The Future Past: Intertextuality in Contemporary Dystopian Video Games
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Now We Are All Sons of Bitches
Now We Are All Sons of Bitches MICHAEL BONTATIBUS “Wake up, Mr. Freeman. Wake up and smell the ashes,” the enigmat- ic G-Man murmurs as he leers into the camera, finishing an eerie opening monologue—and so begins Half-Life 2, Valve Corporation’s flagship game. The last time we saw Gordon Freeman, the protagonist, the same rigid and mysterious (though more poorly animated, since the prequel was released six years earlier) G-Man was handing him a job offer after witnessing the former scientist transform into a warrior, bent on escaping from the besieged Black Mesa Research Facility alive. Now, suddenly, Freeman finds himself on a train. No context.1 Is it a prison train? The three other individuals on it wear uniforms like those the inmates wore in Cool Hand Luke. The train soon stops at its destination, and we realize that it is a prison train, in a way—Freeman has arrived at the Orwellian “City 17,” where the ironically named Civil Protection abuses and oppresses, where antagonist Dr. Breen preaches poet- ic propaganda from large monitors hung high above the town. In the years since scientists at the facility accidentally opened a gateway between dimen- sions and allowed a bevy of grotesque creatures to spill into our universe, Earth has been taken over by the Combine, an alien multiplanetary empire. Breen is merely Earth’s administrator—and we realize that the ashes the G- Man spoke of were the ashes of the prelapsarian world. It’s classic dystopia, complete with a Resistance, of which Freeman soon finds himself the “mes- sianic” leader (HL2). -
Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2 2015
Repositorium für die Medienwissenschaft Jennifer deWinter; Carly A. Kocurek Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2 2015 https://doi.org/10.25969/mediarep/14996 Veröffentlichungsversion / published version Sammelbandbeitrag / collection article Empfohlene Zitierung / Suggested Citation: deWinter, Jennifer; Kocurek, Carly A.: Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2. In: Thomas Hensel, Britta Neitzel, Rolf F. Nohr (Hg.): »The cake is a lie!« Polyperspektivische Betrachtungen des Computerspiels am Beispiel von PORTAL. Münster: LIT 2015, S. 31– 48. DOI: https://doi.org/10.25969/mediarep/14996. Erstmalig hier erschienen / Initial publication here: http://nuetzliche-bilder.de/bilder/wp-content/uploads/2020/10/Hensel_Neitzel_Nohr_Portal_Onlienausgabe.pdf Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell - Weitergabe unter Attribution - Non Commercial - Share Alike 3.0/ License. For more gleichen Bedingungen 3.0/ Lizenz zur Verfügung gestellt. Nähere information see: Auskünfte zu dieser Lizenz finden Sie hier: http://creativecommons.org/licenses/by-nc-sa/3.0/ http://creativecommons.org/licenses/by-nc-sa/3.0/ Jennifer deWinter / Carly A. Kocurek Chell Game: Representation, Identification, and Racial Ambiguity in ›Portal‹ and ›Portal 2‹ Chell stands in a corner facing a portal, then takes aim at the adjacent wall with the Aperture Science Handheld Portal Device. Between the two portals, one ringed in blue, one ringed in orange, Chell is revealed, reflected in both. And, so, we, the player, see Chell. She is a young woman with a ponytail, wearing an orange jumpsuit pulled down to her waist and an Aperture Science-branded white tank top. -
What Motivates the Authors of Video Game Walkthroughs and Faqs? a Study of Six Gamefaqs Contributors Michael Hughes Trinity University, [email protected]
Trinity University Digital Commons @ Trinity Library Faculty Research Coates Library 1-1-2018 What Motivates the Authors of Video Game Walkthroughs and FAQs? A Study of Six GameFAQs Contributors Michael Hughes Trinity University, [email protected] Follow this and additional works at: https://digitalcommons.trinity.edu/lib_faculty Part of the Library and Information Science Commons Repository Citation Hughes, M.J. (2018). What motivates the authors of video game walkthroughs and FAQs? A study of six GameFAQs contributors. First Monday, 23(1), 1-13. doi: 10.5210/fm.v23i1.7925 This Article is brought to you for free and open access by the Coates Library at Digital Commons @ Trinity. It has been accepted for inclusion in Library Faculty Research by an authorized administrator of