Collective Memory and the Representation of Atomic Fears in Video Games
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GETTING READY for TAKE-OFF How Generation Z Is Starting to Shape Corporate Travel of the Future
connectCWT’s business travel magazine | UK & Ireland | Spring 2019 GETTING READY FOR TAKE-OFF How Generation Z is starting to shape corporate travel of the future Osaka An economic and cultural powerhouse The state of the hotel market The effect of technology and mergers Health & travel Keeping fit & healthy when travelling connect 1/2019 – Editorial 3 Welcome to Connect magazine for spring 2019! egular readers will notice that I’m not the person you usually see when flipping open your issue of Connect. From this magazine onwards, we will be rotating the slot and featuring guest editors Rfrom across CWT. I’m privileged to be the first one of many to take this coveted position. As SVP and Chief Experience Officer at RoomIt by CWT my role is to ensure we match travellers with the right room at the right rate, while helping companies control their budgets and improve travel oversight. We touch on this in our feature on recent developments in the hotel market (page 18). In the same article, we show how innovative travel managers can achieve savings beyond negotiated rates at the same time as still maintaining compliance in travel programmes. In this issue we also compare the much-talked and -written about Millennials with their younger counterparts, Generation Z (page 8). We discover how they might shape the corporate travel of the future and what they expect in a travel programme, from hotel stays to long-haul flights. With destinations in mind, we head east to Japan and the city of Osaka (page 12), an exciting metropolis that works as hard as it plays. -
TESTOVALI SME MSI Infinite X HRA MESIACA
Digitálno-Lifestyle magazín pre každého Číslo 78 /jún 2018 | www.generation.sk v spolupráci s www.gamesite.sk HRA MESIACA Detroit: Become Human TESTOVALI SME MSI Infinite X VIDELI SME Deadpool 2 Olá Olá E3 volá Áno správne. E3 je tu. A Battle Royale je tu. Teda, aspoň to sa očakáva. Mission Games s.r.o., Call of Duty už na bandwagon naskočilo. Battlefield túto zastávku Železiarenská 39, 040 15 Košice 15, Slovenská republika E: [email protected] W: www.mission.sk asi tento rok vynechá. No predpokladám že Ubi s Division nebude zaostávať. Otázka je, čo okrem toho? REDAKCIA Šéfredaktor / Zdeněk 'HIRO' Moudrý Úprimne, mňa BR hry vôbec nezaujali. Nechápem ich popularite, Zástupca šéfredaktora / Juraj Moudrý nechápem pozornosti, ktorá sa na ne vrhá. A preto netuším čo od E3 Webadmin / Richard Lonščák, Juraj Lux Jazykové redaktorky / Zdenka Schwarzová, Aďka Zazuľáková, tento rok čakať. A som z toho trochu smutný. Lebo E3 bol niekedy sviatok. Monika Erdélyiová, Stella Ondrejčíková, Veronika Cholevová Ale stráca na lesku. Výrazným spôsobom. Stále viac a viac spoločností Na výkone Odborná redakcia / Ľubomír Čelár, Daniel Paulíny, považuje vyhodenie desiatok tisíc dolárov za účasť ako zbytočnú investíciu Dominik Farkaš, Ján Schneider, Peter Vnuk, Ján Hamlik, Stanislav Jakúbek, Lukáš Bátora, Norbert Bitto, a aj keď množstvo konferencií rastie, prestíž tak trochu klesá. Mário Lorenc, Maroš Goč, Miroslav Konkoľ, Lukáš Plaček, Niekedy bolo odhalenie takej hry ako RAGE 2, či Black Ops 4 mimo E3 Richard Mako, Katka Hužvárová, Ivana Vrabľová, niečo nepredstaviteľné....teraz nie. Michaela Medveďová, Dominika Farkašová, záleží Monika Siekelová, Katarína Laurošková, Sima Udvardyová, Lenka Hužvárová, Martina Húsková Každopádne, uvidíme. -
Sega Sammy Holdings Integrated Report 2019
SEGA SAMMY HOLDINGS INTEGRATED REPORT 2019 Challenges & Initiatives Since fiscal year ended March 2018 (fiscal year 2018), the SEGA SAMMY Group has been advancing measures in accordance with the Road to 2020 medium-term management strategy. In fiscal year ended March 2019 (fiscal year 2019), the second year of the strategy, the Group recorded results below initial targets for the second consecutive fiscal year. As for fiscal year ending March 2020 (fiscal year 2020), the strategy’s final fiscal year, we do not expect to reach performance targets, which were an operating income margin of at least 15% and ROA of at least 5%. The aim of INTEGRATED REPORT 2019 is to explain to stakeholders the challenges that emerged while pursuing Road to 2020 and the initiatives we are taking in response. Rapidly and unwaveringly, we will implement initiatives to overcome challenges identified in light of feedback from shareholders, investors, and other stakeholders. INTEGRATED REPORT 2019 1 Introduction Cultural Inheritance Innovative DNA The headquarters of SEGA shortly after its foundation This was the birthplace of milestone innovations. Company credo: “Creation is Life” SEGA A Host of World and Industry Firsts Consistently Innovative In 1960, we brought to market the first made-in-Japan jukebox, SEGA 1000. After entering the home video game console market in the 1980s, The product name was based on an abbreviation of the company’s SEGA remained an innovator. Representative examples of this innova- name at the time: Service Games Japan. Moreover, this is the origin of tiveness include the first domestically produced handheld game the company name “SEGA.” terminal with a color liquid crystal display (LCD) and Dreamcast, which In 1966, the periscope game Periscope became a worldwide hit. -
