Teaching and Learning English Through Digital Game Projects
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Gamewith / 6552
GameWith / 6552 COVERAGE INITIATED ON: 2019.09.27 LAST UPDATE: 2021.04.19 Shared Research Inc. has produced this report by request from the company discussed in the report. The aim is to provide an “owner’s manual” to investors. We at Shared Research Inc. make every effort to provide an accurate, objective, and neutral analysis. In order to highlight any biases, we clearly attribute our data and findings. We will always present opinions from company management as such. Our views are ours where stated. We do not try to convince or influence, only inform. We appreciate your suggestions and feedback. Write to us at [email protected] or find us on Bloomberg. Research Coverage Report by Shared Research Inc. GameWith / 6552 RCoverage LAST UPDATE: 2021.04.19 Research Coverage Report by Shared Research Inc. | https://sharedresearch.jp INDEX How to read a Shared Research report: This report begins with the trends and outlook section, which discusses the company’s most recent earnings. First-time readers should start at the business section later in the report. Executive summary ----------------------------------------------------------------------------------------------------------------------------------- 3 Key financial data ------------------------------------------------------------------------------------------------------------------------------------- 5 Recent updates ---------------------------------------------------------------------------------------------------------------------------------------- 6 Highlights ------------------------------------------------------------------------------------------------------------------------------------------------------------ -
Cell Phone City Mobile Phone Use and the Hybridization of Space in Tokyo
Cell Phone City Mobile Phone Use and the Hybridization of Space in Tokyo PhD Thesis, Urban Studies Deirdre Aranka Lucia Sneep Universität Duisburg-Essen IN-EAST School of Advanced Studies Cell Phone City Mobile Phone Use and the Hybridization of Space in Tokyo Inaugural-Dissertation zur Erlangung des akademischen Grades Doktor der Philosophie (Dr. phil.) der Fakultät für Geisteswissenschaften der Universität Duisburg-Essen vorgelegt von Deirdre Aranka Lucia Sneep aus Mülheim (Ruhr) Gutachter/Betreuer: Prof. Dr. Jens Martin Gurr and Prof. Dr. Florian Coulmas, Universität Duisburg-Essen Duisburg, 8 September 2017 Disputation: Essen, den 12. Juni 2018 1 This PhD project has been a part of the ‘Urban Systems in East Asia’ cluster of the IN-EAST School of Advanced Studies, University of Duisburg-Essen. All photographs and images in this thesis belong to the author, unless otherwise stated in the caption. Do not reproduce without permission. Diese Dissertation wird über DuEPublico, dem Dokumenten- und Publikationsserver der Universität Duisburg-Essen, zur Verfügung gestellt und liegt auch als Print-Version vor. DOI: 10.17185/duepublico/71795 URN: urn:nbn:de:hbz:464-20200610-125905-4 Alle Rechte vorbehalten. 2 TABLE OF CONTENTS 1. Introduction ............................................................................................................................................................... 6 Smartphone Citizens................................................................................................................................................ -
Emerging Leaders 2011 Team G Selection & Purchasing
Emerging Leaders 2011 Team G Selection & Purchasing Selection When selecting video games for a library collection, consider the following criteria: • Type of collection (e.g. circulating vs. non-circulating or programming collection). • Audience for collection (Is the collection for entertainment purposes or academic study? Will games be collected for children, teens, adults, or a combination of these?). • Curriculum support. • Game ratings. The Entertainment Software Rating Board (ESRB) gives each game a rating based on age appropriateness. Ratings include EC (Early Childhood), E (Everyone), E10+ (Everyone Ten and Older), T (Teen), and M (Mature). More information can be found on the ESRB website:http://www.esrb.org. • Game platforms. Games are available on many different platforms (e.g. Wii, PlayStation, etc.). Librarians will need to consider patron needs and budget constraints when considering which platform(s) to purchase for. As newer platforms are developed, consider whether to collect for these new platforms and whether it is necessary to keep games that are playable on older platforms. Conversely, platforms affect collection weeding; the Collection Maintenance section provides further details. • Collection of gaming items in addition to actual games (e.g. game consoles and accessories, game guides, gaming periodicals, and texts on the subject of games and gaming). • Reviews and recommendations for which games to purchase. • Qualities that make a game culturally significant. (See What Makes a Good Game.) The following resources -
Game Informer Magazine Celebrates 300Th Issue
