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2018 – Volume 6, Number
THE POPULAR CULTURE STUDIES JOURNAL VOLUME 6 NUMBER 2 & 3 2018 Editor NORMA JONES Liquid Flicks Media, Inc./IXMachine Managing Editor JULIA LARGENT McPherson College Assistant Editor GARRET L. CASTLEBERRY Mid-America Christian University Copy Editor KEVIN CALCAMP Queens University of Charlotte Reviews Editor MALYNNDA JOHNSON Indiana State University Assistant Reviews Editor JESSICA BENHAM University of Pittsburgh Please visit the PCSJ at: http://mpcaaca.org/the-popular-culture- studies-journal/ The Popular Culture Studies Journal is the official journal of the Midwest Popular and American Culture Association. Copyright © 2018 Midwest Popular and American Culture Association. All rights reserved. MPCA/ACA, 421 W. Huron St Unit 1304, Chicago, IL 60654 Cover credit: Cover Artwork: “Bump in the Night” by Brent Jones © 2018 Courtesy of Pixabay/Kellepics EDITORIAL ADVISORY BOARD ANTHONY ADAH PAUL BOOTH Minnesota State University, Moorhead DePaul University GARY BURNS ANNE M. CANAVAN Northern Illinois University Salt Lake Community College BRIAN COGAN ASHLEY M. DONNELLY Molloy College Ball State University LEIGH H. EDWARDS KATIE FREDICKS Florida State University Rutgers University ART HERBIG ANDREW F. HERRMANN Indiana University - Purdue University, Fort Wayne East Tennessee State University JESSE KAVADLO KATHLEEN A. KENNEDY Maryville University of St. Louis Missouri State University SARAH MCFARLAND TAYLOR KIT MEDJESKY Northwestern University University of Findlay CARLOS D. MORRISON SALVADOR MURGUIA Alabama State University Akita International -
Threat Simulation in Virtual Limbo Preprint
This is a preprint of the article “Threat simulation in virtual limbo: An evolutionary approach to horror video games” by Jens Kjeldgaard-Christiansen and Mathias Clasen, Aarhus University. The final, published version has been published in the Journal of Gaming and Virtual Worlds and is available at https://doi.org/10.1386/jgvw.11.2.119_1. Page 2 of 33 Threat Simulation in Virtual Limbo: An Evolutionary Approach to Horror Video Games Keywords: horror, Limbo, game studies, evolution, simulation, evolutionary psychology Abstract Why would anyone want to play a game designed to scare them? We argue that an alliance between evolutionary theory and game studies can shed light on the forms and psychological functions of horror video games. Horror games invite players to simulate prototypical fear scenarios of uncertainty and danger. These scenarios challenge players to adaptively assess and negotiate their dangers. While horror games thereby instil negative emotion, they also entice players with stimulating challenges of fearful coping. Players who brave these challenges expand their emotional and behavioural repertoire and experience a sense of mastery, explaining the genre’s paradoxical appeal. We end by illustrating our evolutionary approach through an in-depth analysis of Playdead’s puzzle-horror game Limbo. Page 3 of 33 Introduction Imagine this: You are a little boy, lost somewhere deep in the woods at night. You do not know how you got there or how to get out. All you know is that your sister is out there, somewhere, possibly in great danger. You have to find her. The ambiance is alive with animal calls, the flutter of branches and bushes and a welter of noises that you cannot quite make out. -
Amnesia the Dark Descent Download Mac Free Full Game
Amnesia the dark descent download mac free full game Continue See more screenshots of Amnesia: Dark Descent, First Man Survival Horror. The game is about immersion, discovery and life through a nightmare. An experience that o should your core. Using a fully physically simulated world, cutting edge 3D graphics and a dynamic sound system, the game pulls no punches when trying to immerse you. Once the game starts, you'll be in control from start to finish. There are no cut scenes or time jumps, no matter what happens, what happens to you first hand. Amnesia: A dark descent throws you head into a dangerous world where danger can lurk around every corner. Your only defenses are hiding, running or using your mind. Other languages Look for similar items by category Of Feedback Open Mac App Store for buying and downloading apps. The last remaining memories disappear into darkness. Your mind is a mess, and only a sense of hunting remains. You have to run away. Woke up... Amnesia: Dark Descent, the first man survival horror. The game is about immersion, discovery and life through a nightmare. An experience that o should your core. Equipment requirements: - Intel processor.