“Studi Storico Artistici E Audiovisivi” Titolo Della Tesi
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JAM-BOX Retro PACK 16GB AMSTRAD
JAM-BOX retro PACK 16GB BMX Simulator (UK) (1987).zip BMX Simulator 2 (UK) (19xx).zip Baby Jo Going Home (UK) (1991).zip Bad Dudes Vs Dragon Ninja (UK) (1988).zip Barbarian 1 (UK) (1987).zip Barbarian 2 (UK) (1989).zip Bards Tale (UK) (1988) (Disk 1 of 2).zip Barry McGuigans Boxing (UK) (1985).zip Batman (UK) (1986).zip Batman - The Movie (UK) (1989).zip Beachhead (UK) (1985).zip Bedlam (UK) (1988).zip Beyond the Ice Palace (UK) (1988).zip Blagger (UK) (1985).zip Blasteroids (UK) (1989).zip Bloodwych (UK) (1990).zip Bomb Jack (UK) (1986).zip Bomb Jack 2 (UK) (1987).zip AMSTRAD CPC Bonanza Bros (UK) (1991).zip 180 Darts (UK) (1986).zip Booty (UK) (1986).zip 1942 (UK) (1986).zip Bravestarr (UK) (1987).zip 1943 (UK) (1988).zip Breakthru (UK) (1986).zip 3D Boxing (UK) (1985).zip Bride of Frankenstein (UK) (1987).zip 3D Grand Prix (UK) (1985).zip Bruce Lee (UK) (1984).zip 3D Star Fighter (UK) (1987).zip Bubble Bobble (UK) (1987).zip 3D Stunt Rider (UK) (1985).zip Buffalo Bills Wild West Show (UK) (1989).zip Ace (UK) (1987).zip Buggy Boy (UK) (1987).zip Ace 2 (UK) (1987).zip Cabal (UK) (1989).zip Ace of Aces (UK) (1985).zip Carlos Sainz (S) (1990).zip Advanced OCP Art Studio V2.4 (UK) (1986).zip Cauldron (UK) (1985).zip Advanced Pinball Simulator (UK) (1988).zip Cauldron 2 (S) (1986).zip Advanced Tactical Fighter (UK) (1986).zip Championship Sprint (UK) (1986).zip After the War (S) (1989).zip Chase HQ (UK) (1989).zip Afterburner (UK) (1988).zip Chessmaster 2000 (UK) (1990).zip Airwolf (UK) (1985).zip Chevy Chase (UK) (1991).zip Airwolf 2 (UK) -
More Human Than Non/Human: Posthumanism, Embodied Cognition, and Video Games As Affective Experience
The Philosophy of Computer Games Conference, Malta 2016 More Human than Non/Human: Posthumanism, Embodied Cognition, and Video Games as Affective Experience Sandy Appleöff Lyons Laguna College of Art + Design Lisa Brown Jaloza Laguna College of Art + Design On the Incomplete Just as it would be impossible for an individual to play every single game, no scholar could ever hope to read all the things. At some point, they have to switch gears from researching to writing, or else they’d never finish anything. In the interest of full disclosure, we would like to inform you, dear reader, that this particular paper and the project it represents are, at this moment in time, incomplete. Given that the paper is being written in preparation for the 10th Annual Philosophy of Computer Games Conference, that’s not necessarily a bad thing; after all, academic and professional conferences are powerful sites of knowledge production that enable individuals to come together and share their work with a broader collective before they revisit, revise, and ultimately strengthen an argument. Much as we might wish to claim this as our rationale, that is not, in fact, the case. Rather, ours is a story of contingency, precarity, and refusal. Couched in no uncertain terms, our research has taken us in several divergent yet promising directions and we have been unable to read as much as we would like. The institution at which we are both employed (one of us as a part-time adjunct) does not offer tenure, and our program is a nascent one—as such, contract renewals for the present academic year were by no means guaranteed. -
Deus Ex Manual V6
DEFAULT KEY MAPPING Moving Using Items/Weapons W, W Move forward <, e Use object in hand Z, S Move backward ? Use object in world A, A Strafe (sidestep) left t, > Drop/throw item S, D Strafe (sidestep) right b Put item away Z Turn left Mousewheel➝ Select next belt item ➝ C Turn right Mousewheel Select previous belt item Q Lean left 0-9 Select belt items E Lean right 1 Open Inventory screen z, i Jump ; Reload weapon X, Num . Crouch [ Toggle scope M Mouse look ] Toggle laser sight s (hold) Walk/run ' Change ammo l Toggle walk/run Other Looking Around p Pause game d, R Look up q Open main menu y, V Look down 2 Open Goals/Notes screen j, F Center view 3-= Toggle nanoaugmenta- tions on and off Num + Quick save Num / Quick load Num * Take screen shot Credits Producer and