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Zombies—A Pop Culture Resource for Public Health Awareness Melissa Nasiruddin, Monique Halabi, Alexander Dao, Kyle Chen, and Brandon Brown
Zombies—A Pop Culture Resource for Public Health Awareness Melissa Nasiruddin, Monique Halabi, Alexander Dao, Kyle Chen, and Brandon Brown itting at his laboratory bench, a scientist adds muta- secreted by puffer fish that can trigger paralysis or death- Stion after mutation to a strand of rabies virus RNA, like symptoms, could be primary ingredients. Which toxins unaware that in a few short days, an outbreak of this very are used in the zombie powders specifically, however, is mutation would destroy society as we know it. It could be still a matter of contention among academics (4). Once the called “Zombie Rabies,” a moniker befitting of the next sorcerer has split the body and soul, he stores the ti-bon anj, Hollywood blockbuster—or, in this case, a representation the manifestation of awareness and memory, in a special of the debate over whether a zombie apocalypse, manu- bottle. Inside the container, that part of the soul is known as factured by genetically modifying one or more diseases the zombi astral. With the zombi astral in his possession, like rabies, could be more than just fiction. Fear of the the sorcerer retains complete control of the victim’s spiri- unknown has long been a psychological driving force for tually dead body, now known as the zombi cadavre. The curiosity, and the concept of a zombie apocalypse has be- zombi cadavre remains a slave to the will of the sorcerer come popular in modern society. This article explores the through continued poisoning or spell work (1). In fact, the utility of zombies to capitalize on the benefits of spreading only way a zombi can be freed from its slavery is if the spell public health awareness through the use of relatable popu- jar containing its ti-bon anj is broken, or if it ingests salt lar culture tools and scientific explanations for fictional or meat. -
Resident Evil 5 Pc Download Full Resident Evil 5 Gold Edition PC Free Download
resident evil 5 pc download full resident evil 5 gold edition PC Free Download. resident evil 5 gold edition PC Free Download is a direct link for torrent kickass and windows.From ocean of games you can download this game .This is an awesome Action, Adventure game. Overview of resident evil 5 gold edition PC:- This awesome game has been developed by Capcom and published under the banner of Capcom .You can also download Mall Empire. resident evil 5 gold edition PC survival horror genre returns with another entry. This time, you are placed in Bioterriorism security assessment as approved by the Alliance (BSAA), which partnered with Shiva alomar to get rid of the threat of terrorism in Africa Chris Redfield boots. Story Kijuju, pressure player in a fictional region of Africa. It is gradually starts but Ricardo Irving, after a bio-organic weapons (BOW) is the first encounter with what is trying to sell on the black market soon become interesting. In short, brilliant and very fun gameplay. By Capcom’s “E” key press is improved easily accessible and player of the operating system will allow the inventory to switch weapons in real time.You can also download Paint the Town Red. Features Of resident evil 5 gold edition PC :-If you are a game addict then definitely you will love to play this game .Lot’s of features of this game few are. Awesome action game Free to play. System Requirements for resident evil 5 gold edition PC :-Before you install this game to your PC make sure your system meets min requirements to download this game. -
Resident Evil
OPINIÓN EN MODO HARDCORE TodoENERO 2016 JuegosNÚMERO 37 OPINIÓN | REPORTAJES | NOTICIAS | AVANCES UN TORTUOSO VIAJE AL ORIGEN DE RESIDENT EVIL UNA REALIZACIÓN DE PLAYADICTOS Editorial Esperando el renacer ste primer nú- No obstante, creo mero “tradicio- que muchos estamos Enal” de Revista esperando el renacer TodoJuegos del 2016, definitivo de la saga tras el balance de la creada por Shinji Mi- edición anterior, nos kami, con un Resident coloca de cara a una Evil 7 en propiedad, de las sagas favoritas Jorge Maltrain Macho que retome y los orí- de todo gamer aman- Editor General genes de la franquicia te del terror: Resident y modernice la fórmu- Evil de Capcom. Resident Evil Φ que la, es decir, que no deje no tengo dudas que de lado la acción, pero El estudio este mes estará a la altura del tampoco elementos repite la fórmula que original y que será un como el horror, la ex- le dio tanta alegría el gran complemento al ploración o la resolu- año pasado, con una primer título, remas- ción de puzles duran- remasterización de terizado hace un año. te la aventura. Equipo de Revista TodoJuegos DIRECTOR Rodrigo Salas Alejandro Abarca Caleb Hervia #Feniadan #Caleta PRODUCTOR Cristian Garretón EDITOR GENERAL Luis F. Puebla Pedro Jiménez Y DIAGRAMADOR #D_o_G #PedroJimenez Jorge Maltrain Macho No es, por cierto, el por ende, tomarle ca- UNA PRODUCCIÓN DE único caso en el que riño a los personajes esperamos lo mismo (algo básico en todos y en eso este 2016 pa- los juegos buenos de rece pródigo de ejem- la saga), lo cierto es plos, siendo quizás el que su acción más UNA REALIZACIÓN DE más importante de cercana a los Tales todos el caso de Final que a los Final Fan- Fantasy, en lo perso- tasy tradicionales no nal mi saga de rol fa- nos termina por con- ga espera y en medio vorita.. -
