Avatar 'N' Andy: the Colour Blind Ideology in Video Game Voice Acting
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Download Cuphead -Free Cuphead Cursor
download cuphead -free Cuphead Cursor. You still do not have a Custom Cursor for Chrome extension? Install it from official Chrome Web Store. You still do not have a Custom Cursor for Edge addon? Install it from official Microsoft Edge Addons site. You still do not have a Custom Cursor for Opera addon? Install it from official Opera addons site. You still do not have a Custom Cursor for Yandex addon? Install it from official Opera addons for Yandex site. You still do not have a Custom Cursor for Firefox addon? Install it from official Firefox Browser Add-ons site. You still do not have a Custom Cursor? 2017 - 2021, Blife Team. Content provided on this website is FanArt. All product names, logos, characters, brands, trademarks and registered trademarks are property of their respective owners and unrelated to Custom Cursor. Where to get: Cuphead Download. Cuphead is a fun game where you will possibly have a love and hate cycle of the game. It’s one of the best run and gun titles that came out in recent years. Here is where you can download it for all the platforms it’s available at the moment. For the time being, Cuphead is available on PC, macOS, PlayStation, Xbox, and Nintendo Switch. In this article, we will show where to download Cuphead, provide a brief overview of the compatibility with the platform, and tell you our take on where it’s played the best. Cuphead for PC – Windows. Cuphead was first released on PC along with Xbox One and Xbox Play Anywhere on September 29, 2017. -
The First but Hopefully Not the Last: How the Last of Us Redefines the Survival Horror Video Game Genre
The College of Wooster Open Works Senior Independent Study Theses 2018 The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre Joseph T. Gonzales The College of Wooster, [email protected] Follow this and additional works at: https://openworks.wooster.edu/independentstudy Part of the Other Arts and Humanities Commons, and the Other Film and Media Studies Commons Recommended Citation Gonzales, Joseph T., "The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre" (2018). Senior Independent Study Theses. Paper 8219. This Senior Independent Study Thesis Exemplar is brought to you by Open Works, a service of The College of Wooster Libraries. It has been accepted for inclusion in Senior Independent Study Theses by an authorized administrator of Open Works. For more information, please contact [email protected]. © Copyright 2018 Joseph T. Gonzales THE FIRST BUT HOPEFULLY NOT THE LAST: HOW THE LAST OF US REDEFINES THE SURVIVAL HORROR VIDEO GAME GENRE by Joseph Gonzales An Independent Study Thesis Presented in Partial Fulfillment of the Course Requirements for Senior Independent Study: The Department of Communication March 7, 2018 Advisor: Dr. Ahmet Atay ABSTRACT For this study, I applied generic criticism, which looks at how a text subverts and adheres to patterns and formats in its respective genre, to analyze how The Last of Us redefined the survival horror video game genre through its narrative. Although some tropes are present in the game and are necessary to stay tonally consistent to the genre, I argued that much of the focus of the game is shifted from the typical situational horror of the monsters and violence to the overall narrative, effective dialogue, strategic use of cinematic elements, and character development throughout the course of the game. -
Sites of Play: Locating Gameplace in Red Dead Redemption 2