Digital Commons @ Trinity. For more information, please contact [email protected]. First Monday, Volume 23, Number 1 - 1 January 2018 Walkthroughs, also known as FAQs or strategy guides, are player-authored documents that provide step-by-step instructions on how to play and what to do in order to finish a given video game. Exegetical in their length and detail, walkthroughs require hours of exacting labor to complete. Yet authors are rarely compensated for work that markedly differs from other kinds of fan creativity. To understand their motivations, I interviewed six veteran GameFAQs authors, then inductively analyzed the transcripts. Open coding surfaced five themes attributable to each participant. Together, these themes constitute a shifting mix of motivations, including altruism, community belonging, self-expression, and recognition — primarily in the form of feedback and appreciation but also from compensation. -
An Exploration of Zombie Narratives and Unit Operations Of
Acta Ludologica 2018, Vol. 1, No. 1 ABSTRACT: This document details the abstract for a study on zombie narratives and zombies as units and their translation from cinemas to interactive mediums. Focusing on modern zombie mythos and aesthetics as major infuences in pop-culture; including videogames. The main goal of this study is to examine the applications The Infectious Aesthetic of zombie units that have their narrative roots in traditional; non-ergodic media, in videogames; how they are applied, what are their patterns, and the allure of Zombies: An Exploration of their pervasiveness. of Zombie Narratives and Unit KEY WORDS: Operations of Zombies case studies, cinema, narrative, Romero, unit operations, videogames, zombie. in Videogames “Zombies to me don’t represent anything in particular. They are a global disaster that people don’t know how to deal with. David Melhart, Haryo Pambuko Jiwandono Because we don’t know how to deal with any of the shit.” Romero, A. George David Melhart, MA University of Malta Institute of Digital Games Introduction 2080 Msida MSD Zombies are one of the more pervasive tropes of modern pop-culture. In this paper, Malta we ask the question why the zombie narrative is so infectious (pun intended) that it was [email protected] able to successfully transition from folklore to cinema to videogames. However, we wish to look beyond simple appearances and investigate the mechanisms of zombie narratives. To David Melhart, MA is a Research Support Ofcer and PhD student at the Institute of Digital do this, we employ Unit Operations, a unique framework, developed by Ian Bogost1 for the Games (IDG), University of Malta. -
Navigating the Videogame
From above, from below: navigating the videogame A thesis presented by Daniel Golding 228306 to The School of Culture and Communication in partial fulfilment of the requirements for the degree of Bachelor of Arts (Honours) in the field of Cultural Studies in the School of Culture and Communication The University of Melbourne Supervisor: Dr. Fran Martin October 2008 ABSTRACT The study of videogames is still evolving. While many theorists have accurately described aspects of the medium, this thesis seeks to move the study of videogames away from previously formal approaches and towards a holistic method of engagement with the experience of playing videogames. Therefore, I propose that videogames are best conceptualised as navigable, spatial texts. This approach, based on Michel de Certeau’s concept of strategies and tactics, illuminates both the textual structure of videogames and the immediate experience of playing them. I also regard videogame space as paramount. My close analysis of Portal (Valve Corporation, 2007) demonstrates that a designer can choose to communicate rules and fiction, and attempt to influence the behaviour of players through strategies of space. Therefore, I aim to plot the relationship between designer and player through the power structures of the videogame, as conceived through this new lens. ii TABLE OF CONTENTS ABSTRACT ii ACKNOWLEDGEMENTS iv CHAPTER ONE: Introduction 1 AN EVOLVING FIELD 2 LUDOLOGY AND NARRATOLOGY 3 DEFINITIONS, AND THE NAVIGABLE TEXT 6 PLAYER EXPERIENCE AND VIDEOGAME SPACE 11 MARGINS OF DISCUSSION 13 CHAPTER TWO: The videogame from above: the designer as strategist 18 PSYCHOGEOGRAPHY 18 PORTAL AND THE STRATEGIES OF DESIGN 20 STRUCTURES OF POWER 27 RAILS 29 CHAPTER THREE: The videogame from below: the player as tactician 34 THE PLAYER AS NAVIGATOR 36 THE PLAYER AS SUBJECT 38 THE PLAYER AS BRICOLEUR 40 THE PLAYER AS GUERRILLA 43 CHAPTER FOUR: Conclusion 48 BIBLIOGRAPHY 50 iii ACKNOWLEDGEMENTS I would like to thank my supervisor, Dr. -
