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Will Sony╎s Fourth Playstation Lead to a Second Sony V. Universal?
WILL SONY’S FOURTH PLAYSTATION LEAD TO A SECOND SONY V. UNIVERSAL? † SETH ASCHER ABSTRACT Sony has included a “share” button on the next version of their popular PlayStation video game system. This feature is meant to allow players to record and share videos of their gameplay. This service shares similarities with the controversial “record” button that Sony included with its Betamax players over thirty years ago. The Betamax player was the subject of the landmark case Sony v. Universal, a foundational case for the modern application of copyright law to new technology. This Issue Brief examines how this “share” feature would fare under the framework laid out by Sony v. Universal and other evolutions in copyright law. INTRODUCTION On February 20, 2013, Sony announced their newest videogame system, predictably named the PlayStation 4.1 Chief among its new features is the share button displayed prominently on its controller.2 Microsoft’s newest offering also has a similar feature.3 Pressing the share button will allow a player to post images or videos of their gameplay to the internet, sharing them with their friends and complete strangers.4 The PlayStation 4 even buffers the last few minutes of gameplay so that a player can share their gameplay video after the fact.5 Sony’s intention is to provide an easy way for players to share images and videos online. Copyright © 2014 by Seth Ascher. † Duke University School of Law, J.D. 2014. 1 Video of the press announcement is available on numerous websites. E.g., Sony PlayStation 4 Press Conference, GAMESPOT (Feb. -
CALIFORNIA STATE UNIVERSITY, NORTHRIDGE an Influence Of
CALIFORNIA STATE UNIVERSITY, NORTHRIDGE An Influence of Mythology on Popular Culture A graduate project submitted in partial fulfillment of the requirements For the degree of Master of Arts In History By Carlo Nunneri May 2020 Copyright by Carlo Nunneri 2020 ii The graduate project of Carlo Nunneri is approved: ____________________________________ _____________________ Dr. Jeffrey Auerbach Date ____________________________________ _____________________ Dr. Richard Horowitz Date ____________________________________ ____________________ Dr. Miriam Neirick, Chair Date California State University, Northridge iii Table of Contents Signature Page . iii Abstract . v iv Abstract The Influence of Mythology on Popular Culture By Carlo Nunneri Master of Arts In History In accordance with university regulations, the following is an abstract of my culminating experience project, which serves as the final requirement towards the completion of a Masters of Arts Degree in History. While the following abstract summarizes my project’s scholarly contribution, research questions, methods and conclusions, the final project is archived in the Department of History at California State University, Northridge. Mythology has been used for millennia as a means of storytelling. Whether it was for entertainment or for educational purposes, mythology has permeated civilization. Joseph Campbell conducted extensive research into the longevity of mythology and its v universality, but why is it still so prevalent today in popular culture? Hercules is one of the most recognizable mythological figures, at least in western societies, and he still has a strong presence in popular culture today. By peering into some uses of Hercules in popular culture from Victorian England’s Punch Magazine and modern popular culture such as the video game God of War III and the Disney film Hercules, it is possible to identify and analyze the methods used to adapt this character. -
The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games
The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games by Yin Wu B.A., (New Media Arts, SIAT) Simon Fraser University, 2008 Thesis Submitted In Partial Fulfillment of the Requirements for the Degree of Master of Arts in the School of Interactive Arts and Technology Faculty of Communication, Art and Technology Yin Wu 2012 SIMON FRASER UNIVERSITY Fall 2012 Approval Name: Yin Wu Degree: Master of Arts Title of Thesis: The Style of Video Games Graphics: Analyzing the Functions of Visual Styles in Storytelling and Gameplay in Video Games Examining Committee: Chair: Carman Neustaedter Assistant Professor School of Interactive Arts & Technology Simon Fraser University Jim Bizzocchi, Senior Supervisor