Source : GameStop Corporation 07 mars 2018 08h00 HE Game Informer magazine celebrates 300th issue World’s leading video game publication has evolved over 27 years, along with its readers MINNEAPOLIS, March 07, 2018 (GLOBE NEWSWIRE) -- Game Informer, the world’s leading multi-platform video game publication, will release its 300th issue with its April 2018 edition. Distribution of the print edition will begin March 9; digital subscribers received their issue on March 3. The April edition will feature five collectible covers and the Top 300 Games of All Time list. The 27-year-old magazine is also celebrating continued circulation success, with an average circulation of more than 7.5 million monthly paid subscribers and its position as fourth-largest consumer magazine in the U.S., according to the Alliance for Audited Media. “Not only does our continued success show that magazines are still relevant today but also that they can connect with an audience that is very influential and digitally connected,” said Cathy Preston, publisher. As Game Informer’s readers have matured, so has the magazine’s content. “The average age of our reader has been steadily increasing – a recent survey of our readers showed that 91 percent are 21 or older,” said Rob Borm, associate publisher. “We’ve evolved our advertising mix to align with that older reader. Advertisers of lifestyle brands that cater to adults are drawn to our audience: primarily males who are career professionals and have interests that go far beyond gaming.” Guided by a talented team of gaming journalists, Game Informer continues to thrive as the authoritative source of video game industry news, both in print and through its digital channels. -
Ubisoft Game Informer Awards
GAME INFORMER MAGAZINE RECOGNIZES UBISOFT AS A TOP VIDEO GAME DEVELOPER AND PUBLISHER IN 2006 Ubisoft No. 2 Publisher and Ubisoft’s Montreal Studio No. 4 Developer in the world Paris, FRANCE – December 21, 2006 – Today Ubisoft, one of the world’s largest video game publishers, is honored to announce that Game Informer Magazine ranked Ubisoft as No. 2 video game publisher and Ubisoft’s Montreal Studio as No. 4 developer in their Top 10 Developer and Publisher rankings for 2006. According to Game Informer, “Nearly everything Montreal touches turns to gold.” With more than two million subscribers, Game Informer is the industry’s largest video game publication. Game Informer’s Top 10 Developer and Publisher awards appear in the January 2007 issue of Game Developer Magazine. “Ubisoft’s dedication to innovation and creativity has been at the core of our production values since the beginning,” said Christine Burgess-Quemard, executive director, worldwide studios of Ubisoft. “To be recognized by Game Informer is a testament that our winning strategy of internal development is acclaimed in the industry.” About Ubisoft Ubisoft is a leading producer, publisher and distributor of interactive entertainment products worldwide and has grown considerably through its strong and diversified lineup of products and partnerships. Ubisoft has offices in 22 countries and sales in more than 50 countries around the globe. It is committed to delivering high-quality, cutting-edge video game titles to consumers. Ubisoft generated revenue of 547 million Euros for the 2005-2006 fiscal year. To learn more, please visit www.ubisoftgroup.com < http://www.ubisoftgroup.com > . -
Titanfall 2 Is Now Available Worldwide
October 28, 2016 Titanfall 2 is Now Available Worldwide Respawn Entertainment Delivers Critically Acclaimed Action-Packed Single Player, Backed by Fast, Fluid Multiplayer in an Experience that is Unmatched LOS ANGELES--(BUSINESS WIRE)-- Respawn Entertainment and Electronic Arts Inc. (NASDAQ:EA) today announced that the highly anticipated Titanfall® 2 is now available in stores worldwide on Xbox One, the all-in-one games and entertainment system from Microsoft, Origin™ for PC, and for the first time in the franchise, the PlayStation®4 computer entertainment system. Winner of the Official Game Critics' Award for Best Online Multiplayer at the Electronic Entertainment Expo (E3) in June, Titanfall 2 builds on the signature Pilot and Titan combat the series is known for and provides a deeper, more robust experience that once again delivers innovative, unique, and exciting gameplay. Titanfall 2 is receiving universal praise from critics around the world, with Giant Bomb giving it a perfect 5 out of 5, calling it "fantastic", while Game Informer stated Titanfall 2 is a "must play", on their way to scoring it a 9.5 out of 10. This Smart News Release features multimedia. View the full release here: http://www.businesswire.com/news/home/20161028005199/en/ "With Titanfall 2, we built on the dynamic Pilot and Titan gameplay established with the first Titanfall to deliver an experience that is deeper, more refined, yet still as fun as ever," said Vince Zampella, CEO of Respawn Entertainment. "In single player, we've crafted something that is unlike any other campaign out there, and in multiplayer, we once again deliver gameplay that feels, plays, and looks great." Featuring the first single player campaign in the series' history, Titanfall 2 delivers a carefully crafted action-adventure experience that provides a vibrant mix of exciting, innovative gameplay that brings fresh ideas and mechanics to the shooter Titanfall 2 is Now Available Worldwide (Graphic: Business Wire) genre. -
Session Title