Steganography in Steam Game Files
May 2nd,2012 Christopher Hale Dr. Cihan Varol – Graduate Advisor A NEW VILLAIN: INVESTIGATING STEGANOGRAPHY IN SOURCE ENGINE BASED VIDEO GAMES Table of Contents . History behind platform . Impact of platform . Creating game levels with hidden data . Investigating these levels to recover information . Conclusion . Future Work The Source Engine . Created by Valve . Two ex-Microsoft Employees started in 1996 . Began with the release of Half Life in 1998 . Originally a modified version of the Quake gaming engine . Known initially as $Gldsrc . Modified further into Source engine The Source Engine – Cont’d . More commercial success . Counter-Strike released in 2000 Most actively played online game in the world . Need to aggregate and control game patches . Steam was released in 2003 The Source Engine – Cont’d . One of the leading game engines in the world . Released titles such as: Half Life 1 & 2 Portal 1 & 2 Left 4 Dead 1 & 2 . Ongoing constant development What is Steam? . PC based gaming solution . Store . Game Management . Statistic Aggregation . Patch Aggregation . Social network . Currently in Development – Steamworks API The Steam Interface Steam Usage . 1523 games available . 40 million active user accounts . 5 million concurrent players on January 2, 2012 . 70% of the digital distribution market in 2009 . Continual growth Hammer . Official level (map) creation tool . Used on all Source games . Free with Source games Tools Within Hammer . Hammer is a set of tools to create, develop, and publish Source maps . Main game creation interface . Game logic . Tools to compile map data into playable levels Exploiting the Source Engine . Main focus of this project . Use video game files to hide data . -
Last Line of Defence Cyber Security of Industrial Control Sys- Tems
Last line of defence Cyber security of industrial control sys- tems M. Luchs Delft University of Technology LASTLINEOFDEFENCE CYBER SECURITY OF INDUSTRIAL CONTROL SYSTEMS by M. Luchs in partial fulfillment of the requirements for the degree of Master of Science in Offshore and Dredging Engineering at the Delft University of Technology, to be defended publicly on Wednesday October 26th, 2016 at 14:00 PM. Supervisor: dr. ir. C. Doerr Thesis committee: Prof. dr. C. van Rhee, TU Delft dr. ir. S. A. Miedema, TU Delft Ir. F.van der Heijden, Heerema Fabrication Group An electronic version of this thesis is available at http://repository.tudelft.nl/. PREFACE Before you lies the thesis "Last line of defence: Cyber security of industrial control systems". This work in- vestigates the state of cyber security within the offshore and dredging industry, the result of which has led to the proposal of a novel intrusion detection system for industrial control systems. It is written to complete the graduation requirements of the MSc program Offshore and Dredging Engineering at the Delft University of Technology. The project has been undertaken in collaboration with Heerema Fabrication Group whom where looking to increase their awareness on cyber security. Investigating the state of cyber security within the offshore and dredging industry has led to the research question, which was formulated together with my supervisor from the TU-Delft, Christian Doerr. The work has proven challenging at times, in part because the subject is fairly unexplored terrain, and also my missing of a background in cyber security and computer networks. Nonethe- less it has provided me with many avenues for growth and learning, especially since both the TU-Delft as HFG provided me the option to freely explore and thus gain insights broader then in one area of focus alone. -
Download a PDF Version of the Official