“A Jill Sandwich”. Gender Representation in Zombie Videogames
“A Jill Sandwich”. Gender Representation in Zombie Videogames. Esther MacCallum-Stewart From Resident Evil (Capcom 1996 - present) to The Walking Dead (Telltale Games 2012-4), women are represented in zombie games in ways that appear to refigure them as heroines in their own right, a role that has traditionally been represented as atypical in gaming genres. These women are seen as pioneering – Jill Valentine is often described as one of the first playable female protagonists in videogaming, whilst Clementine and Ellie from The Walking Dead and The Last of Us (Naughty Dog 2013) are respectively, a young child and a teenager undergoing coming of age rites of passage in the wake of a zombie apocalypse. Accompanying them are male protagonists who either compliment these roles, or alternatively provide useful explorations of masculinity in games that move beyond gender stereotyping. At first, these characters appear to disrupt traditional readings of gender in the zombie genre, avoiding the stereotypical roles of final girl, macho hero or princess in need of rescuing. Jill Valentine, Claire Redfield and Ada Wong of the Resident Evil series are resilient characters who often have independent storyarcs within the series, and possess unique ludic attributes that make them viable choices for the player (for example, a greater amount of inventory). Their physical appearance - most usually dressed in combat attire - additionally means that they partially avoid critiques of pandering to the male gaze, a visual trope which dominates female representation in gaming. Ellie and Clementine introduce the player to non-sexualised portrayals of women who ultimately emerge as survivors and protagonists, and further episodes of each game jettison their male counterparts to focus on each of these young adult’s development. -
From Voodoo to Viruses: the Evolution of the Zombie in Twentieth Century Popular Culture
From Voodoo to Viruses: The Evolution of the Zombie in Twentieth Century Popular Culture By Margaret Twohy Adviser: Dr. Bernice Murphy A thesis submitted in partial fulfilment of the Degree of Master’s of Philosophy in Popular Literature Trinity College Dublin Dublin, Ireland October 2008 2 Abstract The purpose of this thesis is to explore the evolutionary path the zombie has followed in 20th Century popular culture. Additionally, this thesis will examine the defining characteristics of the zombie as they have changed through its history. Over the course of the last century and edging into the 21st Century, the zombie has grown in popularity in film, videogames, and more recently in novels. The zombie genre has become a self-inspiring force in pop culture media today. Films inspired a number of videogames, which in turn, supplied the film industry with a resurgence of inspirations and ideas. Combined, these media have brought the zombie to a position of greater prominence in popular literature. Additionally, within the growing zombie culture today there is an over-arcing viral theme associated with the zombie. In many films, games, and novels there is a viral cause for a zombie outbreak. Meanwhile, the growing popularity of zombies and its widening reach throughout popular culture makes the genre somewhat viral-like as well. Filmmakers, authors and game designers are all gathering ideas from one another causing the some amount of self- cannibalisation within the genre. 3 Table of Contents Introduction 4 Chapter One 7 Evolution of the Dead Chapter Two 21 Contaminants, Viruses, and Possessions—Oh my! Chapter Three 34 Dawn of the (Digital) Dead Chapter Four 45 Rise of the Literary Zombie Conclusion 58 Bibliography 61 4 Introduction There are perhaps few, if any fictional monsters that can rival the versatility of the humble zombie (or zombi)1. -
Not of Woman Born: Monstrous Interfaces and Monstrosity in Video Games
NOT OF WOMAN BORN: MONSTROUS INTERFACES AND MONSTROSITY IN VIDEO GAMES By LAURIE N. TAYLOR A DISSERTATION PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY UNIVERSITY OF FLORIDA 2006 Copyright 2006 by Laurie N. Taylor To Pete. ACKNOWLEDGMENTS I have many people to thank for this dissertation: my friends, family, and teachers. I would also like to thank the University of Florida for encouraging the study of popular media, with a high level of critical theory and competence. This dissertation also would not have been possible without the diligent help and guidance from my committee members, Donald Ault and Jane Douglas, as well as numerous other faculty members and graduate students both at the University of Florida and at other institutions. Thanks go to friends and loved ones (and cats): Colin, Jeremiah, Nix, Galahad, and Mila. And, thanks go always to Pete, for helping with research, discussion, giving me love and support, and for being wonderful. iv TABLE OF CONTENTS Page ACKNOWLEDGMENTS ..............................................................................................iv ABSTRACT.................................................................................................................viii CHAPTER 1 INTRODUCTION....................................................................................................1 Introduction..............................................................................................................1 -
