Gabbing While Gaming: Commandeering Commercial, Off-The- Shelf (COTS) Video Games to Structure Student-Centered Social Studies Discussion

Total Page:16

File Type:pdf, Size:1020Kb

Gabbing While Gaming: Commandeering Commercial, Off-The- Shelf (COTS) Video Games to Structure Student-Centered Social Studies Discussion University of South Florida Scholar Commons Graduate Theses and Dissertations Graduate School January 2020 Gabbing While Gaming: Commandeering Commercial, Off-the- Shelf (COTS) Video Games to Structure Student-Centered Social Studies Discussion Joshua M. Patterson University of South Florida Follow this and additional works at: https://scholarcommons.usf.edu/etd Part of the Other Education Commons Scholar Commons Citation Patterson, Joshua M., "Gabbing While Gaming: Commandeering Commercial, Off-the-Shelf (COTS) Video Games to Structure Student-Centered Social Studies Discussion" (2020). Graduate Theses and Dissertations. https://scholarcommons.usf.edu/etd/8574 This Dissertation is brought to you for free and open access by the Graduate School at Scholar Commons. It has been accepted for inclusion in Graduate Theses and Dissertations by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. Gabbing While Gaming: Commandeering Commercial, Off-the-Shelf (COTS) Video Games to Structure Student-Centered Social Studies Discussion by Joshua M. Patterson A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Curriculum and Instruction with a concentration in Social Science Education Department of Teaching and Learning College of Education University of South Florida Major Professor: Michael J. Berson, Ph.D. Sanghoon Park, Ph.D. Arthur Shapiro, Ph.D. Michael Sherry, Ph.D. Date of Approval: January 30, 2019 Keywords: virtual simulations, primary source investigation, digital discourse, media literacy, social constructivism, phenomenological case study Copyright © 2020, Joshua M. Patterson DEDICATION This arduous and painstaking dissertation process could not have been made possible without the support of my loved ones, specifically my girlfriend, Gabrielle Tucker, and my mother and sister, Lois and Lauren Patterson. Through their guidance, patience, and support, these three ladies have ignited the spark within me to achieve this academic milestone. This is not to say that I have not been meaningfully influenced by other relatives, both living and passed, to challenge me to attain excellence; nonetheless, these women were actively involved in encouraging me throughout my six-year expedition towards the completion of my terminal degree. Gabrielle was instrumental in my admission to doctoral candidacy, spending countless hours aiding me in the preparation for my qualifying exam. She developed mnemonics to assist me with the memorization of dozens of articles, often recalling the authors’ names and year of publication more accurately than I. Her largest contribution, however, was the innumerable hours she invested in transcribing my audiovisual recordings of the nine weeks of data collection, in addition to the small group participant interviews and my field notes. Gabrielle’s generosity can never be understated, as she dedicated her free time to this tremendous typing task, saving me thousands of dollars in transcription fees. I owe the title of my dissertation to her unwavering loyalty and enthusiasm throughout this stimulating project. The Patterson ladies also deserve some recognition in this section for the seemingly impossibly high standards they have set for me as a son and brother. I understand that they evoke this attitude out of love for me, ensuring that I will always put forth my best possible efforts and strengthen their admiration for me. Lois, my mother and original educator, has always functioned as an inspirational figure throughout my life, battling back from a multitude of health challenges to be my voice of reason and motivation for entering the teaching profession. Through her blunt yet caring form of honesty, she has reined in my more outlandish ideas and has done everything in her power to keep me on the path to success (including proofreading this prose). Lauren, my only sibling, has always challenged me to be the best possible role model for her, though I have admittedly failed in that capacity in previous years. I sincerely hope that in earning this degree, I demonstrate to her that I wish to strengthen our sometimes-fraught relationship and once again become the big brother she respects and reveres. ACKNOWLEDGEMENTS The vision responsible for this dissertation was derived