Magisterarbeit / Master's Thesis
MAGISTERARBEIT / MASTER’S THESIS Titel der Magisterarbeit / Title of the Master‘s Thesis „Player Characters in Plattform-exklusiven Videospielen“ verfasst von / submitted by Christof Strauss Bakk.phil. BA BA MA angestrebter akademischer Grad / in partial fulfilment of the requirements for the degree of Magister der Philosophie (Mag. phil.) Wien, 2019 / Vienna 2019 Studienkennzahl lt. Studienblatt / UA 066 841 degree programme code as it appears on the student record sheet: Studienrichtung lt. Studienblatt / Magisterstudium Publizistik- und degree programme as it appears on Kommunikationswissenschaft the student record sheet: Betreut von / Supervisor: tit. Univ. Prof. Dr. Wolfgang Duchkowitsch 1. Einleitung ....................................................................................................................... 1 2. Was ist ein Videospiel .................................................................................................... 2 3. Videospiele in der Kommunikationswissenschaft............................................................ 3 4. Methodik ........................................................................................................................ 7 5. Videospiel-Genres .........................................................................................................10 6. Geschichte der Videospiele ...........................................................................................13 6.1. Die Anfänge der Videospiele ..................................................................................13 -
Sega Sammy Holdings Integrated Report 2019
SEGA SAMMY HOLDINGS INTEGRATED REPORT 2019 Challenges & Initiatives Since fiscal year ended March 2018 (fiscal year 2018), the SEGA SAMMY Group has been advancing measures in accordance with the Road to 2020 medium-term management strategy. In fiscal year ended March 2019 (fiscal year 2019), the second year of the strategy, the Group recorded results below initial targets for the second consecutive fiscal year. As for fiscal year ending March 2020 (fiscal year 2020), the strategy’s final fiscal year, we do not expect to reach performance targets, which were an operating income margin of at least 15% and ROA of at least 5%. The aim of INTEGRATED REPORT 2019 is to explain to stakeholders the challenges that emerged while pursuing Road to 2020 and the initiatives we are taking in response. Rapidly and unwaveringly, we will implement initiatives to overcome challenges identified in light of feedback from shareholders, investors, and other stakeholders. INTEGRATED REPORT 2019 1 Introduction Cultural Inheritance Innovative DNA The headquarters of SEGA shortly after its foundation This was the birthplace of milestone innovations. Company credo: “Creation is Life” SEGA A Host of World and Industry Firsts Consistently Innovative In 1960, we brought to market the first made-in-Japan jukebox, SEGA 1000. After entering the home video game console market in the 1980s, The product name was based on an abbreviation of the company’s SEGA remained an innovator. Representative examples of this innova- name at the time: Service Games Japan. Moreover, this is the origin of tiveness include the first domestically produced handheld game the company name “SEGA.” terminal with a color liquid crystal display (LCD) and Dreamcast, which In 1966, the periscope game Periscope became a worldwide hit. -
Found in Translation: Evolving Approaches for the Localization of Japanese Video Games