Evoking Emotions and Achieving Success by Breaking All the Rules Thomas Grip Project Manager, Frictional Games ”I think it is safe to say that Amnesia is the most successfully frightening game to have been made.” - Rock Paper Shotgun ”If Resident Evil is Aliens, Amnesia is Alien. ” - Game Informer by vegetarianlyfe @ tumbler by casualdome @ reddit by beffjaxter @ reddit PART 1: THREE DESIGN DECISIONS #1: No Weapons #2: No Death #3: No Competitive Mechanics 1: No Weapons 2: No Death 3: No Competive Mechanics PART 2: THREE GENERAL PRINCIPLES No Combat? No Combat? Reason 1: The Myth of Multitaskning VS No Combat? Reason 2: Right tools for the job No Combat? Reason 3: Information Density “Walking the streets, I heard near hours of conversation, insults, and quips from the civilians walking the streets that I’d never heard. Things I certainly would have missed careening down streets and top speed and shooting back at cops in pursuit behind me.” “I saw billboards I never knew existed, buildings I had no idea I could enter. I watched a man on a bench flip through the fully rendered pages of an actual book, a store owner meticulously clean a sidewalk, and watched a police officer place someone in the back of his cruiser after an elaborate foot pursuit. ” “Rather than par-for-the-course, every infraction, no matter how slight, becomes a thrilling crescendo moment. This made the missions themselves nerve- wracking experiences.” No Trial-and-Error? No Trial-and-Error? Reason 1: Hard-to-watch Moments No Trial-and-Error? Reason 2: Keeps Machinery Opaque No Trial-and-Error? Reason 3: Flow No competitive mechanics? THANKS FOR LISTENING!. -
The Gamergate Controversy and Journalistic Paradigm Maintenance
Archived version from NCDOCKS Institutional Repository http://libres.uncg.edu/ir/asu/ The GamerGate Controversy And Journalistic Paradigm Maintenance By: Gregory Perreault and Tim Vos Abstract GamerGate is a viral campaign that became an occasion, particularly from August 2014 to January 2015, to both question journalistic ethics and badger women involved in game development and gaming criticism. Gaming journalists thus found themselves managing a debate on two fronts: defending the probity of gaming journalism and remediating attacks on women. This study explores how gaming journalists undertook paradigm maintenance in the midst of the controversy. This was analyzed through interviews with gaming journalists as well as a discourse analysis of the texts responding to GamerGate that were produced by their publications. Although gaming journalists operate within a form of lifestyle journalism, the journalists repaired their paradigm by linking their work to traditional journalism and emphasizing a paternal role. Perreault GP, Vos TP. The GamerGate controversy and journalistic paradigm maintenance. Journalism. 2018;19(4):553-569. doi:10.1177/1464884916670932. Publisher version of record available at: https://journals.sagepub.com/doi/full/10.1177/1464884916670932 The GamerGate controversy and journalistic paradigm maintenance Gregory P Perreault Appalachian State University, USA Tim P Vos University of Missouri, USA Abstract GamerGate is a viral campaign that became an occasion, particularly from August 2014 to January 2015, to both question journalistic ethics and badger women involved in game development and gaming criticism. Gaming journalists thus found themselves managing a debate on two fronts: defending the probity of gaming journalism and remediating attacks on women. This study explores how gaming journalists undertook paradigm maintenance in the midst of the controversy. -
Bob De Schutter, Ph.D., M.A. Curriculum Vitae April 2021
1 Bob De Schutter, Ph.D., M.A. Curriculum Vitae April 2021 EDUCATION Ph.D. K.U.Leuven, Leuven, Belgium Social Science 2011 M.A. St. Lucas University College of Art and Design, Antwerp, Belgium Visual Arts 2003 B.A. St. Lucas University College of Art and Design, Antwerp, Belgium Visual Arts 2001 EMPLOYMENT Current Position C. Michael Armstrong Associate Professor of Applied Game Design 2019-Current Owner, Lifelong Games LLC (Indie Game Development & Consultancy in relation to the 50+ Demographic) 2019-Current Faculty Affiliations Director and Founder, CEHS/AIMS Engaging Technology Lab 2015-present Research Fellow, Scripps Gerontology Center 2014-present Previous Employment and Academic Rank C. Michael Armstrong Assistant Professor of Applied Game Design 2013-2019 Researcher, Lecturer and Designer, K.U.Leuven Campus Group T (Belgium) 2007-2012 Visiting Professor, University of Science and Technology of Beijing (China) March 2007, March 2008 Lecturer, “Horito” Education Center for Adults (Belgium) 2005-2006 Owner and Full Stack Developer (LAMP), DSV Web Development (Belgium) 2000-2005 PUBLICATIONS Books Chapters 1. Brown, J. A., De Schutter, B. (2019) Using Notions of “Play” Over the Life Course to Inform Game Design for Older Populations. In Dubbels, B. R. (Ed.), Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations (pp. 252-269). Hershey, PA: IGI-Global. 2. De Schutter, B., Roberts, A. R., & Franks, K. (2016). Miami Six-O: Lessons Learned From an Intergenerational Game Design Workshop. In S. Sayago, H. Ouellet (Eds.), Game-Based Learning Across The Lifespan (pp. 13-27). Switzerland: Springer. 3. De Schutter, B., Brown, J. -
Can We Save Video Game Journalism? Can Grass Roots Media Contribute with a More Critical Perspective to Contemporary Video Game Coverage?