from a myriad of mediums, some formal settings like my thirteen years of higher education courses and other more casual experiences like the incalculable hours consumed by my video gaming hobby. While it is not possible to pay homage to all the individuals who stirred my desire to develop the contents of this composition, I would like to salute some of the more consequential change agents. First, I would be remiss if I did not recognize Nintendo Co., Ltd., the enterprise responsible for my initial descent into the wondrous world of commercial, off-the-shelf software. These transformative digital narratives have influenced me so greatly, I opted to name my chapter subsections after momentous video games titles and quotes (see Appendix A). Next, I wish to acknowledge the venerated members of my dissertation committee for offering their invaluable wisdom as I cultivated this idea from incubation to maturity. Dr. Sanghoon Park, your insight into the promising but perplexing universe of instructional technology proved precious. Dr. Michael Sherry, your ability to accentuate the most critical components of conversation crafted a more astute analysis of my qualitative data. Dr. Arthur Shapiro, your fiery fervor for constructivism has left an indelible mark on me as an educator and researcher – from one abstract sequential personality to another, thank you. Dr. Michael J. Berson, your vital expertise facilitated my navigation through the oftentimes perilous waters of the PhD process. I hold you in very high esteem and yearn to model my academic career after your perpetual accomplishments. While I cannot credit them all by name, I also wish to salute the tireless efforts of the educators I have been privy to from pre-school to doctoral coursework, as well as my caring classmates and colleagues who have enhanced my personal and professional evolution. Last, I wish to extend special recognition and gratitude to the student participants of my study; without their tireless enthusiasm and critical discussion, this research could never have come to fruition. TABLE OF CONTENTS LIST OF FIGURES iv LIST OF TABLES v ABSTRACT vi CHAPTER I: INTRODUCTION 1 Prologue 1 Evaluating Edutainment 2 Roots of Gaming 3 Early Computing 4 The Birth of the Video Game “Fad” 5 New Directions 7 The Console Wars 8 Innovative Technologies 9 Contemporary Game Studies 10 The Rise of a Social Movement 12 Praise for the Instructional Benefits of Simulations 15 Criticism of Game-Based Learning in Social Studies 16 Purpose of the Study & Research Questions 17 Learning Preferences & Game Genres 19 Rationale 20 Theoretical Framework 22 Definition of Terms 24 Harnessing the Technology of Tomorrow, Today 31 Reflective Summary 32 CHAPTER II: REVIEW OF THE LITERATURE 34 Fusing Past with Future 34 The Absence of Rich Qualitative Data 35 The Instructional Paradigm Shift of Constructivist Social Studies 36 Man: A Course of Study 37 Core Constructivist Principles 38 Critiques of Constructivism 39 TPACK and the Impact of Technology on Constructivism 40 21 st Century Citizenship 42 New Economies for Learning 43 Historical Perspective of the Study 45 Student Motivation for Game-Based Instruction 46 The Instructor’s Impact on a Simulation’s Success 47 Inquiry Through Immersion 48 Transmedia Triumphs 49 i 416 2/3 Days of Gaming 50 The Composition of Curriculum Theory 51 Engaging Teaching Strategies 52 Game Selection 53 The Interdisciplinary Nexus of Game-Based Learning 54 Live Assessment Tools 55 The Social Nature of Gaming 57 Improving the “Uptake” of Controversial Discourse 58 Discussion Drawbacks 59 Educator Successes 60 Face-To-Face vs. Threaded Dialogue 61 Digital Presentation Tools 63 Concluding Synopsis 64 CHAPTER III: METHODS 66 A Personal Narrative 66 Outlining Objectives 68 Research Design 70 Preliminary Semi-Structured Interview Questions 71 Midpoint & Concluding Semi-Structured Interview Questions 71 Site and Participant Selection 74 Ethical Dimensions of Proposed Research 75 Pilot Study Blueprint 76 Data Collection 79 Analyzing the Discourse 81 Preliminary Limitations and Difficulties 83 Researcher Positionality 84 Final Contemplations 85 CHAPTER IV: RESULTS 86 Reviewing the Purpose of the Study 86 Preliminary Survey/Semi-Structured Interview 88 Fallout IV – Pilot Study 92 Assassin’s Creed Origins – Week One 94 Assassin’s Creed Odyssey – Week Two 96 Assassin’s Creed 3 – Week Three 98 Assassin’s Creed Syndicate – Week Four 101 Red Dead Redemption 2 – Week Five 103 Battlefield 1 – Week Six 105 Battlefield V – Week Seven 109 Grand Theft Auto V – Week Eight 111 Midpoint/Concluding Semi-Structured Interview & Slack Backchannel 115 Data Analysis Procedure 119 Evaluating the Findings 122 ii CHAPTER V: CONCLUSIONS, IMPLICATIONS, AND RECOMMENDATIONS 126 Teaching with and for Discussion 126 The Immediacy of Media Literacy 128 Limitations 130 Denouement 132 Repercussions of Research 135 Suggestions for Additional Studies 136 REFERENCES 139 APPENDICES 165 Appendix A Origin of Video Game-Inspired Subsection Titles 166 Appendix B Model of Standard Game Definitions 169 Appendix C Conceptual Map of the Main Genres of Video Games 170 Appendix D Effects of Specific Game Elements 171 Appendix E
