Lego Pirates of the Caribbean Game Guide
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Cultural Imaginations of Piracy in Video Games
FORUM FOR INTER-AMERICAN RESEARCH (FIAR) VOL. 11.2 (SEP. 2018) 30-43 ISSN: 1867-1519 © forum for inter-american research “In a world without gold, we might have been heroes!” Cultural Imaginations of Piracy in Video Games EUGEN PFISTER (HOCHSCHULE DER KÜNSTE BERN) Abstract From its beginning, colonialism had to be legitimized in Western Europe through cultural and political narratives and imagery, for example in early modern travel reports and engravings. Images and tales of the exotic Caribbean, of beautiful but dangerous „natives“, of unbelievable fortunes and adventures inspired numerous generations of young men to leave for the „new worlds“ and those left behind to support the project. An interesting figure in this set of imaginations in North- Western Europe was the “pirate”: poems, plays, novels and illustrations of dashing young rogues, helping their nation to claim their rightful share of the „Seven Seas“ achieved major successes in France, Britain the Netherlands and beyond. These images – regardless of how far they might have been from their historical inspiration – were immensely successful and are still an integral and popular part of our narrative repertoire: from novels to movies to video games. It is important to note that the “story” was – from the 18th century onwards –almost always the same: a young (often aristocratic) man, unfairly convicted for a crime he didn’t commit became an hors-la-loi against his will but still adhered to his own strict code of conduct and honour. By rescuing a city/ colony/princess he redeemed himself and could be reintegrated into society. Here lies the morale of the story: these imaginations functioned also as acts of political communication, teaching “social discipline”. -
How Lego Constructs a Cross-Promotional Franchise with Video Games David Robert Wooten University of Wisconsin-Milwaukee
University of Wisconsin Milwaukee UWM Digital Commons Theses and Dissertations August 2013 How Lego Constructs a Cross-promotional Franchise with Video Games David Robert Wooten University of Wisconsin-Milwaukee Follow this and additional works at: https://dc.uwm.edu/etd Part of the Mass Communication Commons Recommended Citation Wooten, David Robert, "How Lego Constructs a Cross-promotional Franchise with Video Games" (2013). Theses and Dissertations. 273. https://dc.uwm.edu/etd/273 This Thesis is brought to you for free and open access by UWM Digital Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of UWM Digital Commons. For more information, please contact [email protected]. HOW LEGO CONSTRUCTS A CROSS-PROMOTIONAL FRANCHISE WITH VIDEO GAMES by David Wooten A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts in Media Studies at The University of Wisconsin-Milwaukee August 2013 ABSTRACT HOW LEGO CONSTRUCTS A CROSS-PROMOTIONAL FRANCHISE WITH VIDEO GAMES by David Wooten The University of Wisconsin-Milwaukee, 2013 Under the Supervision of Professor Michael Newman The purpose of this project is to examine how the cross-promotional Lego video game series functions as the site of a complex relationship between a major toy manufacturer and several media conglomerates simultaneously to create this series of licensed texts. The Lego video game series is financially successful outselling traditionally produced licensed video games. The Lego series also receives critical acclaim from both gaming magazine reviews and user reviews. By conducting both an industrial and audience address study, this project displays how texts that begin as promotional products for Hollywood movies and a toy line can grow into their own franchise of releases that stills bolster the original work. -
Bilingual Education for All!