Fall 08 Can We Save Video Game Journalism? Can grass roots media contribute with a more critical perspective to contemporary video game coverage? Author: Alejandro Soler Supervisor: Patrick Prax MASTERS THESIS: TWO YEARS MASTERS THESIS | DEPARTMENT OF INFORMATICS AND MEDIA | MEDIA & COMMUNICATION STUDIES UPPSALA UNIVERSITY | SPRING 2014 Abstract Video game journalism has been accused for lack in journalistic legitimacy for decades. The historical relation between video game journalists and video game publishers has always been problematic from an objective point of view, as publishers have the power to govern and dictate journalistic coverage by withdrawing financial funding and review material. This has consequently lead to lack in journalistic legitimacy when it comes to video game coverage. However, as the grass roots media movement gained popularity and attention in the mid 2000s, a new more direct and personal way of coverage became evident. Nowadays, grass roots media producers operate within the same field of practice as traditional journalists and the difference between entertainment and journalism has become harder than ever to distinguish. The aim of this master thesis is to discover if grass roots media is more critical than traditional video game journalism regarding industry coverage. The study combines Communication Power theory, Web 2.0 and Convergence Culture, as well as Alternative Media and Participatory Journalistic theory, to create an interdisciplinary theoretical framework. The theoretical framework also guides our choice in methodology as a grounded theory study, where the aim of analysis is to present or discover a new theory or present propositions grounded in our analysis. To reach this methodological goal, 10 different grass roots media producers were interviewed at 6 different occasions. -
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BEYOND INDIVIDUAL BEHAVIORS Individual behaviors and beyond: Toward a multidimensional view of gamer identity Crystal N. Steltenpohl, University of Southern Indiana Jordan Reed, DePaul University Christopher B. Keys, DePaul University 1 BEYOND INDIVIDUAL BEHAVIORS Abstract Aims. “Gamers” have historically been described via consumption habits and other unidimensional definitions such as genres played. Increasingly, researchers understand social identity as situated within multidimensional contexts, including community members’ interactions with other members and society at large. Methods and results. Our qualitative study involving 434 fighting game community members suggests this expanded, more multidimensional view of social identity is a more accurate reflection of how people who play games view their identities. Our findings focused on four themes of gamer identity: (1) behaviors, (2) player motivations, (3) centrality, and (4) negative perceptions. Conclusion. Our research complements more recent research on gamer identity incorporating individual-level gaming habits or preferences and group-level identities emerging from out-of- game and/or in-game worlds. In this way, we consider the influence of multiple contexts on individual identity. Understanding the influence of various social contexts can provide better insight into the multidimensional nature of gamer identity. Keywords: stereotypes, fighting game community, gamers, social identity, groups Highlights ● While gamer identity has historically been defined largely through game consumption, fighting game community members describe several individual- and community-level factors that influence the meaning of the term to them. ● Motivation to play games play a part in one’s understanding of the “gamer” identity, mirroring and expanding upon previous research examining why people play video games. ● Multiple contexts, both inside the game world and in interpersonal relationships with other players, were important in determining the meaning of the “gamer” identity. -
Definition, Construction, and Challenges in a Character Ecology
The Dynamic Game Character: Definition, Construction, and Challenges in a Character Ecology Joleen Blom Center for Computer Games Research IT University of Copenhagen This dissertation is submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy (Ph.D.) at IT University of Copenhagen. December 2019 Title: The Dynamic Game Character: Definition, Construction, and Challenges in a Character Ecology Candidate: Joleen Blom Supervisor: Espen Aarseth Evaluation Committee: Martin Pichlmair IT University of Copenhagen Rachael Hutchinson University of Delaware Akinori Nakamura Ritsumeikan University This research has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme (Grant Agreement No [695528] – Making Sense of Games). ii Abstract This study presents a theory about dynamic game characters within a broader character ecology in which characters are constantly produced and reproduced in a variety of media. Characters do not appear only in games, they migrate from one medium to another. They are independent from any medium in particular: a character does not require a specific medium to come into existence. Authoritative forces try to shape the overall interpretation of circulating characters transmedially in comics, television series, films, games and more through different venues of control, such as authorship, canonisation and ownership or intellectual property. This study addresses the struggle for interpretive authority by explaining