Project Director: Music: Alexander Brandon of Clayton Palma, Corey Fong, Warren Spector Straylight Productions Colby McCracken, Ryan Natale, Lead Programmer and Assistant New York, Hong Kong and Paris Ralph Ortiz, Bill Schmidt, Director: Chris Norden Club Songs: Reeves Gabrels Kenneth Schmidt, Beau Teora, Kjell Vistad, Jason Walker Programmers: Scott Martin, QA Leads: James Flores (Ion Storm Albert Yarusso Austin), Jay Franke (Ion Storm Eidos Honcho: John Kavanagh Lead Designer: Harvey Smith Dallas), Mike Orenich (Eidos Associate Producer: Peter Interactive US), Tom Murton Marquardt Designers: Marshall Andrews, (Eidos Interactive Europe) Ricardo Bare, Monte Martinez, Hardware/Net/Tech/Video Support: Steve Powers, Robert White Assistant Lead Tester (Eidos Einar Dietz, Chad Warren -
The 81St Annual General Meeting of Shareholders Q & A
The 81st Annual General Meeting of Shareholders Nintendo Co., Ltd. Q&A Summary If you quote any or all of this Q&A, please display the URL of this website or put a link to this website. Q1 I'd like to ask about the exchange rate assumptions in your financial forecast. For this fiscal year, you are assuming an exchange rate of 120 yen to the euro, but that seems like a strong yen considering the rates assumed by other companies and the fact that the exchange rate is now trending at around 130 yen to the euro. On what basis did you calculate this assumed exchange rate? A1 Shuntaro Furukawa (Representative Director and President): First, let me briefly touch on how changes in the exchange rate affect our business performance. For our company, overseas sales account for around 80% of total sales, so variation in the assumed exchange rate has a significant impact on sales. Also, because of the high proportion of overseas sales, a relatively large amount of the bonds and cash, and cash equivalents we hold are denominated in foreign currencies. These are all calculated in yen based on the exchange rate as of the end of the fiscal year and recorded on the balance sheet. Foreign exchange gains and losses generated by the temporary revaluation at the end of the fiscal year are recorded as non-operating profit or loss in the statements of income. You asked about the basis for our assumed rate of 120 yen to the euro for this fiscal year. As you pointed out, we assume a slightly stronger yen compared to the recent rate. -
By Joseph Mckay Thesis Advisor Adrienne Jones
The Evolution of First Person Shooters An Honors Thesis (HONRS 499) By Joseph McKay Thesis Advisor Adrienne Jones I Ball State University Muncie, Indiana December 2003 December 21, 2003 Abstract: Video games have become an integral part of popular culture over the past decade. Gaming is surpassing TV and film as a favorite pastime. Last year the gaming industry made 9.4 billion dollars in revenue. Despite the enormous draw of video games, they aren't given the prestige and academic attention that film receives. This thesis covers the evolution of the First Person Shooter from game genre conception to its present state in order to demonstrate the validity of studying the video game medium. Since its beginning in 1992, the First Person Shooter has had a tremendous impact on game development. The genre has consistently been at the forefront of cutting edge technology and continues to revolutionize the way games are played and viewed. Acknowledgments: I would like to thank my advisor, Adrienne Jones for her constant support and advising throughout the duration of this thesis. Without her help I would have never been able to put my passion into writing. I would also like to thank my friends Evan, Amanda, Stephanie, David and, Jefffor sticking by, dealing with my gaming rants, and imparting their knowledge. Table of Contents Introduction ................... The First Person Shooter Chapter I ....................... Birth of a Genre Chapter 2 ...................... The Father of the FPS has Arrived Chapter 3 ....................... The Clone Wars Part I Chapter 4 ....................... Established Dominance Chapter 5 ....................... Unreal Competition Chapter 6 ....................... The Future is Now Chapter 7 ...................... -
Nintendo Wii U Virtual Console