- ATI/AMD or NVIDIA graphics card, no other types of hardware are supported. If your computer does not meet the requirements, the game will freeze, crash or not run at all. March 4, 2015 Version 1.3.1 - Fixes various crash problems associated with additional gamepad support in 1.3.- Fixed the ability to re-switch buttons.- Updated launcher to properly limit SSAO samples to 32x. -
Vgarchive : My Video Game Collection 2021
VGArchive : My Video Game Collection 2021 Nintendo Entertainment System 8 Eyes USA | L Thinking Rabbit 1988 Adventures in the Magic Kingdom SCN | L Capcom 1990 Astérix FRA | L New Frontier / Bit Managers 1993 Astyanax USA | L Jaleco 1989 Batman – The Video Game EEC | L Sunsoft 1989 The Battle of Olympus NOE | CiB Infinity 1988 Bionic Commando EEC | L Capcom 1988 Blades of Steel SCN | L Konami 1988 Blue Shadow UKV | L Natsume 1990 Bubble Bobble UKV | CiB Taito 1987 Castlevania USA | L Konami 1986 Castlevania II: Simon's Quest EEC | L Konami 1987 Castlevania III: Dracula's Curse FRA | L Konami 1989 Chip 'n Dale – Rescue Rangers NOE | L Capcom 1990 Darkwing Duck NOE | L Capcom 1992 Donkey Kong Classics FRA | L Nintendo 1988 • Donkey Kong (1981) • Donkey Kong Jr. (1982) Double Dragon USA | L Technōs Japan 1988 Double Dragon II: The Revenge USA | L Technōs Japan 1989 Double Dribble EEC | L Konami 1987 Dragon Warrior USA | L Chunsoft 1986 Faxanadu FRA | L Nihon Falcom / Hudson Soft 1987 Final Fantasy III (UNLICENSED REPRODUCTION) USA | CiB Square 1990 The Flintstones: The Rescue of Dino & Hoppy SCN | B Taito 1991 Ghost'n Goblins EEC | L Capcom / Micronics 1986 The Goonies II NOE | L Konami 1987 Gremlins 2: The New Batch – The Video Game ITA | L Sunsoft 1990 High Speed ESP | L Rare 1991 IronSword – Wizards & Warriors II USA | L Zippo Games 1989 Ivan ”Ironman” Stewart's Super Off Road EEC | L Leland / Rare 1990 Journey to Silius EEC | L Sunsoft / Tokai Engineering 1990 Kings of the Beach USA | L EA / Konami 1990 Kirby's Adventure USA | L HAL Laboratory 1993 The Legend of Zelda FRA | L Nintendo 1986 Little Nemo – The Dream Master SCN | L Capcom 1990 Mike Tyson's Punch-Out!! EEC | L Nintendo 1987 Mission: Impossible USA | L Konami 1990 Monster in My Pocket NOE | L Team Murata Keikaku 1992 Ninja Gaiden II: The Dark Sword of Chaos USA | L Tecmo 1990 Rescue: The Embassy Mission EEC | L Infogrames Europe / Kemco 1989 Rygar EEC | L Tecmo 1987 Shadow Warriors FRA | L Tecmo 1988 The Simpsons: Bart vs. -
Analysis of Gender and Queer Representation in Outlast II Margret
Outlasting the Binary: Analysis of Gender and Queer Representation in Outlast II Margret M. Murphy Department of Sociology SOC 401: Research Dr. Oluwakemi “Kemi” Balogun March 20, 2020 OUTLASTING THE BINARY 2 Abstract The components within Horror Media has been a topic of study for decades. A major gap in the scholarship is how representations within horror media impacts marginalized communities negatively. Using the first-person survival horror game Outlast II, I ask how these tropes accentuate the archetypes of hegemonic masculinity and emphasized femininity as well as how they conventionalize individuals that challenge the gender binary. The cutscenes, dialogue, documents, and recordings collected will be analyzed, providing evidence for the forthcoming discussions about the representation of gender and queer communities within this game. Results show that the game emphasizes similar themes commonly found in horror media. These include: the “male protector” and “damsel in distress” archetypes, the violent mistreatment of women, framing sexually transmitted diseases (STD’s) as grotesque, exclusion of primary female characters, stereotyping queer characters, and emphasis on hegemonic masculinity, a term coined by Connell (1987). This case study will provide further evidence for ongoing research on horror media and its use of the gender binary, stereotypical male/female roles, and exclusion of non- stereotypical gender non-conforming or queer characters. Keywords: videogames, horror, gender binary, hegemonic masculinity, emphasized femininity, queer representation OUTLASTING THE BINARY 3 Dedications and Acknowledgements A huge thank you to my advisor, Professor Oluwakemi “Kemi” Balogun! Thank you for giving me criticisms, advice, and ideas that were nothing but helpful in making this the best it can possibly be. -