52 Free things to do in new York May 2019 established 1986 NewyorkFamily.com Hilaria Baldwinon marriage to Alec, w w w their four kids, . newyorkfamily and parenting authentically . c o m BilinguAl educAtion for All! THE PERFECT CAMP TO FIT YOUR SUMMER PLANS Preschool + Junior Camps • Sports Academy Gymnastics • Ninja Parkour • Golf • Basketball Elite Soccer • Ice Hockey • Ice Skating Urban Adventure for Teens JUNE 17 - AUGUST 30, 2019 Flexible Weeks Hot Lunch Provided Transportation & Aftercare Available Waterslide • Color Wars • Gymnastics Shows Kayaking • Golf Trips • Bowling • Skating Shows Hockey Games • Cruises & much more! EARLY BIRDS: Register by May 17 + Save! chelseapiers.com/camps May 2019 | newYorkfamily.com 3 contents MaY 2019 newyorkfamily.com pg. 12 pg. 32 pg. 64 pg. 52 pg. 38 62 | giving Back FEATURES columns Help Feed Kids in Need. Donate to this City Harvest fund-raiser that 38 | the Juggle is real For hilaria 6 | editor’s note helps feed New york’s children Baldwin May Flowers Hilaria Baldwin gets real with us 74 | Family day out about being a mom to four under five 8 | Mom hacks Harry Potter Café. Step into Steamy and her passion for healthy living Shopping experts The Buy Guide share Hallows in the East Village with this their mom must-haves for city living fun pop-up café full of wizardly 44| Bilingual education guide wonder New york City kids have many 12 | ask the expert - keeping girls options for a bilingual education, we in sports have the ultimate guide to finding the Dr. Karen Sutton talks about why hoMe & -
Annual Report 2003 LEGO Company CONTENTS
Annual Report 2003 LEGO Company CONTENTS Report 2003 . page 3 Play materials – page 3 LEGOLAND® parks – page 4 LEGO Brand Stores – page 6 The future – page 6 Organisation and leadership – page 7 Expectations for 2004 – page 9 The LEGO® brand. page 11 The LEGO universe and consumers – page 12 People and Culture . page 17 The Company’s responsibility . page 21 Accounts 2003. page 24 Risk factors – page 24 Income statement – page 25 Notes – page 29 LEGO A/S Board of Directors: Leadership Team: * Mads Øvlisen, Chairman Dominic Galvin (Brand Retail) Kjeld Kirk Kristiansen, Vice Chairman Tommy G. Jespersen (Supply Chain) Gunnar Brock Jørgen Vig Knudstorp (Corporate Affairs) Mogens Johansen Søren Torp Laursen (Americas) Lars Kann-Rasmussen Mads Nipper (Innovation and Marketing) Anders Moberg Jesper Ovesen (Corporate Finance) Henrik Poulsen (European Markets & LEGO Trading) President and CEO: Arthur Yoshinami (Asia/Pacific) Kjeld Kirk Kristiansen Mads Ryder (LEGOLAND parks) * Leadership Team after changes in early 2004 LEGO, LEGO logo, the Brick Configuration, Minifigure, DUPLO, CLIKITS logo, BIONICLE, MINDSTORMS, LEGOLAND and PLAY ON are trademarks of the LEGO Group. © 2004 The LEGO Group 2 | ANNUAL REPORT 2003 Annual Report 2003 2003 was a very disappointing year for LEGO tional toy market stagnated in 2003, whereas Company. the trendier part of the market saw progress. Net sales fell by 26 percent from DKK 11.4 bil- The intensified competition in the traditional lion in 2002 to DKK 8.4 billion. Play material toy market resulted in a loss of market share sales declined by 29 percent to DKK 7.2 bil- in most markets – partly to competitors who lion. -
Children, Technology and Play
Research report Children, technology and play Marsh, J., Murris, K., Ng’ambi, D., Parry, R., Scott, F., Thomsen, B.S., Bishop, J., Bannister, C., Dixon, K., Giorza, T., Peers, J., Titus, S., Da Silva, H., Doyle, G., Driscoll, A., Hall, L., Hetherington, A., Krönke, M., Margary, T., Morris, A., Nutbrown, B., Rashid, S., Santos, J., Scholey, E., Souza, L., and Woodgate, A. (2020) Children, Technology and Play. Billund, Denmark: The LEGO Foundation. June 2020 ISBN: 978-87-999589-7-9 Table of contents Table of contents Section 1: Background to the study • 4 1.1 Introduction • 4 1.2 Aims, objectives and research questions • 4 1.3 Methodology • 5 Section 2: South African and UK survey findings • 8 2.1 Children, technology and play: South African survey data analysis • 8 2.2 Children, technology and