Nintendo Wii U Virtual Console Last Updated on September 25, 2021 Title Publisher Qty Box Man Comments Ōgon no Taiyō: Hirakareshi Fūin Nintendo Adventures of Lolo Nintendo Akumajō Densetsu Konami Akumajō Dracula (FC) Konami Akumajō Dracula (SFC) Konami Akumajō Dracula XX Konami Akumajō Dracula: Circle of the Moon Konami Bahamut Lagoon Square Enix Balloon Fight Nintendo Baseball Nintendo Breath of Fire II: Shimei no Ko Capcom Breath of Fire: Ryū no Senshi Capcom Bubble Bobble Square Enix Chou Makaimura Capcom Clock Tower Sunsoft Clu Clu Land: Welcome to New Clu Clu Land Nintendo Contra Spirits Konami Daikōkai Jidai II Tecmo Koei Densetsu no Ogre Battle Square Enix Donkey Kong Nintendo Donkey Kong 3 Nintendo Donkey Kong Jr. Nintendo Double Dragon ARC SYSTEM WORKS Downtown Nekketsu Kōshinkyoku: Soreyuke Daiundōkai Arc System Works Downtown Special: Kunio-kun no Jidaigeki da yo Zenin Shūgō! ARC SYSTEM WORKS Dr. Mario Nintendo Dracula II: Noroi no Fūin Konami Druaga no Tou Namco Bandai Games Elevator Action Square Enix Excitebike Nintendo F-Zero Nintendo F-Zero for Game Boy Advance Nintendo F-Zero: Falcon Densetsu Nintendo Famicom Bunko: Hajimari no Mori Nintendo Famicom Mukashibanashi: Shin Onigashima (Zengohen) Nintendo Famicom Tantei Club Part II: Ushiro ni Tatsu Shōjo Nintendo Final Fantasy Square Enix Final Fantasy II Square Enix Final Fantasy III Square Enix Final Fantasy IV Square Enix Final Fantasy USA: Mystic Quest Square Enix Final Fantasy V Square Enix Final Fantasy VI Square Enix Final Fight Capcom Final Fight 2 Capcom Final Soldier Konami Fire Emblem Gaiden Nintendo Fire Emblem: Monshō no Nazo Nintendo Fire Emblem: Seima no Kōseki Nintendo Fire Emblem: Seima no Kouseki Nintendo Fire Emblem: Seisen no Keifu Nintendo Fire Emblem: Thracia 776 Nintendo Gakkou de atta Kowai Hanashi NAMCO BANDAI Games Inc. -
Super Nintendo
Super Nintendo 90 MINUTES : EUROPEAN PRIME GOAL [EUROPE] AAAHH!!! REAL MONSTERS [EUROPE] ACME ANIMATION FACTORY [EUROPE] ACTRAISER [FRANCE] ACTRAISER 2 [EUROPE] ADDAMS FAMILY VALUES [EUROPE] THE ADDAMS FAMILY - PUGSLEY'S SCAVENGER HUNT [EUROPE] THE ADDAMS FAMILY [EUROPE] THE ADVENTURES OF BATMAN & ROBIN [EUROPE] THE ADVENTURES OF DR. FRANKEN [EUROPE] THE ADVENTURES OF KID KLEETS [USA] THE ADVENTURES OF MIGHTY MAX [EUROPE] AERO THE ACRO-BAT [EUROPE] AERO THE ACRO-BAT 2 [EUROPE] AGURI SUZUKI F-1 SUPER DRIVING [EUROPE] AIR CAVALRY [EUROPE] AL UNSER JR.'S ROAD TO THE TOP [EUROPE] ALADDIN [FRANCE] ALFRED CHICKEN [EUROPE] ALIEN 3 [EUROPE] ALIEN VS PREDATOR [EUROPE] ALL-AMERICAN CHAMPIONSHIP FOOTBALL [EUROPE] AN AMERICAN TAIL : FIEVEL GOES WEST [EUROPE] ANIMANIACS [EUROPE] ANOTHER WORLD [EUROPE] ARCADE'S GREATEST HITS : THE ATARI COLLECTION 1 [EUROPE] ARDY LIGHTFOOT [EUROPE] ARKANOID : DOH IT AGAIN [EUROPE] ART OF FIGHTING [EUROPE] ASTÉRIX & OBÉLIX [EUROPE] ASTÉRIX [EUROPE] B.O.B. [EUROPE] BARKLEY SHUT UP AND JAM! [EUROPE] BASS MASTERS CLASSIC : PRO EDITION [EUROPE] BATMAN FOREVER [EUROPE] BATMAN RETURNS [EUROPE] BATTLE CLASH [EUROPE] BATTLETOADS IN BATTLEMANIACS [EUROPE] BATTLETOADS & DOUBLE DRAGON [EUROPE] BEAUTY AND THE BEAST [EUROPE] BEAVIS AND BUTT-HEAD [EUROPE] BEETHOVEN : THE ULTIMATE CANINE CAPER! [EUROPE] BEST OF THE BEST : CHAMPIONSHIP KARATE [EUROPE] BIG SKY TROOPER [EUROPE] BIKER MICE FROM MARS [EUROPE] BLACKHAWK [EUROPE] BLAZING SKIES [EUROPE] THE BLUES BROTHERS [EUROPE] BOOGERMAN : A PICK AND FLICK ADVENTURE [EUROPE] BOXING LEGENDS OF THE RING [EUROPE] THE BRAINIES [EUROPE] BRAM STOKER'S DRACULA [EUROPE] BRAWL BROTHERS : RIVAL TURF! 2 [EUROPE] BREATH OF FIRE II [EUROPE] BRETT HULL HOCKEY [EUROPE] BRUTAL : PAWS OF FURY [EUROPE] BUBSY II [EUROPE] BUBSY IN : CLAWS ENCOUNTERS OF THE FURRED KIND [EUROPE] BUGS BUNNY : RABBIT RAMPAGE [EUROPE] BULLS VS BLAZERS AND THE NBA PLAYOFFS [EUROPE] CAL RIPKEN JR. -
Dan Staines a Thesis in Fulfilment of the Requirements for the Degree Of