Associate Professor School of Interactive Arts & Technology Simon Fraser University Steve DiPaola, Supervisor Associate Professor School of Interactive Arts & Technology Simon Fraser University Thecla Schiphorst, External Examiner Associate Professor School of Interactive Arts & Technology Simon Fraser University Date Defended/Approved: October 09, 2012 ii Partial Copyright Licence iii Abstract Every video game has a distinct visual style however the functions of visual style in game graphics have rarely been investigated in terms of medium-specific design decisions. This thesis suggests that visual style in a video game shapes players’ gaming experience in terms of three salient dimensions: narrative pleasure, ludic challenge, and aesthetic reward. The thesis first develops a context based on the fields of aesthetics, art history, visual psychology, narrative studies and new media studies. Next it builds an analytical framework with two visual styles categories containing six separate modes. This research uses examples drawn from 29 games to illustrate and to instantiate the categories and the modes. -
Sony Playstation 3
Sony PlayStation 3 Last Updated on October 2, 2021 Title Publisher Qty Box Man Comments .hack: Sekai no Mukou ni + Versus - Hybrid Pack Bandai Namco Games 007: Quantum of Solace Activision Agarest Senki Cyber Front Aquanaut's Holiday: Kakusareta Kiroku Sony Computer Entertainment... Armored Core 4 From Software Army of Two EA Games Army of Two: Special Edition EA Games Assassin's Creed III Ubisoft Attouteki Yuugi: Mugen Souls Cyber Front Batman: Arkham Asylum Eidos Interactive Battlefield 3 Electronic Arts Battlefield: Bad Company EA Beowulf Ubisoft Biohazard: Revival Selection Capcom Bionic Commando Capcom Bladestorm: The Hundred Years' War Koei Blazing Angels: Squadrons of WWII Ubisoft Borderlands 2 2K Games Call of Duty 3 Activision Call of Duty: Black Ops II Activision Catherine Atlus Club, The Sega Cursed Crusade, The CyberFront Dai-2-Ji Super Robot Taisen OG Bandai Namco Games Dante's Inferno: Death Edition Electronic Arts Dark Souls Bandai Dark Souls: Prepare to Die Edition Bandai Dead Island Deep Silver Dead Island: Game of the Year Edition Deep Silver Dead Space EA Def Jam: Icon EA Games Demon's Souls Sony Computer Entertainment Devil May Cry HD Collection Capcom Dishonored Bethesda Softworks Dragon Ball Z: Budokai HD Collection Namco Bandai Games E.X. Troopers Capcom F.E.A.R. 2: Project Origin Warner Bros. Interactive Fallout 3: English Version Bethesda FIFA 13 Electronic Arts Fight Night Round 3 EA Sports FolksSoul SCEI FolksSoul: BigHit Series SCEI Front Mission Evolved Square Enix Genji: Days of the Blade SCE Korea Grand -
Playstation®4 Launches Across the United States
FOR IMMEDIATE RELEASE PLAYSTATION®4 LAUNCHES ACROSS THE UNITED STATES AND CANADA With the PS4™system, Sony Computer Entertainment Welcomes Gamers to a New Era of Rich, Immersive Gameplay Experiences TOKYO, November 15, 2013 – Sony Computer Entertainment Inc. (SCEI) today launched PlayStation®4 (PS4™), a system built for gamers and inspired by developers. The PS4 system is now available in the United States and Canada at a suggested retail price of USD $399 and CAD $399, arriving with a lineup of over 20 first- and third-party games, including exclusive titles like Knack™ and Killzone: Shadow Fall™. In total, the PS4 system will have a library of over 30 games by the end of the year. *1 “Today’s launch of PS4 represents a milestone for all of us at PlayStation, our partners in the industry, and, most importantly, all of the PlayStation fans who live and breathe gaming every day,” said Andrew House, President and Group CEO, Sony Computer Entertainment Inc. “With unprecedented power, deep social capabilities, and unique second screen features, PS4 demonstrates our unwavering commitment to delivering phenomenal play experiences that will shape the world of games for years to come.” The PS4 system enables game developers to realize their creative vision on a platform specifically tuned to their needs, making it easier to build huge, interactive worlds in smooth 1080p HD resolution.*2 Its supercharged PC architecture – including an enhanced Graphics Processing Unit (GPU) and 8GB of GDDR5 unified system memory – is designed to ease game creation and deliver a dramatic increase in the richness of content available on the platform. -
The Order 1886 Full Game Pc Download the Order: 1886