“To Open Minds, To Educate Intelligence, To Inform Decisions” The International Academic Forum provides new perspectives to the thought-leaders and decision-makers of today and tomorrow by offering constructive environments for dialogue and interchange at the intersections of nation, culture, and discipline. Headquartered in Nagoya, Japan, and registered as a Non-Profit Organization 一般社( 団法人) , IAFOR is an independent think tank committed to the deeper understanding of contemporary geo-political transformation, particularly in the Asia Pacific Region. INTERNATIONAL INTERCULTURAL INTERDISCIPLINARY iafor The Executive Council of the International Advisory Board Mr Mitsumasa Aoyama Professor June Henton Professor Baden Offord Director, The Yufuku Gallery, Tokyo, Japan Dean, College of Human Sciences, Auburn University, Professor of Cultural Studies and Human Rights & Co- USA Director of the Centre for Peace and Social Justice Southern Cross University, Australia Lord Charles Bruce Professor Michael Hudson Lord Lieutenant of Fife President of The Institute for the Study of Long-Term Professor Frank S. Ravitch Chairman of the Patrons of the National Galleries of Economic Trends (ISLET) Professor of Law & Walter H. Stowers Chair in Law Scotland Distinguished Research Professor of Economics, The and Religion, Michigan State University College of Law Trustee of the Historic Scotland Foundation, UK University of Missouri, Kansas City Professor Richard Roth Professor Donald E. Hall Professor Koichi Iwabuchi Senior Associate Dean, Medill School of Journalism, Herbert J. and Ann L. Siegel Dean Professor of Media and Cultural Studies & Director of Northwestern University, Qatar Lehigh University, USA the Monash Asia Institute, Monash University, Australia Former Jackson Distinguished Professor of English Professor Monty P. -
Virtual Parentalism Joshua A.T
Washington and Lee Law Review Volume 66 | Issue 3 Article 11 Summer 6-1-2009 Virtual Parentalism Joshua A.T. Fairfield Washington and Lee University School of Law, [email protected] Follow this and additional works at: https://scholarlycommons.law.wlu.edu/wlulr Part of the Family Law Commons, and the Internet Law Commons Recommended Citation Joshua A.T. Fairfield, Virtual Parentalism, 66 Wash. & Lee L. Rev. 1215 (2009), https://scholarlycommons.law.wlu.edu/wlulr/vol66/iss3/11 This Article is brought to you for free and open access by the Washington and Lee Law Review at Washington & Lee University School of Law Scholarly Commons. It has been accepted for inclusion in Washington and Lee Law Review by an authorized editor of Washington & Lee University School of Law Scholarly Commons. For more information, please contact [email protected]. Virtual Parentalism Joshua A.T. Fairfield* Abstract Parents,not laws, ultimately protect children both online and offline. If legislationplaces adults at legal risk because of the presence of children in virtualworlds, adults will exit those worlds, and children will be isolated into separatespaces. This will not improve safetyfor children. Instead,this Article suggests that Congressenact measuresthat encouragefiltering technology and parentaltools that will both protect children in virtualworlds, andprotectfree speech online. Table of Contents I. Introduction ................................................................................ 12 16 II. Parentalism and Cyberbalkanization .......................................... -
Anachronism in Early French Futuristic Fiction
DePauw University Scholarly and Creative Work from DePauw University Modern Languages Faculty publications Modern Languages 7-2016 Anachronism in Early French Futuristic Fiction Arthur B. Evans DePauw University, [email protected] Follow this and additional works at: https://scholarship.depauw.edu/mlang_facpubs Part of the French and Francophone Literature Commons Recommended Citation Evans, Arthur B. "Anachronism in Early French Futuristic Fiction." Science Fiction Studies Vol. 43, no. 2, #129 (July 2016), pp. 194-206. Print. This Article is brought to you for free and open access by the Modern Languages at Scholarly and Creative Work from DePauw University. It has been accepted for inclusion in Modern Languages Faculty publications by an authorized administrator of Scholarly and Creative Work from DePauw University. For more information, please contact [email protected]. 194 SCIENCE FICTION STUDIES, VOLUME 43 (2016) Arthur B. Evans Anachronism in Early French Futuristic Fiction Pawe³ Frelik, in his essay “The Future of the Past: Science Fiction, Retro, and Retrofuturism” (2013), defined the idea of retrofuturism as referring “to the text’s vision of the future, which comes across as anachronistic in relation to contemporary ways of imagining it” (208). Pawe³’s use of the word “anachronistic” in this definition set me to thinking. Aren’t all fictional portrayals of the future always and inevitably anachronistic in some way? Further, I saw in the phrase “contemporary ways of imagining” a delightful ambiguity between two different groups of readers: those of today who, viewing it in retrospect, see such a speculative text as an artifact, an inaccurate vision of the future from the past, but also the original readers, contemporary to the text when it was written, who no doubt saw it as a potentially real future that was chock-full of anachronisms in relation to their own time—but that one day might no longer be. -