play: UK survey data analysis • 35 2.3 Summary • 54 Section 3: Pen portraits of case study families and children • 56 3.1 South African case study family profiles • 57 3.2 UK case study family profiles • 72 3.3 Summary • 85 Section 4: Children’s digital play ecologies • 88 4.1 Digital play ecologies • 88 4.2 Relationality and children’s digital ecologies • 100 4.3 Children’s reflections on digital play • 104 4.4 Summary • 115 Section 5: Digital play and learning • 116 5.1 Subject knowledge and understanding • 116 5.2 Digital skills • 119 5.3 Holistic skills • 120 5.4 Digital play in the classroom • 139 5.5 Summary • 142 2 Table of contents Section 6: The five characteristics of learning through play • 144 6.1 Joy • 144 6.2 Actively engaging • 148 -
A Reader in Themed and Immersive Spaces
A READER IN THEMED AND IMMERSIVE SPACES A READER IN THEMED AND IMMERSIVE SPACES Scott A. Lukas (Ed.) Carnegie Mellon: ETC Press Pittsburgh, PA Copyright © by Scott A. Lukas (Ed.), et al. and ETC Press 2016 http://press.etc.cmu.edu/ ISBN: 978-1-365-31814-6 (print) ISBN: 978-1-365-38774-6 (ebook) Library of Congress Control Number: 2016950928 TEXT: The text of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/licenses/by-nc-nd/2.5/) IMAGES: All images appearing in this work are property of the respective copyright owners, and are not released into the Creative Commons. The respective owners reserve all rights. Contents Part I. 1. Introduction: The Meanings of Themed and Immersive Spaces 3 Part II. The Past, History, and Nostalgia 2. The Uses of History in Themed Spaces 19 By Filippo Carlà 3. Pastness in Themed Environments 31 By Cornelius Holtorf 4. Nostalgia as Litmus Test for Themed Spaces 39 By Susan Ingram Part III. The Constructs of Culture and Nature 5. “Wilderness” as Theme 47 Negotiating the Nature-Culture Divide in Zoological Gardens By Jan-Erik Steinkrüger 6. Flawed Theming 53 Center Parcs as a Commodified, Middle-Class Utopia By Steven Miles 7. The Cultures of Tiki 61 By Scott A. Lukas Part IV. The Ways of Design, Architecture, Technology, and Material Form 8. The Effects of a Million Volt Light and Sound Culture 77 By Stefan Al 9. Et in Chronotopia Ego 83 Main Street Architecture as a Rhetorical Device in Theme Parks and Outlet Villages By Per Strömberg 10. -
LEGO Ninjago Fight the Power of the Snakes! Brickmaster Free
FREE LEGO NINJAGO FIGHT THE POWER OF THE SNAKES! BRICKMASTER PDF DK | 56 pages | 03 Sep 2012 | Dorling Kindersley Ltd | 9781409383253 | English | London, United Kingdom Lego Ninjago - Wikipedia The Lego Brickmaster series of books are a sort of cross between a book and a Lego set. The front cover of the book forms a carry case for around Lego pieces, with the right hand side as the book. The idea is that reading, building and playing happen naturally together, which is a really clever idea. The book contains four missions, and he also found it slightly frustrating that you had to take each model apart to build the next one. But I do think that any fan of the Lego Ninjago range would be thrilled to receive this as a gift. This large format hardback has 56 pages and contains Lego pieces and two minifigures: Cole, the Earth Ninja and Lasha the meanie snake dude. The box has been slightly re-designed from previous Brickmaster releases, making it easier to keep all the pieces together. All LEGO Ninjago Fight the Power of the Snakes! Brickmaster all this is a nicely put together book and building set. But be warned — snakes are included. Suitable for age six and over. Previous 16 things I learned at Blog Camp. Next A tale of two cinema seats. Sorry, your blog cannot share posts by email. Brickmaster Ninjago: Fight the Power of the Snakes | Ninjago Wiki | Fandom The theme enjoyed popularity and success in its first year, and a further two years were commissioned before a planned discontinuation in The main focus of the line is the formation and consequent exploits and trials of a group of teenage ninjabattling against the various forces of evil. -
OASIS Movie Club CHANGED2