the order 1886 full game pc download The Order: 1886. While Killzone: Shadow Fall and inFAMOUS: Second Son have given us a glimpse of how Sony's popular franchises can be enhanced and expanded on the PlayStation 4, The Order: 1886 is exciting for a completely different reason. This isn't something familiar given a facelift-- this is a totally new project, one whose core ideas and gameplay were born on next-generation hardware. It's interesting, then, that this also serves as the first original game for developer Ready at Dawn. Ideas for The Order originally began forming in 2006 as a project that crafted fiction from real-life history and legends. Indeed, one of the game's more intriguing elements is that mix of fantasy and reality. This alternate-timeline Victorian London is covered in a layer of grit and grime true to that era, contrasted by dirigibles flying through the sky and fantastical weapons used by the game's protagonists, four members of a high-tech (for the times) incarnation of the Knights of the Round Table. That idea of blending different aspects together may be what's most compelling about The Order: 1886 beyond just its premise. The first thing you notice is the game's visual style. There's a cinematic, film-like look to everything, and not only are the overall graphical qualities and camera angles tweaked to reflect that, but The Order also runs in widescreen the entire time--not just during cutscenes like in other games. It's a decision that some have bemoaned, since those top and bottom areas of the screen are now "missing" during game-play. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Strategy Games Big Huge Games • Bruce C
04 3677_CH03 6/3/03 12:30 PM Page 67 Chapter 3 THE EXPERTS • Sid Meier, Firaxis General Game Design: • Bill Roper, Blizzard North • Brian Reynolds, Strategy Games Big Huge Games • Bruce C. Shelley, Ensemble Studios • Peter Molyneux, Do you like to use some brains along with (or instead of) brawn Lionhead Studios when gaming? This chapter is for you—how to create breathtaking • Alex Garden, strategy games. And do we have a roundtable of celebrities for you! Relic Entertainment Sid Meier, Firaxis • Louis Castle, There’s a very good reason why Sid Meier is one of the most Electronic Arts/ accomplished and respected game designers in the business. He Westwood Studios pioneered the industry with a number of unprecedented instant • Chris Sawyer, Freelance classics, such as the very first combat flight simulator, F-15 Strike Eagle; then Pirates, Railroad Tycoon, and of course, a game often • Rick Goodman, voted the number one game of all time, Civilization. Meier has con- Stainless Steel Studios tributed to a number of chapters in this book, but here he offers a • Phil Steinmeyer, few words on game inspiration. PopTop Software “Find something you as a designer are excited about,” begins • Ed Del Castillo, Meier. “If not, it will likely show through your work.” Meier also Liquid Entertainment reminds designers that this is a project that they’ll be working on for about two years, and designers have to ask themselves whether this is something they want to work on every day for that length of time. From a practical point of view, Meier says, “You probably don’t want to get into a genre that’s overly exhausted.” For me, working on SimGolf is a fine example, and Gettysburg is another—something I’ve been fascinated with all my life, and it wasn’t mainstream, but was a lot of fun to write—a fun game to put together. -
2011-2012 Course Catalog
Provost’s Message As the Interim Provosts, we are delighted to welcome you to Otis. You are joining a community of talented and dedicated artists, designers, scholars, and educators whose mission is to prepare “diverse students of art and design to enrich our world through their creativity, their skills, and their vision.” Our first-year Foundation program will teach you the critical core fundamental skills to your major; start- ing in the sophomore year, each of the studio majors will sequentially advance you through a curriculum grounded in academic excellence, advancing your work and professional preparation. The liberal studies program will complement and extend your studio experience, preparing you to better deal with the tumult of an increasingly complex and constantly changing world whose challenges demand self-reflection and creativity. Our graduate programs advance those practices through rigorous, practice-based studies with distinguished faculty. Undergraduates will