Module 2 Roleplaying Games
Module 3 Media Perspectives through Computer Games Staffan Björk Module 3 Learning Objectives ■ Describe digital and electronic games using academic game terms ■ Analyze how games are defined by technological affordances and constraints ■ Make use of and combine theoretical concepts of time, space, genre, aesthetics, fiction and gender Focuses for Module 3 ■ Computer Games ■ Affect on gameplay and experience due to the medium used to mediate the game ■ Noticeable things not focused upon ■ Boundaries of games ■ Other uses of games and gameplay ■ Experimental game genres First: schedule change ■ Lecture moved from Monday to Friday ■ Since literature is presented in it Literature ■ Arsenault, Dominic and Audrey Larochelle. From Euclidian Space to Albertian Gaze: Traditions of Visual Representation in Games Beyond the Surface. Proceedings of DiGRA 2013: DeFragging Game Studies. 2014. http://www.digra.org/digital- library/publications/from-euclidean-space-to-albertian-gaze-traditions-of-visual- representation-in-games-beyond-the-surface/ ■ Gazzard, Alison. Unlocking the Gameworld: The Rewards of Space and Time in Videogames. Game Studies, Volume 11 Issue 1 2011. http://gamestudies.org/1101/articles/gazzard_alison ■ Linderoth, J. (2012). The Effort of Being in a Fictional World: Upkeyings and Laminated Frames in MMORPGs. Symbolic Interaction, 35(4), 474-492. ■ MacCallum-Stewart, Esther. “Take That, Bitches!” Refiguring Lara Croft in Feminist Game Narratives. Game Studies, Volume 14 Issue 2 2014. http://gamestudies.org/1402/articles/maccallumstewart ■ Nitsche, M. (2008). Combining Interaction and Narrative, chapter 5 in Video Game Spaces : Image, Play, and Structure in 3D Worlds, MIT Press, 2008. ProQuest Ebook Central. https://chalmers.instructure.com/files/738674 ■ Vella, Daniel. Modelling the Semiotic Structure of Game Characters. -
Clockwork Heroines: Female Characters in Steampunk Literature Cassie N
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by TopSCHOLAR Western Kentucky University TopSCHOLAR® Masters Theses & Specialist Projects Graduate School 5-1-2013 Clockwork Heroines: Female Characters in Steampunk Literature Cassie N. Bergman Western Kentucky University, [email protected] Follow this and additional works at: http://digitalcommons.wku.edu/theses Part of the Literature in English, British Isles Commons, and the Literature in English, North America Commons Recommended Citation Bergman, Cassie N., "Clockwork Heroines: Female Characters in Steampunk Literature" (2013). Masters Theses & Specialist Projects. Paper 1266. http://digitalcommons.wku.edu/theses/1266 This Thesis is brought to you for free and open access by TopSCHOLAR®. It has been accepted for inclusion in Masters Theses & Specialist Projects by an authorized administrator of TopSCHOLAR®. For more information, please contact [email protected]. CLOCKWORK HEROINES: FEMALE CHARACTERS IN STEAMPUNK LITERATURE A Thesis Presented to The Faculty of the Department of English Western Kentucky University Bowling Green Kentucky In Partial Fulfillment Of the Requirement for the Degree Master of Arts By Cassie N. Bergman August 2013 To my parents, John and Linda Bergman, for their endless support and love. and To my brother Johnny—my best friend. ACKNOWLEDGEMENTS I would like to thank Johnny for agreeing to continue our academic careers at the same university. I hope the white squirrels, International Fridays, random road trips, movie nights, and “get out of my brain” scenarios made the last two years meaningful. Thank you to my parents for always believing in me. A huge thank you to my family members that continue to support and love me unconditionally: Krystle, Dee, Jaime, Ashley, Lauren, Jeremy, Rhonda, Christian, Anthony, Logan, and baby Parker.