MORALITY PLAY: DESIGNING VIDEOGAMES FOR MORAL EXPERTISE DEVELOPMENT Dan Staines A thesis in fulfilment of the requirements for the degree of Doctor of Philosophy School of Humanities and Languages Faculty of Arts November, 2016 2 1 THANKS AND ACKNOWLEDGEMENTS For my parents, Shirley and Robert Staines, whose ongoing support made this possible. Huge thanks to: Malcolm, Peter, Rachel, Eleanor, Wilks, Wildgoose, Lamotte, Griz, PT, Mari, Gab, and anyone else who helped me survive the Dark Times. And to Mordin, my cat, for being a constant source of joy and friendship. i CONTENTS Chapter I Introduction and Overview ......................... 1 1.1. Background ............................................ 1 1.2. Why is this important? ................................ 5 1.3. Overview and structure ................................ 6 1.4. Glossary and a note on terminology .................... 7 Chapter II Moral Psychology, Development, and Education ... 10 2.1. What is moral psychology and development? ............ 10 2.2. The philosophical roots of moral psychology .......... 12 2.3. Cognitive developmentalism: Piaget and Kohlberg ...... 23 2.4. Limitations of cognitive developmentalism ............ 35 2.5. Beyond Kohlberg ...................................... 41 2.6. Conclusion ........................................... 63 Chapter III Serious Games ................................. 65 3.1. What is a serious game? .............................. 65 3.2. What makes games attractive for education? ........... 67 3.3. What is the motivational process games trigger? ...... 71 3.4. How do instructional games affect learning outcomes? . 77 3.5. Limitations of the serious games literature .......... 82 3.6. Practical limitations of serious games ............... 86 3.7. The Lens of the Toy .................................. 90 3.8. Transformational Play ................................ 98 3.9. Conclusion .......................................... 106 Chapter IV Games for Moral Expertise Development ......... 111 4.1. -
Research Paper Master
Narrative Expression, Player Agency & Collaborative Storytelling in Video Games Enda Joseph Gallen A research paper submitted to the University of Dublin, in partial fulfilment of the requirements for the degree of Master of Science, Interactive Digital Media. 2016 Declaration I have read and I understand the plagiarism provisions in the General regulations of the University Calendar for the current year, found at: http://www.tcd.ie/calendar I have also completed the Online Tutorial on avoiding plagiarism, ‘Ready, Steady, Write’, located at: <http:// www.tcd.ie/CAPSL/readysteadywrite/> I declare that the work described in this research paper is, except where otherwise stated, entirely my own work and has not been submitted as an exercise for a degree at this or any other university. Signed: Enda Joseph Gallen 13th May 2016 !ii Permission to lend and/or copy I agree that Trinity College Library may lend or copy this research paper upon request. Signed: Enda Joseph Gallen 13th May 2016 !iii Acknowledgements I would like to thank my supervisor Charlene Putney for all of her guidance with this research paper. I would like to thank all my friends in this course, who have been an inspiration this year as well as great company during the long work hours and innumerable cups of tea! I would also like to thank my brother James for his attentive eye and insight in proofreading this paper. I would especially like to thank my parents, Sheila and Kevin, for inspiring me to pursue this degree for making this year possible. !iv Enda Joseph Gallen. Master of Science, Interactive Digital Media. -
Character-Driven Game Design
Aalto University Publication Series of the School of Art and Design A 101 www.taik.fi/bookshop © Petri Lankoski Graphic design: Petri Lankoski Screenshots by the author. The Lies and Seductions cast drawing by Niklas Gustafsson, reproduced with permis- sion. CD cover by Niklas Gustafsson. Product or corporate names are used only for identifica- tion and explanation without intent to infrindge trade- marks. ISBN 978-952-60-0002-2 (print) ISBN 978-952-60-0004-6 (pdf) ISSN 0782-1832 Printed at WS Bookwell Ltd. Jyväskylä 2010 To Stella and Emma, two players of games Contents List of PubLications 9 acknowLedgements 10 introduction 11 Characters as Facilitators of the Playing Experience? 