Recommended publications
  • Redeye-Gaming-Guide-2020.Pdf
    REDEYE GAMING GUIDE 2020 GAMING GUIDE 2020 Senior REDEYE Redeye is the next generation equity research and investment banking company, specialized in life science and technology. We are the leading providers of corporate broking and corporate finance in these sectors. Our clients are innovative growth companies in the nordics and we use a unique rating model built on a value based investment philosophy. Redeye was founded 1999 in Stockholm and is regulated by the swedish financial authority (finansinspektionen). THE GAMING TEAM Johan Ekström Tomas Otterbeck Kristoffer Lindström Jonas Amnesten Head of Digital Senior Analyst Senior Analyst Analyst Entertainment Johan has a MSc in finance Tomas Otterbeck gained a Kristoffer Lindström has both Jonas Amnesten is an equity from Stockholm School of Master’s degree in Business a BSc and an MSc in Finance. analyst within Redeye’s tech- Economic and has studied and Economics at Stockholm He has previously worked as a nology team, with focus on e-commerce and marketing University. He also studied financial advisor, stockbroker the online gambling industry. at MBA Haas School of Busi- Computing and Systems and equity analyst at Swed- He holds a Master’s degree ness, University of California, Science at the KTH Royal bank. Kristoffer started to in Finance from Stockholm Berkeley. Johan has worked Institute of Technology. work for Redeye in early 2014, University, School of Business. as analyst and portfolio Tomas was previously respon- and today works as an equity He has more than 6 years’ manager at Swedbank Robur, sible for Redeye’s website for analyst covering companies experience from the online equity PM at Alfa Bank and six years, during which time in the tech sector with a focus gambling industry, working Gazprombank in Moscow he developed its blog and on the Gaming and Gambling in both Sweden and Malta as and as hedge fund PM at community and was editor industry.
    [Show full text]
  • The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
    THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr.
    [Show full text]
  • Exploration in a Reverse-RPG
    Exploration in a Reverse-RPG Robogeddon, a Casual Real-Time Strategy Game A Major Qualifying Project Report submitted to the Faculty of the Worcester Polytechnic Institute in partial fulfillment of the requirements of the Degree of Bachelor of Science On April 28th, 2010 Submitted By: Riley Brown, Sean Crepeau, Karl Gibson, Adam Pastorello, Philip Tang, and Ian Williams Advised By: Professor Joseph Farbrook, Professor Jennifer deWinter and Professor Joseph Beck Exploration in a Reverse RPG – Robogeddon, a Casual Real-Time Strategy Game Abstract This report discusses the design, implementation, and analysis of Robogeddon, a casual real-time- strategy game for the PC, and was created as a WPI MQP for the computer science, interactive media and game development, and professional writing majors. Players in Robogeddon have the unique experience of taking on the role of an overwhelming agent of destruction, in contrast to the typical heroic archetype of many role-playing-games. Robogeddon incorporates “tried and true” elements from classic RTS games, as well as unique new features to attract more casual gamers. This report details the designers’ vision, in terms of artistic style and theme, as well as gameplay and the player experience. Additionally, the report will describe the approach to implementation and the challenges therein. Finally, the creators of Robogeddon describe the lessons learned from the process, and advice to future teams at WPI and beyond. 2 Exploration in a Reverse RPG – Robogeddon, a Casual Real-Time Strategy Game Acknowledgements We would like to extend our deepest gratitude to Professors Farbrook, deWinter, and Beck for their continual guidance in bringing our vision to life.