Held at: Joslyn Community Center 1601 Valley Drive Manhattan Beach, CA 90266 October 5th– Pirates of the Caribbean - The Curse of the Black Pearl (PG-13 for action/adventure violence.) This swash-buckling tale follows the quest of Captain Jack Sparrow, a savvy pirate, and Will Turner, a resourceful blacksmith, as they search for Elizabeth Swann, the daughter of the governor and the love of Will's life, who has been kidnapped by the fierce and clever Captain Barbossa and his crew who have been cursed, doomed for all eternity to neither live, nor die. October 12th - The Lake House (PG for some language and a disturbing image.) An independent-minded doctor who once occupied an unusual lakeside home begins exchanging love letters with its newest resident, a frustrated architect. When they discover that they're actually living two years apart, they must try to unravel the mystery behind their extraordinary romance before it's too late. October 19th - The Devil Wears Prada (PG-13 for some sensuality.) In New York, the simple and naïve Andrea Sachs is hired to work as the second assistant of the powerful and sophisticated Miranda Priestly, the ruthless, merciless executive of Runway fashion magazine. Andrea dreams to become a journalist and faces the opportunity as a temporary professional challenge. Multiple people advise Andrea about the behavior and preferences of their cruel boss and help Andrea to dress more adequately for the environment. Andrea changes her attitude and behavior, affecting her private life and the relationship with those close to her. October 26th - The Nightmare Before Christmas (PG for some scary images.) It is the same routine every year in Halloweentown: the monsters come out and perform a real scare. -
LEGO® Strategy and Value Creation
LEGO® Strategy and Value Creation The Lisbon EMBA 2019-2021 Group 6 Group 9 Christian Luwisch Ana Júlia Almeida Isabel Viana João Falcão Madalena Reis Luis Costa Nuno Sousa Nádia Jamal Pedro Teixeira Tiago Fonseca LEGO® – Strategy and Value Creation | The Lisbon MBA There are a lot of skills around resilience and problem solving and creativity that you learn through play. Niels Christiansen, CEO of LEGO® 1 LEGO® – Strategy and Value Creation | The Lisbon MBA CONTENTS 1 Executive Summary ....................................................................................................................... 6 2 Company Overview ....................................................................................................................... 7 3 Environmental Analysis .............................................................................................................. 10 3.1 Macro-environment .............................................................................................................. 10 3.1.1 Sociocultural Environment ................................................................................................ 10 3.1.2 Economics ........................................................................................................................... 11 3.1.3 Technological Environment ............................................................................................... 11 3.1.4 Ecological............................................................................................................................ -
Pirates of the Caribbean: Dead Man's Chest
LEVEL 3 Answer keys Teacher Support Programme Pirates of the Caribbean: Dead Man’s Chest Book key g Tia Dalma is speaking to Jack, Will and the pirates EASYSTARTS 1 a arrested about Davy Jones. b rowed h Tia Dalma is speaking to Jack Sparrow about the c chest bottle of earth. d port i Will Turner is speaking to Tia Dalma about saving LEVEL 2 e sword Elizabeth. f governor 10–11 Open answers 12 a Will LEVEL 3 g mast h treasure b on his back i Pirates c the Flying Dutchman j chain d thirteen LEVEL 4 2 Open answers e one hundred 3 Captain Jack Sparrow, Will Turner, Elizabeth Swann, f Tortuga Commodore Norrington / open answers g Gibbs LEVEL 5 4 a Jack Sparrow h Elizabeth b Gibbs i the Compass c Leech j a heart LEVEL 6 d Port Royal 13 a Will goes to the old ship to find the key to the chest. e Will Turner b The old ship won’t move because the water is too f Governor Swann / Bootstrap Bill Turner shallow. h Davy Jones c The Flying Dutchman comes up from the bottom of i Lord Beckett the ocean. j Tortuga d Will stops fighting when someone hits him. 5 a Jack escapes from a prison. e Jones wants one hundred souls for Jack Sparrow’s b He goes to his ship, the Black Pearl. soul. c The monkey is cursed and cannot die. f Jack and Gibbs go to Tortuga to find ninety-nine d Jack Sparrow is searching for a key. -