Sites of Play: Locating Gameplace in Red Dead Redemption 2 Andrew Westerside University of Lincoln Brayford Pool, LN6 7TS United Kingdom [email protected] Jussi Holopainen University of Lincoln Brayford Pool, LN6 7TS United Kingdom [email protected] ABSTRACT In Video Game Spaces (2009), Michael Nitsche proposes three indicators of ‘placeness’ in video games: identity, self-motivated and self-organised action, and traces of memory (191-201). We read this notion of placeness as closely aligned to, or overlapping with, the understandings of place and site articulated in theatre and performance research as site-specific performance. Here, we articulate the ideas (and analyse the experiences) of placeness and sitedness in Rockstar Games’ Red Dead Redemption 2 (RDR2) through an analytical conversation between performance studies and games design research with a human-computer interaction bias. Through a close- reading of gameplay experiences (Bizzocchi and Tanenbaum, 2011), we individually experienced over 30 hours of RDR2 gameplay while taking notes, recording, and capturing screenshots. During our individual analyses, we met periodically to compare notes, discuss notable game moments and share analytical insights. At this intersection of game research and performance research, we ask to what extent the theoretical articulations of aesthetic/affective experience in physical, corporeal and material spaces can develop – and further nuance – our understanding of how place is experienced (and thus designed) in contemporary videogames. In doing so, we propose the term gameplace as a means of articulating what this article will define as the affective relationship between place, experience and play. Keywords Place, space, placeness, gameworld, gameplay, performance research, phenomenology INTRODUCTION Site-Specific Performance For scholars and practitioners in the discipline, site-specific performance refers to ‘performance conceived on the basis of a place in the real world (ergo, outside the established theatre)’ (Pavis, 1998, p.337). -
Non-Determinism in the Narrative Structure of Video Games
Non-Determinism in the Narrative Structure of Video Games Marcello Arnaldo Picucci Thesis submitted in fulfillment of the requirements for the degree of Doctor of Philosophy School of English Literature, Language and Linguistics Newcastle University July 2015 Abstract At the present time, computer games represent a finite interactive system. Even in their more experimental forms, the number of possible interactions between player and NPCs (non-player characters) and among NPCs and the game world has a finite number and is led by a deterministic system in which events can therefore be predicted. This implies that the story itself, seen as the series of events that will unfold during gameplay, is a closed system that can be predicted a priori. This study looks beyond this limitation, and identifies the elements needed for the emergence of a non-finite, emergent narrative structure. Two major contributions are offered through this research. The first contribution comes in the form of a clear categorization of the narrative structures embracing all video game production since the inception of the medium. In order to look for ways to generate a non-deterministic narrative in games, it is necessary to first gain a clear understanding of the current narrative structures implemented and how their impact on users’ experiencing of the story. While many studies have observed the storytelling aspect, no attempt has been made to systematically distinguish among the different ways designers decide how stories are told in games. The second contribution is guided by the following research question: Is it possible to incorporate non-determinism into the narrative structure of computer games? The hypothesis offered is that non-determinism can be incorporated by means of nonlinear dynamical systems in general and Cellular Automata in particular. -
AUTHOR Braddlee TITLE Intertextuality and Television Discourse: the Max Headroom Story
DOCUMENT RESUME ED 310 462 CS 506 795 AUTHOR Braddlee TITLE Intertextuality and Television Discourse: The Max Headroom Story. PUB DATE May 89 NOTE 27p.; Paper presented at the Annual Meeting of the International Communication Association (38th, New Orleans, LA, May 29-June 2, 1988). PUB TYPE Speeches/Conference Papers (150) -- Viewpoints (120) -- Reports - Evaluative/Feasibility (142) EDRS PRICE MF01/PCO2 Plus Postage. DESCRIPTORS *Advertising; Discourse Analysis; Higher Education; Mass Media; Mass Media Effects; *Mass Media Role; *Mass Media Use; *Programing (Broadcast); *Reader Text Relationship; Television Research; *Television Viewing; Text Structure IDENTIFIERS Intertextuality; *Max Headroom ABSTRACT Max Headroom, the computer-generated media personality, presents