Dynamic Difficulty Adjustment Systems Computer Games Programming
Nathaniel Whittaker Dynamic Difficulty Adjustment Systems Computer Games Programming What is a Dynamic Difficulty Adjustment How am I going to improve upon existing DDA How will I test this system? System? systems? A dynamic difficulty adjustment system is a game My DDA system will compile a Player Profile from To test my system I will host play test sessions for mechanic that alters the difficulty of a video game the players ability. This profile will be built from two players to play a custom made game with the system using the player as the input. main index points Player Offensive Ability and Player disabled and then again with the system enabled. For example, in Mario Kart, if the player falls behind Defensive Ability with both indexes having Data from both playtests will then be collated to the pack, the game will slow down the AI opponents categories based on the game. From there the game analyse performance increases and decreases in to allow the player to catch up. In Resident Evil 4, will adjust various Difficulty Points correlating to the progression across various player skill levels. pickups and enemy aggressiveness is tuned player indexes. The result will be that as a player A survey will be conducted among players to evaluate depending on how long the player takes to progress improves their skill in one aspect, the game will whether they noticed any change in game mechanics and how much damage they are taking. make the mechanic that tests it more difficult to to see if the system remained undetected. -
Biohazard 4 Mobile Edition English Version Free Download Biohazard 4 Mobile Edition English Version Free Download
biohazard 4 mobile edition english version free download Biohazard 4 Mobile Edition English Version Free Download. Resident Bad 4, known in Japan as Biohazard 4, is certainly a third-person shooter survival horror video sport created and published by Capcom. The 6th major sequel in the Resident Evil collection, the game was originally released for the GameCube in Northern America and Jápan in January 2005, and in Europe and Australia in March 2005. The story of Citizen Bad 4 follows the U.S i9000. Government specific realtor Leon S. Kennedy, who is certainly delivered on a mission to save Ashley Graham, the U.S. Chief executive's girl whom a threatening cult provides kidnapped. Journeying to a rural region of France, Leon fights lots of violent villagers and réunites with the secret secret agent Ada Wong. Write- up Contents.Biohazard 4 Apk + Obb Information Necessities. Memory - 1 GB+. Processor - 1 GHz+. Google android model - Google android 2.3 Ginger Loaf of bread+. Deep scan your device and reclaim data also the corrupted data can easily recover. It can easily recover all sorts of movies files with various formats supports. Alos find lost and formatted files by asking security questions. Wondershare data recovery crack. Analyzed Models - Xperia NX Thus-02D, XPERIA VL SOL21, GALAXY NEXUS, Samsung S4, S5, S i90006, T7 and Samsung Phrase four, Word 5Sport Information. Name - Biohazard four. Developer - CAPCOM. Dimension - 33.7 MB + 43 MB. Downloads - 10,000+. Biohazard 4 Mobile Edition English Version Free Download Free. Biohazard 4 mobile edition englishBiohazard 4 Mobile edition 1.1.9.apk,Run Like Hell! YETI EDITION 1.3.0.apk,Resident evil 4 mobile edition 1.1.9.apk,Earth HD Deluxe Edition 3.5.0.apk,English-Japanese dictionary 2.2.apk. -
Cutscenes, Agency and Innovation Ben Browning a Thesis In
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Concordia University Research Repository Should I Skip This?: Cutscenes, Agency and Innovation Ben Browning A Thesis in The Mel Hoppenheim School of Cinema Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts (Film Studies) at Concordia University Montreal, Quebec, Canada April 2016 © Ben Browning CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By: Ben Browning Entitled: Should I Skip This?: Cutscenes, Agency and Innovation and submitted in partial fulfillment of the requirements for the degree of Master of Arts (Film Studies) complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final examining committee: Chair Darren Wershler External Examiner Peter Rist Examiner Marc Steinberg Supervisor Approved by Haidee Wasson Graduate Program Director Catherine Wild Dean of the Faculty of Fine Arts Date ___________________________________ iii ABSTRACT Should I Skip This?: Cutscenes, Agency and Innovation Ben Browning The cutscene is a frequently overlooked and understudied device in video game scholarship, despite its prominence in a vast number of games. Most gaming literature and criticism concludes that cutscenes are predetermined narrative devices and nothing more. Interrogating this general critical dismissal of the cutscene, this thesis argues that it is a significant device that can be used to re-examine a number of important topics and debates in video game studies. Through an analysis of cutscenes deriving from the Metal Gear Solid (Konami, 1998) and Resident Evil (Capcom, 1996) franchises, I demonstrate the cutscene’s importance within (1) studies of video game agency and (2) video game promotion. -