Mattia Thibault University of Turin Lego: When Video Games Bridge
Mattia Thibault University of Turin Lego: when video games bridge between play and cinema. Introduction Playful phenomena are often exploited as source of inspiration by film-makers. Toys, after videogames, are the most fruitfully exploited playful phenomenon featuring films about toys (as Pixar's Toy Story) and inspired by real products, as Barbie G.I. Joe and Transformers. However the only toy-inspired film that had a genuine success both by audience and critics is the Lego movie. The path of Lego from toy to cinema features many steps, among which the creation of many videogames. This article aims at investigating the role and position that Lego videogames hold in the definition of a Lego aesthetics and in its application to different media. 1.0 Lego: language and aesthetics. The transmedia phenomenon that we refer to with the world “Lego”, is complex indeed. It has been analyzed both as a language1 and as a parallel, alternative world2. Undoubtedly Lego aesthetics are very well defined in the collective imagination. We will try, here, to describe it focusing on four main characteristics. 1.1 Modular nature First of all Lego are bricks, construction sets: Lego are meant for building things. This fundamental characteristic goes through all kind of Lego products: objects (and also people) can be reduced to unbreakable pieces ans used to build other things. 1.2 Full translatability Objects and people from the Lego world, are alternative to their real-world counterparts Lego minifigures have their own characteristics: yellow skin, cylindrical heads, few facial traits, polygonous bodies, painted clothes, and limited possibilities of movements. -
Challenging Gender Stereotype As Seen in Carina Smyth in Pirates of the Caribbean: Dead Men Tell No Tales (Salazar’S Revenge)
PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI CHALLENGING GENDER STEREOTYPE AS SEEN IN CARINA SMYTH IN PIRATES OF THE CARIBBEAN: DEAD MEN TELL NO TALES (SALAZAR’S REVENGE) AN UNDERGRADUATE THESIS Presented as Partial Fulfillment of the Requirements for the Degree of Sarjana Sastra in English Letters By AVENTINE DEVI Student Number: 144214044 DEPARTMENT OF ENGLISH LETTERS FACULTY OF LETTERS UNIVERSITAS SANATA DHARMA YOGYAKARTA 2018 PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI CHALLENGING GENDER STEREOTYPE AS SEEN IN CARINA SMYTH IN PIRATES OF THE CARIBBEAN: DEAD MEN TELL NO TALES (SALAZAR’S REVENGE) AN UNDERGRADUATE THESIS Presented as Partial Fulfillment of the Requirements for the Degree of Sarjana Sastra in English Letters By AVENTINE DEVI Student Number: 144214044 DEPARTMENT OF ENGLISH LETTERS FACULTY OF LETTERS UNIVERSITAS SANATA DHARMA YOGYAKARTA 2018 ii PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI “Don’t you see how far you’ve come already? You have a lot to be proud of, and every reason to keep moving forward. You can do this.” - @poemsporn_ on Instagram vii PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI For my Beloved Parents and Myself And for my world, J viii PLAGIAT MERUPAKAN TINDAKAN TIDAK TERPUJI ACKNOWLEDGMENTS My greatest gratitude goes to Jesus Christ. Only by His will and blessings can I finish things that I started. Also for my beloved parents and siblings, who always give a never ending support throughout my life. I am very grateful to my thesis advisor, Th. Enny Anggraini, Ph.D. for every support and guidance that she gave through every proccess of writing this undergraduate thesis, from zero to the end.