a good opportunity for an investigation of the degree of intertextuality in television. Max combines narrative genres (science fiction and film noir), television program types (prime-time episodic narrative, made-for-TV movie, talkshows), advertising and programming, and electronic and print media. Analysis of one channel of discourse, commercials and advertising, shows that neither advertisers nor textual theorists can rest safely on their assumptions. The text involved here is complex in the very sense that culture itself is complex, and readings of media that reduce complexity to a simplistic ideological positioning of readers are reductive and based on an overprivileging of dominance over the intelligence of viewers, and their power to expose and exploit contradictory textual elements. By over-emphasizing the hegemonic and deemphasizing the emancipatory or oppositional, injustice is done to both the complexity of texts, and their potential for encouraging critical positionings among readers. Only through empirical investigation of individuals' readings in a consistent and systematic fashion will it be possible to determine the relationships between viewers and texts. -
List of Western-Themed Games
List of Western-Themed Games Key action (A) adventure (ADV) card game (C) duel (D) first-person shooter (FPS) laser disc/multimedia (LD) other (O) pinball (PB) platform (PL) puzzle (PUZ) real-time strategy/manager (RTS) role-playing game (RPG) strategy/wargame (S) target shooting/reaction (TS) Year Games 1939 Buckaroo (PB), Ride “M” Cowboy (PB) 1941 Texas Mustang (PB) 1945 Wagon Wheels (PB) 1946 Dynamite (PB) 1947 Broncho (PB), Ranger (PB) 1948 Round Up (PB) 1949 Oklahoma (PB), Tumbleweed (PB), Utah (PB) 1950 Buffalo Bill (PB), Six Shooter (TS) 1954 Stage Coach (PB) 1955 Smoke Signal (PB), Southern Belle (PB), Wild West Gallery (TS) 1957 Arrow Head (PB) 1959 Gunsmoke (TS) 1960 Pony Express (TS), Texan (PB), Wagon Train (PB) 1961 Double Barrel (PB), Indian Scout (TS), Mr. Quick Draw (TS), Mr. Top Gun (TS), Wild West (TS) 1962 Arrowhead (PB), Flipper Cowboy (PB) 1963 Bronco (PB), Texas Ranger Gatling Gun (TS) WiderScreen 1/2015: Villin lännen uudet visiot – New Visions of the Wild West 1964 Bonanza (PB), Championship Fast Draw (TS) 1965 Buckaroo (PB) 1966 Six Shooter (PB) 1967 Rifleman (TS), Wild West Rifle Gallery (TS) 1968 Civil War (S), Dogies (PB), Gun Smoke (PB), Stage Coach (PB) 1969 Lariat (PB) 1970 Bonanza (TS), Cowboy (PB), Gun Fight (D), White Lightning (TS) 1971 Gold Rush (PB), Lawman (PB) 1972 Rodeo Shooting Gallery (TS), Texas Ranger (PB) 1974 Big Indian (PB), Cowboy (A), Wild Gunman (TS) 1975 El Dorado (PB), Fast Draw (PB), Gun Fight [Western Gun] (D) 1976 Cherokee (PB), Outlaw (TS), Plinker’s Canyon (TS), Top -
2019 Annual Report
TAKE-TWO INTERACTIVE SOFTWARE, INC. 2019 ANNUAL REPORT ANNUAL INC. 2019 SOFTWARE, INTERACTIVE TAKE-TWO TAKE-TWO INTERACTIVE SOFTWARE, INC. 2019 ANNUAL REPORT Generated significant cash flow and ended the fiscal year with $1.57$1.57 BILLIONBILLION in cash and short-term investments Delivered total Net Bookings of Net Bookings from recurrent $2.93$2.93 BILLIONBILLION consumer spending grew 47% year-over-year increase 20%20% to a new record and accounted for units sold-in 39% 2424 MILLIONMILLIONto date 39% of total Net Bookings Tied with Grand Theft Auto V as the highest-rated game on PlayStation 4 and Xbox One with 97 Metacritic score One of the most critically-acclaimed and commercially successful video games of all time with nearly units sold-in 110110 MILLIONMILLIONto date Digitally-delivered Net Bookings grew Employees working in game development and 19 studios 33%33% 3,4003,400 around the world and accounted for Sold-in over 9 million units and expect lifetime Net Bookings 62%62% to be the highest ever for a 2K sports title of total Net Bookings TAKE-TWO INTERACTIVE SOFTWARE, INC. 2019 ANNUAL REPORT DEAR SHAREHOLDERS, Fiscal 2019 was a stellar year for Take-Two, highlighted by record Net Bookings, which exceeded our outlook at the start of the year, driven by the record-breaking launch of Red Dead Redemption 2, the outstanding performance of NBA 2K, and better-than- expected results from Grand Theft Auto Online and Grand Theft Auto V. Net revenue grew 49% to $2.7 billion, Net Bookings grew 47% to $2.9 billion, and we generated significant earnings growth. -