arts Article Found in Translation: Evolving Approaches for the Localization of Japanese Video Games Carme Mangiron Department of Translation, Interpreting and East Asian Studies, Universitat Autònoma de Barcelona, 08193 Bellaterra, Barcelona, Spain; [email protected] Abstract: Japanese video games have entertained players around the world and played an important role in the video game industry since its origins. In order to export Japanese games overseas, they need to be localized, i.e., they need to be technically, linguistically, and culturally adapted for the territories where they will be sold. This article hopes to shed light onto the current localization practices for Japanese games, their reception in North America, and how users’ feedback can con- tribute to fine-tuning localization strategies. After briefly defining what game localization entails, an overview of the localization practices followed by Japanese developers and publishers is provided. Next, the paper presents three brief case studies of the strategies applied to the localization into English of three renowned Japanese video game sagas set in Japan: Persona (1996–present), Phoenix Wright: Ace Attorney (2005–present), and Yakuza (2005–present). The objective of the paper is to analyze how localization practices for these series have evolved over time by looking at industry perspectives on localization, as well as the target market expectations, in order to examine how the dialogue between industry and consumers occurs. Special attention is given to how players’ feedback impacted on localization practices. A descriptive, participant-oriented, and documentary approach was used to collect information from specialized websites, blogs, and forums regarding localization strategies and the reception of the localized English versions. -
Mlb the Show 17 Pc Iso Download Free MLB the Show 21 Torrent Download PC Game
mlb the show 17 pc iso download free MLB The Show 21 Torrent Download PC Game. How do you want to own the show? In a nail-biting competitive game or maybe a chill game where you can kick back and watch the dingers roll in. No matter what you’re playstyle MLB The Show 21 has you covered. MLB The Show 21 will feature cross-platform multiplayer, so you can play against anyone, regardless of what console they’re using. It also supports “cross progression,” which lets you pick up where you left off on another platform, even if it’s a different console generation. MLB The Show 19 PC Download Free Full Version [2021 Updated] MLB The Show 19 PC Download is a real-time strategy game developed in 2019 by Sony Interactive Entertainment for Windows and PlayStation 4 . Overview. MLB The Show 19 is out of nowhere ends up in a phenomenal position. The COVID-19 coronavirus has disturbed games over the globe, and baseball is the same, like Opening Day of the 2020 Major League Baseball season was as of late deferred for in any event the following two months and even that appears to be hopeful. It’s an unbelievable unforeseen development, yet it likewise implies Sony San Diego’s most recent baseball sim is presently one of the main approaches to encounter the 2020 period of America’s preferred side interest. It’s a great job, at that point, that MLB 20 keeps up the arrangement’s reliably high caliber. Refinements to handling and hitting may just be steady this year, yet they add more profundity to what is as yet one of the most convincing sporting events available, while new options and modes off the field increment the game’s assortment as you diagram a course towards World Series greatness. -
Experience Once-In-A-Lifetime Commemorative Events in 2015
SPECIAL ADVERTISING SECTION JAPAN Experience Lake Once-in-a-Lifetime Kyoto Biwa-ko Commemorative Kōbe Nara Events in 2015 AdvertisementOsaka here’s never been a better time to visit Japan’s historic Kansai Mt.Koya T region. In 2015, the region’s main cities of Nara and Osaka, and the famed Buddhist retreat of Mt. Koya Kyoto Tokyo (all easily reached from Kyoto) will celebrate landmark events, offering visitors the chance to experience has been rebuilt many times over the Japan at its most authentic. centuries, including renovations to the main hall that take place every One of Japan’s most sacred sites, 20 years. The next renovation will be Mt. Koya (or Koyasan in Japanese) in 2015/16, offering the rare chance is home to more than 100 Buddhist to witness the rebuilding ceremony, temples, half of which offer called Shikinen Zotai. accommodations. Founded in 816 by Kobo Daishi, one of Japan’s most In contrast to Kasuga Taisha Shrine revered Buddhist figures, Koyasan and Koyasan, both of which are part will celebrate its 1,200th anniversary of UNESCO World Heritage Sites, in 2015 with ceremonies and events Osaka is a bustling metropolis famed scheduled from April 2 to May 21. for its unique entertainment district, Wander amidst the tranquil beauty Dotonbori. Set along the Dotonbori- of Japan’s largest cemetery, Okunoin, gawa canal and buzzing with light named one of the world’s most from giant neon signs and illuminated beautiful cemeteries in 2014 by advertisements, this neighborhood is Travel + Leisure. Explore the impressive the place to go in Osaka for fantastic Danjo Garan complex, one of the first food, theater, and entertainment. -
SAMSUNG Winning the Smartphone Game CONTENT