    [Show full text]
  • Using Game Design and Game Elements in the EFL Classroom ======
    >GAMIFICATION ========================================================== >Using game design and game elements in the EFL classroom_ ========================================================== Figure 1 Alien by Illaria Bernareggi / The Noun Project Gilles Glod professeur-candidat Lycée Technique de Bonnevoie Declaration of originality I certify that all material contained in this travail de candidature is my own work. All source material is clearly acknowledged as and when it occurs in the references, as well as in the list of works cited. Luxembourg, 4th November 2017 2 Gilles Glod professeur-candidat au Lycée Technique de Bonnevoie Gamification: using game design and game elements in the EFL classroom Bonnevoie, 2017 3 Abstract Research objectives This thesis discusses the ways in which one of the basic human instincts – the urge to play – can be used in an EFL classroom to improve learners’ motivation, social skills and willingness to engage in language learning. My thesis focuses on three major aspects. First, in my lessons, I have implemented games as well as features that often form the core of games, such as rules of play, experience points, achievements, and the levelling up and customization of an avatar. The learners see their progress mirrored within the paradigm of role-playing games: their activities in the classroom inform the de- velopment of their in-game avatars and unlock real-life abilities and rewards. Second, I analyse which games and aspects of gamification are conducive to the creation of a ludic space. While the use of tablets is not the core focus of this thesis, I have worked with pedagogical and language-learning games designed for tablets as well as classroom games designed to use tablets as one of their central features.
    [Show full text]
  • DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
    UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? .
    [Show full text]
  • XENOGEARS JUMP by SJ-Chan & Abraxesanon
    XENOGEARS JUMP By SJ-Chan & AbraxesAnon Image: SECTIONS IN YELLOW LIKE THIS HAVE NOT BEEN VETTED BY SJ ​ ​ SECTIONS IN GREEN LIKE THIS ARE BEING CONSIDERED ​ ​ SECTIONS IN BLUE LIKE THIS ARE RECENTLY MODIFIED BY SJ ​ ​ SECTIONS IN WHITE ARE THE ONLY BITS THAT ARE MOSTLY FINISHED Feel free to comment on anything, but if it’s in Yellow or Green, Abraxes wrote it, and I haven’t approved it yet. Oh, and if it’s in Black… it’s probably cut and pasted from a wiki. The continent of Ignas, in the northern hemisphere of our world. On this, the largest continent, a war has been raging between two countries for hundreds of years. In the north lies the Kislev Empire, in the south lies the desert kingdom of Aveh. The war has gone on for so long that people have forgotten the cause, knowing only the pointless cycle of hostility and tragedy. This chronic war obsession was soon to encounter a devastating change, thanks to the ‘Ethos’, an institution that preserves the world’s culture, repairing tools and weapons excavated from the ruins of an ancient civilization. Practically simultaneously, both Kislev and Aveh began to excavate their native ruins, seeking weapons from ancient technology and had the ‘Ethos’ repair the discoveries. The various weapons recovered greatly changed the form of warfare. The outcome of the battles between the two countries was no longer determined by man-to-man combat, but by ‘Gears’ - giant humanoid fighting machines - that were obtained from deep within the ruins. Inevitably, after many swings in the state of the war, Kislev gained the upper hand, in large part because of the superior quantity of resources buried within their ruins.
    [Show full text]
  • THQ Nordic AB (Publ) Acquires Koch Media
    THQ Nordic AB (publ) acquires Koch Media Investor Presentation February 14, 2018 Acquisition rationale AAA intellectual property rights Saints Row and Dead Island Long-term exclusive licence within Games for “Metro” based on books by Dmitry Glukhovsky 4 AAA titles in production including announced Metro Exodus and Dead Island 2 2 AAA studios Deep Silver Volition (Champaign, IL) and Deep Silver Dambuster Studios (Nottingham, UK) #1 Publishing partner in Europe for 50+ companies Complementary business models and entrepreneurial cultural fit Potential revenue synergy and strong platform for further acquisitions EPS accretive acquisition to THQ Nordic shareholders 2 Creating a European player of great scale Internal development studios1 7 3 10 External development studios1 18 8 26 Number of IPs1 91 15 106 Announced 12 5 17 Development projects1 Unannounced 24 9 33 Headcount (internal and external)1 462 1,181 1,643 Net sales 2017 9m, Apr-Dec SEK 426m SEK 2,548m SEK 2,933m2 Adj. EBIT 2017 9m, Apr-Dec SEK 156m SEK 296m3 SEK 505m2,3 1) December 31, 2017. 2) Pro forma. 3) Adjusted for write-downs of SEK 552m. Source: Koch Media, THQ Nordic 3 High level transaction structure THQ Nordic AB (publ) Koch Media Holding GmbH, seller (Sweden) (Germany) Purchase price EUR 91.5m 100% 100% SALEM einhundertste Koch Media GmbH, Operations Holding GmbH operative company (Austria) 100% (Austria) Pre-transaction Transaction Transaction information . Purchase price of EUR 91.5m – EUR 66m in cash paid at closing – EUR 16m in cash paid no later than August 14, 2018 – EUR 9.5m in shares paid no later than June 15, 2018 .