participate in our Integrated Learning program, collaboratively learning in interdisci- plinary teams in projects that bridge the gap between school and community, neighborhoods and genera- tions, cultures and histories. The Sustainability Minor launches this year with an Integrated Learning course that introduces you to the current sustainability perspectives and challenges of the 21st century. Our Interdisciplinary Concentrations allow you to compose a concentration outside of your major, and our minors are defined course sequences that you may study alongside your major. Your progress, learning, and accomplishments will be evidenced by the Learning ePortfolio you will create in which you will reflec- tively make connections across disciplines, courses, and years. We strongly encourage you to participate in the thriving art scene of Los Angeles. -
The History of Video Games
The history of video games • Introduction • Arcades • Nintendo • Sega • Sony • Microsoft • PC • Conclusion • Bibliography We are going to talk about the most known gaming systems up until now. We are also going to talk about the major console-producing companies, one by one. Arcade games are coin-operated machines, usually installed in public businesses, such as restaurants. They were most popular from the late 1970s to the mid-1990s. Even though they lost popularity in the western market, they still continue strong in Asian territory such as Japan. Arcades were home to great games like: Mortal Kombat Pac-man And Donkey Kong This is one of the most well-known and prominent video game companies of all time. Although they didn’t start out with video games they had great sucess with the Nintendo Entertainment System and it’s sucessor.Until now they have released the N64, the Gamecube, the Wii and Wii U. They also released various mobile consoles like the Gameboy, Ds, 3Ds and their variants. Nintendo owns great franchises like: Mario Legend of Zelda Metroid And Pokémon SEGA is also a very important company, being the competitor of Nintendo during the 1980s. They achieved this with Sonic, the companie’s mascot. He was a platformer like Nintendo’s Mario, but instead of being an italian plumber he was a fast and “hip” blue hedgehog. In 2001, the Dreamcast (their latest console) failed and forced the company into going third-party. This means they started making games for other consoles instead of their own. They have many iconic franchises like: Crazy Taxi Sonic the Hedgehog And Super Monkey Ball As you know Sony doesn’t only produce games, but they are “big dogs” in the gaming industry. -
'Littlebigplanet' Wins Big at Video Game Awards 26 March 2009, by DERRIK J
'LittleBigPlanet' wins big at video game awards 26 March 2009, By DERRIK J. LANG , AP Entertainment Writer "Fallout 3" lead writer Emil Pagliarulo during his acceptance speech. "To all the nerds growing up in South Boston, don't play hockey. Don't join Little League. Stay in your room, read your Lloyd Alexander and play 'Dungeons and Dragons.' It all works out in the end." Selected by a jury of game creators, the Game Developers Choice Awards honor the best games of the past year. The lively ninth annual ceremony was hosted by "Psychonauts " and "Brutal Legend" developer Tim Schafer. The show was capped off with the debut teaser trailer for "Call of Duty: Modern Warfare 2," the upcoming sequel to the best-selling game of 2007. Other winners at the ceremony at the Moscone Video game enthusiasts attend the Game Developers Convention Center were Ubisoft Montreal's "Prince Conference Wednesday, March 25, 2009, in San of Persia" for best visual art, Ready at Dawn Francisco. (AP Photo/Ben Margot) Studios' "God of War: Chains of Olympus" for best handheld game, EA Redwood Shores' "Dead Space" for best audio and 2D Boy's "World of Goo" for best downloadable game. (AP) -- "LittleBigPlanet" sacked the competition to win four trophies at the Game Developers Choice "Video Games Live" concert series co-founder Awards. Tommy Tallarico was awarded the ambassador trophy. Alex Rigopulos and Eran Egozy, co- Developed by Media Molecule, the cutsey founders of "Rock Band" developer Harmonix, PlayStation 3 adventure game which allows received the pioneer award. "Metal Gear Solid" players to create and share their own levels was creator Hideo Kojima was bestowed with the honored for best game design, debut, technology lifetime achievement award. -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games.