PIXELATED A TECHNOLOGY AND VIDEO GAME MAGAZINE Vol. VIII - NO 02 - Spring 2019 SAMSUNG Winning the Smartphone Game CONTENT 6 7 Graphene Airpods vs Galaxy Buds by Lorenzo Hess by Siddiq Nanabawa PIXELATED TECHNOLOGY Andre Dang 4 SpaceX BFR Libby Mather by Lorenzo Hess Editors-In-Chief 8 S10 Lineup by Pratham Gandhi Ryan Eastep GAMING Managing Editor 10 Yoshi’s Crafted World by Leonard Song 11 Link’s Awakening Pratham Gandhi by Jayer Yang Ryan Leung 12 Top 8 Players at MSI Design Editors by Ryan Eastep 14 MLB The Show Lorenzo Hess by Mark Fernandez Mark Fernandez 18 Anthem Victor Dimitrov by Victor Dimitrov Content Editors 20 The Role of Assasin’s Creed in Notre Dame’s Repair Keith Renner Akira Eisenbeiss Faculty Advisor 21 Pokemon Sword and Shield by Ryan Leung 22 New Super Mario Bros U Deluxe by Aidan McAndrew -2- PIXELATED 16 24 Apex Legends Smash Ultimate Tier List by Victor Dimitrov by Ryan Eastep, Melchior Lee, and Spencer Kahn LETTER FROM THE EDITORS Hello again! We’re excited to present to you Pixelated’s second edition for this year! All of our writers and editors put their all into it and for one of us EICs, this is our last year, so it’s bittersweet to be leaving Pixelated behind. This is the last issue of the year, and it’s been a great journey. We have the latest in gaming and tech to present to you in this fnal issue of the year. In technology, we’ve got the updates on SpaceX, the innovations of Graphene, news about new samsung phones, and a discussion about airpods vs. -
Don Quijote Holdings / 7532
R Don Quijote Holdings / 7532 COVERAGE INITIATED ON: 2010.01.06 LAST UPDATE: 2018.02.06 Shared Research Inc. has produced this report by request from the company discussed in the report. The aim is to provide an “owner’s manual” to investors. We at Shared Research Inc. make every effort to provide an accurate, objective, and neutral analysis. In order to highlight any biases, we clearly attribute our data and findings. We will always present opinions from company management as such. Our views are ours where stated. We do not try to convince or influence, only inform. We appreciate your suggestions and feedback. Write to us at [email protected] or find us on Bloomberg. Research Coverage Report by Shared Research Inc. Don Quijote Holdings / 7532 RCoverage LAST UPDATE: 2018.02.06 Research Coverage Report by Shared Research Inc. | www.sharedresearch.jp INDEX How to read a Shared Research report: This report begins with the trends and outlook section, which discusses the company’s most recent earnings. First-time readers should start at the business section later in the report. Key financial data ------------------------------------------------------------------------------------------------------------------------------------- 3 Recent updates ---------------------------------------------------------------------------------------------------------------------------------------- 4 Highlights ------------------------------------------------------------------------------------------------------------------------------------------------------------4 -
Understanding the Framing of East Asian Crime in Video Games Amber Pfliger 3023897 March 21, 2019 Macewan University
Running head: Racialization of Motive 1 The Racialization of Motive: Understanding the Framing of East Asian Crime in Video Games Amber Pfliger 3023897 March 21, 2019 MacEwan University RACIALIZATION OF MOTIVE 2 Abstract To gain a comprehensive understanding as to how East Asian crime is framed in video games, the origin stories of three video game protagonists were examined. To accomplish this, a coding scheme was utilized to draw themes on protagonist motive, which was then compared to Liu’s Asian paradigm theory (Liu, 2016). By doing so, it demonstrated the homogenization of motive in relation to East Asian culture and emphasized honour as a racially explicit motive. These findings are discussed concerning accurate cultural framing and the development of the racialized other. RACIALIZATION OF MOTIVE 3 Why Study Video Games? In the 21st century, video games have assumed the forefront of narrative. Video games can both captivate and indulge their audience through hours of immersive, digital storytelling. Because of this, video games have continued to develop and have become increasingly powerful within a consumer society. What was once a Gameboy™ boasting a grey and green screen heralded for its playability has morphed into fantasy worlds like no other. With these technological advances, gamers find themselves in virtual spaces, yielding historical weapons and interacting with ancient civilizations. Individuals are granted the ability to plug in and log on to these new awaiting worlds regardless of time, space, or ability. Due to such developments, the world of video games has expanded to include a variety of gamers from different origins, all which seek representation within the medium. -
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.