Canonical Monstrosity, the Romero Zombie, and the Political Subject
City University of New York (CUNY) CUNY Academic Works All Dissertations, Theses, and Capstone Projects Dissertations, Theses, and Capstone Projects 10-2014 Civilization of the Living Dead: Canonical Monstrosity, the Romero Zombie, and the Political Subject Nicholas Walter Robbins Graduate Center, City University of New York How does access to this work benefit ou?y Let us know! More information about this work at: https://academicworks.cuny.edu/gc_etds/468 Discover additional works at: https://academicworks.cuny.edu This work is made publicly available by the City University of New York (CUNY). Contact: [email protected] CIVILIZATION OF THE LIVING DEAD: CANONICAL MONSTROSITY, THE ROMERO ZOMBIE, AND THE POLITICAL SUBJECT by NICHOLAS W. ROBBINS A dissertation submitted to the Graduate Faculty in Political Science in partial fulfillment of the requirements for the degree of Doctor of Philosophy, The City University of New York 2014 ii © 2014 NICHOLAS W. ROBBINS All Right Reserved iii This manuscript has been read and accepted for the Graduate Faculty in Political Science in satisfaction of the dissertation requirement for the degree of Doctor of Philosophy Corey Robin _______________ ________________________________________ Date Chair of Examining Committee Alyson Cole _______________ ________________________________________ Date Excecutive Officer Corey Robin Alyson Cole Joe Rollins Supervisory Committee THE CITY UNIVERSITY OF NEW YORK iv Abstract CIVILIZATION OF THE LIVING DEAD: CANONICAL MONSTROSITY, THE ROMERO ZOMBIE, AND THE POLITICAL SUBJECT by Nicholas W. Robbins Advisor: Professor Corey Robin This dissertation analyzes the canonical monsters of Western political theory, including Plato’s wolf-man, Hobbes’s Leviathan and Tocqueville’s mechanical mass. It argues that monster theorists – including horror film director George A. -
Resident Evil 2: the Board Game Rulebook
RULEBOOK 1 CONTENTS Introduction . 3 Additional Game Rules . 16 Tiles ........................................16 Game Contents . 4 Tile Encounter Levels .....................16 Character Profiles ............................6 Terrain Elements ............................17 Profile Cards ...............................6 1. Doors ..................................17 The Health Track ..........................6 2. Stairwells ..............................17 Inventories ................................6 3. Walls. 17 Item Cards ...................................7 4. Item Boxes .............................17 The Playing Area .............................8 Characters ..................................18 Square Model Limits .......................8 The Health Track .........................18 Range .....................................8 Resuscitation and Character Death ......18 Line of Sight ...............................8 Items .....................................18 Herb Items .............................18 Enemy Reference Cards .......................9 Weapon Profiles ........................18 Custom Weapons .......................18 Gameplay – The Basics . 10 Enemies ....................................19 Character Activations ........................10 Enemy Reference Cards ...................19 1. The Action Phase .......................10 Move ..................................10 Getting Ready to Play Scenario 2A. .20 Open/Close Door .......................10 Setting Up ................................20 Search .................................10 -
Wesker's Report II
Wesker’s Report II – Update on March 22 (Friday) Wesker's Report II Update on March 22 (Friday) [(5) G Virus] Before the "Resident Evil incident" occurred, Wesker left a record of the past 20 years and all of the events that occurred between himself and "the incident". He sent it to a "Eda Won" but we have no details on her. We have posted that record here. WARNING: The following record contains spoilers about the original Res Evil, part 2, 3, and Code Veronica. 1. The Experiment 2. Alexia 1 3. Alexia 2 4. Nemesis 5. G-Virus The Experiment July 31, 1978 The first time I visited that place, it was the summer of my 18th year. That makes it about 20 years ago. As I got off the helicopter, I remember the sight of the swirling wind that the helicopter blades whipped into the air. When viewed from above the old mansion seemed quite normal, but when seen from the ground there was something foreboding and unapproachable about it. Burkin (my junior by 2 years) seemed, as usual, to only be concerned with the document he was holding. We were assigned to the mansion 2 days earlier, on the day that the "executive training center", we had belonged to, was closed. It all seemed like it was planned and too much of a coincidence. But probably the only person who knew the real truth was Spencer. Spencer was one of the main guys in charge of America's "T-Virus" research at the Arklay Research Facility. As soon as we got off the helicopter the head of the facility was standing in front of the elevator ready to greet us.