANISH VIDEOGAME INDUSTRY IN FIGURES 8 INDEX 10 DEVELOPERS 18 PUBLISHERS 262 SERVICES 288 DISCOVER www.gamesfromspain.com GAMES FROM SPAIN Silvia Barraclough Head of Videogames Animation and VR/AR ICEX, Spain Trade and Investment in collaboration with [email protected] DEV, the Spanish association for the development and +34 913 491 871 publication of games and entertainment software, is proud to present its Guide to Games from Spain 2020, the perfect way to discover Spanish games and com- panies at a glance. -
PKD Otaku # 12 - February 2004 1 a Question of Chronology: 1955 – 1958 Frame
"SCOTT MEREDITH TO PKD" September 30 [1968] Dear Phil, Thanks very much for our letter. Doubleday can't yet release the full $4500 because the money hasn't come in yet from NAL. We have asked them to advance some -- up to $1500 -- and we're confident this will be coming in very soon. In the meantime, I'm happy to send you a check for the $1500, less commission, as our advance on the Doubleday money. Here, then, is $1350. Doubleday, of course, is very anxious to see the new book you've mentioned to us and to Larry, and if you could send in a completed half, say in two weeks or so, they'll be able to issue an immediate contract. And, of course, they're very anxious about DEUS IRAE, mostly because they'd like to contract for THE NAME OF THE GAME IS DEATH as soon as possible, but cannot until they have something more on DEUS IRAE. This is necessary because GAME in only in outline form, whereas the new one is completed in rough draft. Now I'd like to pass on some very encouraging news from Norman Spinrad -- we know you've been talking to him about this -- that the editor at Essex House is very interested in seeing some of your old unpublished novels. They are of course moving out of the sex lines and the editor is an old S-F fan. They would pay from $1000 to $1500 for any they might want to do. By all means, send in these old ones and we'll be happy to push for you in his area. -
Virtual Environment Design and Storytelling in Video Games
VIRTUAL ENVIRONMENT DESIGN AND STORYTELLING IN VIDEO GAMES by EKBER SERVET ULAŞ Submitted to the Graduate School of Visual Arts and Visual Communication Design In partial fulfillment of The requirements for the degree of Master of Arts Sabancı University Spring 2013 VIRTUAL ENVIRONMENT DESIGN AND STORYTELLING IN VIDEO GAMES APPROVED BY: ElifAyiter,MFA …………………………. (DissertationSupervisor) SelimBalcısoy,PhD …………………………. Güven Çatak,PhD …………………………. DATEOFAPPROVAL: …………………………. ©Ekber Servet Ulaş 2013 AllRightsReserved ABSTRACT VIRTUAL ENVIRONMENT DESIGN AND STORYTELLING IN VIDEO GAMES Ekber Servet Ulaş M.A, Visual Arts and Visual Communication Design Supervisor: Elif Ayiter Spring 2013 Video games have been the focus of discussion by researchers of gaming and narratology regarding their narrative capabilities for quite some time. While some researchers argue that interactive media such as video games can not contain narratives due to their inherent nature, others suggest that when analyzing video games as a narrative medium a different approach may also be considered. Given that the sequence of events that are presented to the user are not as ordered as they are in traditional narratives, it can be surmisedthat the traditional definition of narrative (a sequence of events) would not apply in the case of video games. However this should not mean that the medium can not contain narrative qualities, it only raises the need to a new approach for the consideration of narratives in video games. In this thesis I suggest that instead of using the traditional narrative arc as a basis for evaluation for narratives in video games, one may also consider the indigenous qualities of the medium itself in terms of its narrative capabilities. -
Dragon Magazine #176
SPECIAL ATTRACTIONS Issue # 176 Vol. XVI, No. 7 9 The elves: a worId of difference December 1991 Two in-depth features on the elves and their beliefs. Servants of the Seldarine Chris Perry Publisher 10 Try elven clerics with real power! Specialty priests of the faerie folk. James M. Ward If You need Help Ask the Drow! Ed Greenwood and Steven E. 16 Schend Editor Roger E. Moore Good-aligned drow? Visit Undermountains temple of Eilistraee. Fiction editor Barbara G. Young O THER FEATURES Bruce A. Heard Associate editor The Voyage of the Princess Ark Dale A. Donovan 31 You got till noon to clear out of Smokestone City, said the sheriff to the admiral. Editorial assistant Propping Up Your Campaign Spike Y. Jones Wolfgang H. Baur 45 Some game-mastering tools you might never have thought ofthe Nerf ball, for instance. Art director Larry W. Smith The Role of Computers Hartley, Patricia, and Kirk Lesser 57 Lucky Jake Masters isnt very lucky these daysbut you will be with Production staff Heart of China. Gaye OKeefe Angelika Lokotz Time For an Experiment fiction by Michael G. Ryan Tracey Zamagne 64 He would rise from the depths to achieve everlasting fame. It was only a matter of time. Subscriptions Janet L. Winters Role-playing Reviews Doug Niles 74 The study of strategy: three board games with unusual tactics. U.S. advertising Roseann Schnering The MARVEL®-Phile Scott Davis and Steven E. Schend 77 Heroic castaways of the MARVEL UNIVERSE. U.K. correspondent Playing in the Paleozoic Gregory W. Detwiler and U.K. -
The Nature and Function of Images in the Science Fiction Works of Philip K