Eyes the Horror Game Old Version
1 / 4 Eyes The Horror Game Old Version Exploring an old, abandoned house, you can collect anything of value, ... Download Eyes - the horror game APK 6.1.33 and all version history .... Eyes The Horror Game v2.0.3 is very very good mod, the best in the website.. ... Search an old, abandoned house and collect any valuables but be careful – there are ... Version:2. 3.7. Moonlight Race – PJ's Transforming Masks is an exciting, .... Older Versions — eyesthegame.eyes.apk apps can be downloaded and installed on Android 4.4.x and higher Android devices. The Latest Version of .... Direct Download Eyes - The Horror Game apk free download Download apk Android apk Android app .... Eyes - The Horror Game, free and safe download. Eyes - The Horror Game latest version: Scared of Slenderman? Well turn your eye away from this terrify.. Download Eyes The Horror Game 5.5.28 APK + MOD Unlocked Free For Android Mobiles, Smart Phones. Tablets ... Explore and loot the abandoned spooky mansion, a terrifying old hotel and other scary places ... Supported Android Version:-. It just released for $3.99 USD (with a 5% off discount on release, and an additional 5% off if you buy it off of the Yai Gameworks Complete Bundles).. Eyes - The Horror Game: It sounded like a simple heist... get into the ... The game also has a free browser version that plays exactly the ... Conceptually, the game is almost identical to Slender, with the by now old fashioned .... Download Latest Version of Eyes: The Horror Game for Free! Works with all Windows(10,7,8/8.1,Vista) versions. -
Like Museums, Videogames Aren't Neutral
Old Dominion University ODU Digital Commons Institute for the Humanities Theses Institute for the Humanities Summer 2019 Harbored: Like Museums, Videogames Aren't Neutral Stephanie Hawthorne Old Dominion University, [email protected] Follow this and additional works at: https://digitalcommons.odu.edu/humanities_etds Part of the European History Commons, Mass Communication Commons, Museum Studies Commons, Social and Cultural Anthropology Commons, and the United States History Commons Recommended Citation Hawthorne, Stephanie. "Harbored: Like Museums, Videogames Aren't Neutral" (2019). Master of Arts (MA), thesis, Humanities, Old Dominion University, DOI: 10.25777/176r-k992 https://digitalcommons.odu.edu/humanities_etds/21 This Thesis is brought to you for free and open access by the Institute for the Humanities at ODU Digital Commons. It has been accepted for inclusion in Institute for the Humanities Theses by an authorized administrator of ODU Digital Commons. For more information, please contact [email protected]. HARBORED: LIKE MUSEUMS, VIDEOGAMES AREN’T NEUTRAL by Stephanie Hawthorne B.A. May 2013, Old Dominion University A Thesis Submitted to the Faculty of Old Dominion University in Partial Fulfillment of the Requirements for the Degree of MASTER OF ARTS HUMANITIES OLD DOMINION UNIVERSITY August 2019 Approved by: Kevin Moberly (Chair) Annette Finley-Croswhite (Member) Amy K. Milligan (Member) ABSTRACT HARBORED: LIKE MUSEUMS, VIDEOGAMES AREN’T NEUTRAL Stephanie Hawthorne Old Dominion University, 2019 Director: Dr. Kevin Moberly There are three primary components to be reviewed: (1) an essay (2) a videogame design document and (3) a prototype. The following essay is comprised of: (1) an analysis of scholarship and contemporary works regarding videogames and museums that demonstrate the theory and method behind this project, (2) research regarding an historic maritime event that will serve as the subject matter for the proposed videogame, and (3) a conclusion that summarizes the game design. -
Narrative in Video Games