    [Show full text]
  • Normalizing Monstrous Bodies Through Zombie Media
    Your Friendly Neighbourhood Zombie: Normalizing Monstrous Bodies Through Zombie Media by Jessica Wind A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Master of Arts in Communication Carleton University Ottawa, Ontario © 2016 Jess Wind Abstract Our deepest social fears and anxieties are often communicated through the zombie, but these readings aren’t reflected in contemporary zombie media. Increasingly, we are producing a less scary, less threatening zombie — one that is simply struggling to navigate a society in which it doesn’t fit. I begin to rectify the gap between zombie scholarship and contemporary zombie media by mapping the zombie’s shift from “outbreak narratives” to normalized monsters. If the zombie no longer articulates social fears and anxieties, what purpose does it serve? Through the close examination of these “normalized” zombie media, I read the zombie as possessing a non- normative body whose lived experiences reveal and reflect tensions of identity construction — a process that is muddy, in motion, and never easy. We may be done with the uncontrollable horde, but we’re far from done with the zombie and its connection to us and society. !ii Acknowledgements I would like to start by thanking Sheryl Hamilton for going on this wild zombie-filled journey with me. You guided me as I worked through questions and gained confidence in my project. Without your endless support, thorough feedback, and shared passion for zombies it wouldn’t have been nearly as successful. Thank you for your honesty, deadlines, and coffee. I would also like to thank Irena Knezevic for being so willing and excited to read this many pages about zombies.
    [Show full text]
  • Understanding Computer Role-Playing Games
    Understanding Computer Role-Playing Games A Genre Analysis Based on Gameplay Features in Combat Systems Christopher Dristig Stenström1 Staffan Björk2,3 1Chalmers University of Technology 2Gothenburg University 3The Interactive Institute Department of of Applied IT Department of Applied IT Lindholmsplatsen 1 412 96 Gotheburg SWEDEN 412 96 Gothenburg SWEDEN 417 56 Göteborg +46 (0)31-7721039 +46 (0)31-7721039 +46 (0)702-889759 [email protected] [email protected] [email protected] ABSTRACT viewed as a vital part – if not the core gameplay – of the role- A game genre as diverse as that of computer role-playing games playing genre. This is a stance differing from for example that of is difficult to overview. This poses challenges or both developers Wolf [32] which uses an inclusive strategy to compile genres and researchers to position their work clearly within the genre. within video games. However, that approach leaves the We present an overview of the genre based on clustering games motivation for specific subgenres difficult to understand from a with similar gameplay features. This allows a tracing of relations structural perspective and does not clearly show any potential between subgenres through their gameplay, and connecting this to relation between the subgenres. While limiting the perspective, concrete game examples. The analysis was done through using the choice of basing a subgenre specification on the gameplay gameplay design patterns to identify gameplay features and related to combat offers to present a subgenre classification focused upon the combat systems in the games. The resulting scheme with internal relations and a common method for cluster structure makes use of 321 patterns to create 37 different selection.
    [Show full text]
  • Interim Report • 1 January – 30 September 2018
    THQ NORDIC AB (PUBL) REG NO.: 556582-6558 INTERIM REPORT • 1 JANUARY – 30 SEPTEMBER 2018 EBIT INCREASED 278% TO SEK 90.8 MILLION We had another stable quarter with continued momentum. The strategy of diversification is paying off. Net sales increased by 1,403% to a record SEK 1,272.7 million in the quarter. EBITDA increased by 521% to SEK 214.8 million and EBIT increased by 278% to SEK 90.8 million compared to the same period last year. The gross margin percentage decreased due to a large share of net sales with lower margin within Partner Publishing. Cash flow from operating activities in the quarter was SEK –740.1 million, mainly due to the decision to replace forfaiting of receivables with bank debt within Koch Media. Both THQ Nordic and Koch Media contributed to the group’s EBIT during the quarter. Net sales in the THQ Nordic business area were up 47% to SEK 124.2 million. This was driven by the release of Titan Quest, Red Faction Guerilla Re-Mars-tered and This is the Police 2, in addition to continued performance of Wreckfest. Net sales of Deep Silver were SEK 251.8 million, driven by the release of Dakar 18 and a good performance of Pathfinder Kingmaker at the end of the quarter. The digital net sales of the back-catalogue in both business areas continued to have solid performances. Our Partner Publishing business area had a strong quarter driven by significant releases from our business partners Codemasters, SquareEnix and Sega. During the quarter, we acquired several strong IPs such as Alone in the Dark, Kingdoms of Amalur and Time- splitters.