九州大学学術情報リポジトリ Kyushu University Institutional Repository The Nature and Function of Images in the Science Fiction Works of Philip K. Dick ブアリブ, アラン https://doi.org/10.15017/1500468 出版情報:九州大学, 2014, 博士(比較社会文化), 課程博士 バージョン: 権利関係:全文ファイル公表済 The Nature and Function of Images in the Science Fiction Works of Philip K. Dick (フィリップ・K・ディックの SF 作品におけるイメージの性質と機能) Graduate School of Social and Cultural Studies Kyushu University Allan BOUARIB September, 2014 1 Table of Contents Abstract ···································································································· 4 Introduction ································································································ 7 Epistemology and Ontology ···································································· 8 Structure of the Thesis ········································································· 10 Notes ····························································································· 12 Chapter One: Images as Magical Objects ···························································· 14 I. Introduction ················································································ 15 II. Similarity Magic ·········································································· 19 III. Contagious Magic ········································································ 21 IV. Nominal Realism ········································································· 23 V. The Apotheosis of Palmer Eldritch: Simulation and Simulacrum of the -
Mass Effect1+2
Mass Effect1+2 ------------------------------www.levelup.comAUTO 3-DIGIT 024 Joseph Smith PO Box 33298 465 Summer Street Boston, MA 02445 GOT A PENNY? Main Menu HIT THE ARCADE This Issues Character we go This Issues Old Versus over some of the biggest names hat’s right the Penny Arcade Expo is open for reg- New we go over the in Video game development. istration and pannel submissions. PAX is one of Mass Effect series is Tthe biggest video game expo’s in the United States it as good as we all and we are bringing it to you first. hope? The people PAX is a great way to see many of the gaming commu- nities biggest people.in the game industry. Shigeru Miya- moto has made multiple appearances. One of the biggest THE RANT: this issue Bombom attractions of PAX is seeing the presenting of new games, riffs on Dragon Age: origins talking with project directors and getting to see what’s in the works. In fact one of the important internet phenom- enons is Mounty Oum. A man who became famous from building and animating many famous video game charac- ters and creating amazing cinematic battle sequences. The Games PAX is without a doubt one of the best places to meet video game enthusiasts , and Indi Video Game Developers. That BGM has hunted down the is not to say that all PAX focuses on is video games. It also Today we go over gammer one ups to get the story and brings you into the realm of pen and paper if you allow it, girls and that dreadful maybe an extra life? that is right Table Top games. -
54 DISTANCE LEARNING ONLINE COURSES from ZULAMA Every
DISTANCE LEARNING ONLINE COURSES from ZULAMA Every generation needs a new revolution. Thomas Jefferson Zulama offers a variety of elective courses than most schools have the ability to offer. The flexibility of online delivery enables students to learn at their own pace, without being limited to a class period. Without this time pressure, students can review lessons, based on their own schedules, or tackle more challenging activities if they master the lesson content. Content is either unique in nature or delivers frequently seen content in a thought-provoking and challenging way. Courses are tailored to the high school learner, but the subject matter generates interest enough to fascinate any adult. Zulama classes normally cost $495, but because of a generous alumni donor the cost to MPS students will be significantly discounted at $250. Payment is due August 15, 2013. Two Zulama courses taken consecutively in the same year constitute a yearlong elective course. The duration of the first course will be from August until midterm of term II; the second course will begin at midterm of term II and conclude at the end of the school year. The following courses will be available both in the fall of 2013 and the spring of 2014: GAMES THROUGH THE AGES – Cost $250 #8540 Freshman, Sophomore, Junior, Senior .50 credit Semester course What do video game-crazed teenagers today have in common with teens in ancient Egypt or Mesopotamia? Find out for yourself by prototyping and playing ancient as well as modern games. Starting from ancient Egypt, through the Middle Ages and the Renaissance, to the dawn of video games, you will learn about the relationships between a culture, the desired forms of that culture’s entertainment, and how games expressed the technology available to the culture. -
Computer Science and Information Systems Department for CSCI 171 Mac OS Applescripting 2.5 Further Information
Palomar College Catalog 2010-2011 CSDB 140 Introduction to Oracle 3 Computer Science and Information CSIT 180 C# Programming I 3 CSIT 290 Systems Analysis and Design 4 Systems - Computer Science (CSCI) CSNT 111 Networking Fundamentals 4 See also CSIS - Database, CSIS - Information Technology, CSIS - Networking, and CSIS - Web Technology Group Two Electives (Select 1 Course) CSCI 170 BSD Unix for Mac 3 Contact the Computer Science and Information Systems Department for CSCI 171 Mac OS AppleScripting 2.5 further information. CSCI 172 Objective-C Programming for Mac 3 (760) 744-1150, ext. 2387 CSCI 271 OpenGL for Mac OS 3 Office: ST 6 CSCI 275 iPhone SDK Programming 3 http://www.palomar.edu/csis CSCI 132 Linux Shell Scripting 3 CSCI 232 Java Mobile Programming 3 Associate in Arts Degrees - MATH 245 Discrete Mathematics 3 AA Degree requirements are listed in Section 6 (green pages). TOTAL UNITS 39.5 – 43 • Computer Science • Computer Science with Emphasis in Video Gaming Computer Science with Emphasis in Video Certificates of Achievement - Gaming Certificate of Achievement requirements are listed in Section 6 (green pages). Computer Science is the study and design of computer systems: both hardware • Computer Science and software. Computer scientists are primarily concerned with the design of • Computer Science with Emphasis in Video Gaming algorithms, languages, hardware architectures, systems software, applications soft- ware and tools. Applications range from simple game playing to the control of Certificates of Proficiency - space vehicles, power plants and factories, from banking machines to intelligent medical diagnosis systems. Computer Science professionals are concerned with Certificate of Proficiency requirements are listed in Section 6 (green pages).