NARRATIVE IN VIDEO GAMES ENVIRONMENTAL STORYTELLING IN BIOSHOCK AND GONE HOME Aantal woorden: 16346 PIETER LEMMENS Studentennummer: 01306018 Promotor: Prof. dr. Marco Caracciolo Masterproef voorgelegd voor het behalen van de graad master in de richting Taal- en Letterkunde (Engels- Italiaans) Academiejaar: 2016 – 2017 Verklaring ivm auteursrecht De auteur en de promotor(en) geven de toelating deze studie als geheel voor consultatie beschikbaar te stellen voor persoonlijk gebruik. Elk ander gebruik valt onder de beperkingen van het auteursrecht, in het bijzonder met betrekking tot de verplichting de bron uitdrukkelijk te vermelden bij het aanhalen van gegevens uit deze studie. Het auteursrecht betreffende de gegevens vermeld in deze studie berust bij de promotor(en). Het auteursrecht beperkt zich tot de wijze waarop de auteur de problematiek van het onderwerp heeft benaderd en neergeschreven. De auteur respecteert daarbij het oorspronkelijke auteursrecht van de individueel geciteerde studies en eventueel bijhorende documentatie, zoals tabellen en figuren. 2 Inhoudsopgave ENVIRONMENTAL STORYTELLING IN BIOSHOCK AND GONE HOME .......................................................... 1 Inhoudsopgave ............................................................................................................................................ 3 Acknowledgments ........................................................................................................................................... 4 List of Figures ................................................................................................................................................. -
Itsenäinen Pelikehitys
Itsenäinen pelikehitys Virtanen, Harri 2011 Leppävaara Laurea-ammattikorkeakoulu Leppävaara Itsenäinen pelikehitys Harri Virtanen Tietojenkäsittelyn koulutusohjelma Opinnäytetyö Helmikuu, 2012 Laurea-ammattikorkeakoulu Tiivistelmä Leppävaara Tietojenkäsittelyn koulutusohjelma Harri Virtanen Itsenäinen pelikehitys Vuosi 2011 Sivumäärä 56 Tässä opinnäytetyössä analysoidaan itsenäistä pelikehitystä sekä käsitellään pelikehityksen eri vaiheita. Tavoitteena oli tutkia, mitä itsenäinen pelikehitys pitää sisällään sekä mitä työkalu- ja ja resursseja kehitykseen vaaditaan. Itsenäinen pelikehitys on yleistynyt nykyaikana jatkuvasti kasvavalla nopeudella. Pelaajille tämä merkitsee tarjonnassa kasvua, kun kehittäjälle se taas merkitsee kilpailussa kasvua. Di- gitaalinen aikakausi mahdollistaa oman tuotoksen jakelun internetissä erittäin vähäisillä kus- tannuksilla verrattuna perinteiseen jakeluun. Tietoa ja kokemusta voi harjoittaa itsenäisesti. Resursseja, kuten musiikkia tai tekstuureita, on laillisesti saatavilla jopa kaupalliseen käyt- töön ilmaiseksi. Kuvailtu tilanne on itsenäiselle kehittäjälle ihanteellinen. Pelikehitys on monimutkainen pro- sessi, joka vaatii paljon sillä kaikki on tuotettava itse, vaikka tietyt resurssit olisivatkin hel- posti saatavilla. Itsenäinen pelikehitys sallii kehittäjälle vapauden tuotokseensa, mutta myös vastuu on kehittäjällä itsellään. Työssä vertaillaan eri ohjelmointikieliä ja kehitysprosesseja. Tutkimus käy läpi kehityksen eri vaiheita, prosessien suunnittelua ja ottaa kantaa kehityksen aikana ilmeneviin -
Game Narrative Review
Game Narrative Review Your name: Yakin Najahi Your school: Worcester Polytechnic institute Your email: [email protected] Month/Year you submitted this review: December 2016 Game Title: SOMA Platform: Windows, OS X, Linux, Playstation 4 Release Date: 22 September 2016 Developer: Frictional Games Publisher: Frictional Games Game Writer/Narrative Designer: Mikael Hedberg Creative Director: Thomas Grip Overview SOMA is a survival horror game taking place in a sci-fi universe developed by the indie game studio Frictional Games, the studio behind Penumbra and the excellent Amnesia. The game is set in a futuristic underwater research facility known as PATHOS-II, a few years after a meteorite has killed all human life on the surface of the planet. We play as Simon Jarrett, a car accident survivor as he awakens 100 years later from an experimental brain scan. Confused and disoriented, he finds himself trapped in a mysterious dark facility where terrible events seem to have happened recently. Simon then meets Catherine Chun a crew member present as an AI in the system, who will guide him to achieve her last mission; saving “Humanity”. Following its predecessors, SOMA is a psychological horror game that privileges stealth, exploration and puzzle solving to action and combat. The story is told through dialogues between the two main protagonists and also through environmental clues and various items scattered around the game levels. The game tackles the themes of trans humanism, human consciousness, artificial intelligence, identity and subjective experiences. Characters Simon Jarrett - Simon is the player character and the main protagonist of SOMA. He is a young Canadian adult who recently survived a car accident that left him with a brain damage. -