12 The Context of This Study 13 Game Design 14 Game Research 15 Cognitive Sciences and Film Studies drawing on Cognitive Sciences 16 Dramatic Writing for Theatre and Film 17 Goals 18 Methods 18 Qualitative Analysis 19 Gameplay Design Patterns 19 Structure of This Thesis 20 game characters 21 Understanding Other People 21 Mimicry and Empathy 22 Person Schema 22 Player Characters 23 game and gamePLay design 29 Game Design Approaches 29 Game Design and Character Design 30 Missing Link: From Character Design to Gameplay Design 33 character engagement and game design 35 Characters in Computer Games: Toward Understanding Interpretation and Design 35 Player Character Engagement in Computer Games 35 Gameplay Design Patterns for Believable Non-Player Characters 36 Gameplay Design Patterns for Social Networks and Conflicts 37 Lies and Seductions 38 Character-Driven Game -
Deus Ex Revolution Demo
Deus ex revolution demo Name, Deus Ex: Human Revolution Demo. Last Record Update, 2 years ago (October 7, – UTC). Last Change Number, Here's the extended boss fight version of the Deus Ex: Human Revolution Daily Demo. For more on this. Deus Ex: Human Revolution is the next hot sequel to the famous SciFi game. This new gameplay trailer. IGN sits down with the guys from Deus Ex: Human Revolution at our live show at E3 ! You play Adam Jensen, an ex-SWAT specialist who's been handpicked to oversee the defensive needs of one of America's most experimental biotechnology. Deus Ex Human Revolution Demo Download - Deus Ex: Human Revolution - Deus Ex: Human Revolution Nach dem überaus erfolgreichen Deus Ex und dem. Antoine Thisdale stops by to bring us a demo for Deus Ex: Human Revolution. Welcome to Deus Ex Universe! Deus Ex: Human Revolution. Overview. Timeline. Characters. Augments. Weapons. Factions. Locations. DLC. Media. For Deus Ex: Human Revolution on the Xbox , a GameFAQs message board It should be easy to make a playable demo for this game. As some of you might be aware a demo for Deus Ex: Human Revolution has leaked onto the internets. Having played through it I would like to. Deus Ex: Human Revolution Extended Director's Cut Demo - page 1 at GameSpy - Read all of GameSpy's great news for PC here. Civilization is near collapse. The world economy is in chaos. The middle class no longer exists. Deadly viruses have ravaged the earth's population. Terrorism. IGN is the Deus Ex: Human Revolution (PC) resource with reviews, wikis, videos, trailers, screenshots, cheats, walkthroughs, previews, news and release dates. -
Ludic Cyborgism
Press Start Ludic Cyborgism Ludic Cyborgism: Game Studies, Cyborgization, and the Legacy of Military Simulation in Videogames Dennis Jansen Utrecht University – RMA Media, Art, and Performance Studies Abstract This article develops and critiques the concept of ludic cyborgism: the notion that playing videogames allows players a free, non-committal, yet strongly embodied pedagogical engagement with cyborg-being. The article argues that videogame play is a form of cyborgization—the act of becoming a metaphorical cyborg through participation in cybernetic feedback loops. Game Studies has so far neglected to deal with the historical and political implications of this cybernetic engagement, having chosen instead to focus on the supposedly educational and emancipatory aspects of the phenomenon. The history of videogames as simulations is intimately entangled with the development of training simulations in the military-entertainment complex of the late twentieth century United States (Crogan, 2011; Lenoir, 2000), and so what players are principally being taught through videogame play is how to operate military technologies like weapons targeting systems without critiquing the violent nature of those technologies. Moreover, the “cyborg-utopian” reading by game scholars of Donna Haraway’s (1985/1991) “Cyborg Manifesto,” which underlies most of the theoretical framework of ludic cyborgism, facilitates an uncritical understanding of cybernetic videogame play as an ideologically neutral phenomenon. If we wish to bring emancipatory movements into videogames, we should see the simulatory nature of videogames as an inherently conservative force with strong ties to military violence, imperialism, and economic injustice, meaning that these frameworks would require significant transformation in order to become neutral or progressive in any sense.