    [Show full text]
  • 364 Gaminguistics: Proposing a Framework on The
    Journal of Social Studies Education Research Sosyal Bilgiler Eğitimi Araştırmaları Dergisi 2019:10 (3),364-386 www.jsser.org Gaminguistics: Proposing a Framework on the Communication of Video Game Avatars Giyoto Giyoto1, SF. Luthfie Arguby Purnomo2, Lilik Untari3, SF. Lukfianka Sanjaya Purnama4 & Nur Asiyah5 Abstract This study attempts to construct a communication framework of video game avatars. Employing Aarseth’s textonomy, Rehak’s avatar’s life cycle, and Lury’s prosthetic culture avatar’s theories as the basis of analysis on fifty-five purposively selected games, this study proposes ACTION (Avatars, Communicators, Transmissions, Instruments, Orientations and Navigations). Avatars, borrowing Aarseth’s terms, are classifiable into interpretive, explorative, configurative, and textonic with four systems and sub classifications for each type. Communicators, referring to the participants involved in the communication with the avatars and their relationship, are classifiable into unipolar, bipolar, tripolar, quadripolar, and pentapolar. Transmissions, the ways in which communication is transmitted, are classifiable into restrictive verbal and restrictive non-verbal. Instruments, the graphical embodiment of communications, are realized into dialogue boxes, non-dialogue boxes, logs, expressions, movements and emoticons. Orientations, the methods the game spatiality employs to direct the movement of the avatars, are classifiable into dictative and non-dictative. Navigations, the strategies avatars perform regarding with the information saving system of the games, are classifiable into experimental and non-experimental. Departing from this ACTION, analysts are able to employ this formula as an approach to reveal how the avatars utilize their own ‘linguistics’ to communicate, out of the linguistics benefited by humans. Keywords: framework of communication, game avatars, game studies, video games, prosthetic culture.
    [Show full text]
  • Sailor Mars Meet Maroku
    sailor mars meet maroku By GIRNESS Submitted: August 11, 2005 Updated: August 11, 2005 sailor mars and maroku meet during a battle then fall in love they start to go futher and futher into their relationship boy will sango be mad when she comes back =:) hope you like it Provided by Fanart Central. http://www.fanart-central.net/stories/user/GIRNESS/18890/sailor-mars-meet-maroku Chapter 1 - sango leaves 2 Chapter 2 - sango leaves 15 1 - sango leaves Fanart Central A.whitelink { COLOR: #0000ff}A.whitelink:hover { BACKGROUND-COLOR: transparent}A.whitelink:visited { COLOR: #0000ff}A.BoxTitleLink { COLOR: #000; TEXT-DECORATION: underline}A.BoxTitleLink:hover { COLOR: #465584; TEXT-DECORATION: underline}A.BoxTitleLink:visited { COLOR: #000; TEXT-DECORATION: underline}A.normal { COLOR: blue}A.normal:hover { BACKGROUND-COLOR: transparent}A.normal:visited { COLOR: #000020}A { COLOR: #0000dd}A:hover { COLOR: #cc0000}A:visited { COLOR: #000020}A.onlineMemberLinkHelper { COLOR: #ff0000}A.onlineMemberLinkHelper:hover { COLOR: #ffaaaa}A.onlineMemberLinkHelper:visited { COLOR: #cc0000}.BoxTitleColor { COLOR: #000000} picture name Description Keywords All Anime/Manga (0)Books (258)Cartoons (428)Comics (555)Fantasy (474)Furries (0)Games (64)Misc (176)Movies (435)Original (0)Paintings (197)Real People (752)Tutorials (0)TV (169) Add Story Title: Description: Keywords: Category: Anime/Manga +.hack // Legend of Twilight's Bracelet +Aura +Balmung +Crossovers +Hotaru +Komiyan III +Mireille +Original .hack Characters +Reina +Reki +Shugo +.hack // Sign +Mimiru
    [Show full text]