Official Game Selections, Industry Speakers, and Conference Details Announced for Indiecade East 2015
FOR IMMEDIATE RELEASE OFFICIAL GAME SELECTIONS, INDUSTRY SPEAKERS, AND CONFERENCE DETAILS ANNOUNCED FOR INDIECADE EAST 2015 Artist and educator Mary Flanagan and Frictional Games’ Thomas Grip round out keynote lineup IndieCade’s annual festival presented in collaboration with Museum of the Moving Image brings the diversity and innovation of independent games to New York City with games showcase, talks and discussions, workshops, and more Early-bird discounted tickets on sale through January 19 Astoria, New York, January 16, 2015—IndieCade, the premier international festival of independent games, and Museum of the Moving Image have announced conference workshops, speakers, and games selections for IndieCade East 2015, to be held February 13 through 15 at the Museum in New York City. Details for the conference can be found online at www.IndieCade.com/east. Passes are available at www.movingimage.us/indiecadeeast. “IndieCade East is an incredible opportunity for independent developers, aspiring creators, and video game fans to come see what’s next from some of the most daring and innovative people in the industry,” said Stephanie Barish, Chief Executive Officer, IndieCade. “This is the place to discover and play the next wave of indie games and hear from the creators who are shaping the future.” A showcase of new and unique games The 2015 IndieCade East Game Showcase will feature a wide array of video games from dozens of independent game developers, including award-winning selections from the IndieCade Festival 2014, which was held in Los Angeles. Games are for all major platforms, including PlayStation®4, PlayStation®Vita, Xbox One, Nintendo’s Wii U™ system, Leap Motion, PC, Mac, Linux, and virtual reality. -
Narrative Affordances of Scale in VR: Remediating Traditional Iranian Storytelling
Narrative Affordances of Scale in VR: Remediating Traditional Iranian Storytelling Seyed Moslem Tabatabaei A Thesis in The Department of Design and Computation Arts Presented in Partial Fulfillment of the Requirements For the Degree of Master of Design at Concordia University Montréal, Québec, Canada November 2020 © Seyed Moslem Tabatabaei, 2020 I CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By: Seyed Moslem Tabatabaei Entitled: Narrative Affordances of Scale in VR: Remediating Traditional Iranian Storytelling and submitted in partial fulfillment of the requirements for the degree of Master of Design complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final examining committee: ______________________________________ Examiner Dr. Pippin Bar ______________________________________ Examiner Dr. Rilla Khaled ______________________________________ Thesis Supervisor Dr. Jonathan Lessard Approved by ______________________________________ Dr. Martin Racine, Graduate Program Director ______________________________________ Dr. Annie Gérin, Dean, Dean, Faculty of fine arts Date: 9 December 2020 II Abstract Narrative Affordances of Scale in VR: Remediating Traditional Iranian Storytelling Seyed Moslem Tabatabaei Virtual Reality is turning into a major and more accessible medium to spatial, interactive and linear narrators, aka architects, game designers and filmmakers. This research-creation is conducted with two main objectives: first, to investigate the unique narrative possibilities that VR affords as a result of its specific perceptual cues of scale. Second, to utilize the notion of scale in designing a remediated experience of a traditional screen-based form of storytelling in the Iranian culture known as Pardeh-Khani (literally translated as: reading off curtain/screen). In response to the first objective, possible ways that scale could leverage three distinct forms of immersion in VR were scrutinized under three isolated experiments.