Film Soleil 28/9/05 3:35 Pm Page 2 Film Soleil 28/9/05 3:35 Pm Page 3
Film Soleil 28/9/05 3:35 pm Page 2 Film Soleil 28/9/05 3:35 pm Page 3 Film Soleil D.K. Holm www.pocketessentials.com This edition published in Great Britain 2005 by Pocket Essentials P.O.Box 394, Harpenden, Herts, AL5 1XJ, UK Distributed in the USA by Trafalgar Square Publishing P.O.Box 257, Howe Hill Road, North Pomfret, Vermont 05053 © D.K.Holm 2005 The right of D.K.Holm to be identified as the author of this work has been asserted by him in accordance with the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reproduced, stored in or introduced into a retrieval system, or transmitted, in any form, or by any means (electronic, mechanical, photocopying, recording or otherwise) without the written permission of the publisher. Any person who does any unauthorised act in relation to this publication may beliable to criminal prosecution and civil claims for damages. The book is sold subject tothe condition that it shall not, by way of trade or otherwise, be lent, re-sold, hired out or otherwise circulated, without the publisher’s prior consent, in anyform, binding or cover other than in which it is published, and without similar condi-tions, including this condition being imposed on the subsequent publication. A CIP catalogue record for this book is available from the British Library. ISBN 1–904048–50–1 2 4 6 8 10 9 7 5 3 1 Book typeset by Avocet Typeset, Chilton, Aylesbury, Bucks Printed and bound by Cox & Wyman, Reading, Berkshire Film Soleil 28/9/05 3:35 pm Page 5 Acknowledgements There is nothing -
Saint Denis in New Orleans
A SELF-GUIDED WALKING TOUR OF NEW ORLEANS & THE LOCATIONS THAT INSPIRED RED DEAD REDEMPTION 2 1140 Royal St. 403 Royal St. Master Nawak Master Nawak We start at Bastille In the mission “The Joys Next up is the Lemoyne the RDR2 storyline. Saloon, the lavish, of Civilization”, Arthur National Bank, a grand three-storied social Morgan stops here to and impressive In the mission, The Louisiana State Bank epicenter of Saint gather intel on Angelo The infamous LaLaurie representation of the “Banking, The Old serves as a real life mirror Denis, made exclusive Bronte, the notorious Mansion is a haunted largest developed city American Art”, Dutch landmark in the French to its fictitious counterpart to the upper echelons of Italian crime lord of in the country. and Hosea round up the Quarter. Madame LaLaurie in both design and purpose. gang for one last heist, society by its wealthy, Saint Denis. He is was a distinguished Creole According to Wikipedia, “the Established in 1763, a final attempt to well-to-do patrons. cautioned by the wary socialite in the early 1800’s, Louisiana State Bank was bartender to abandon later discovered to be a Saint Denis’ stateliest procure the cash they founded in 1818, and was Will you: play a dangerous waters... serial killer and building is older than need in order to start the first bank established in spirited, high-stakes slave torturer. the country itself. over as new men in a the new state of Louisiana game of poker with a This is also the only When her despicable crimes Heiresses and captains free world. -
Creativity and Learning in Digital Entertainment Games Thesis
Open Research Online The Open University’s repository of research publications and other research outputs Creativity and Learning in Digital Entertainment Games Thesis How to cite: Hall, Johanna (2021). Creativity and Learning in Digital Entertainment Games. PhD thesis The Open University. For guidance on citations see FAQs. c 2020 Johanna Kathryn Hall https://creativecommons.org/licenses/by-nc-nd/4.0/ Version: Version of Record Link(s) to article on publisher’s website: http://dx.doi.org/doi:10.21954/ou.ro.0001248e Copyright and Moral Rights for the articles on this site are retained by the individual authors and/or other copyright owners. For more information on Open Research Online’s data policy on reuse of materials please consult the policies page. oro.open.ac.uk Creativity and Learning in Digital Entertainment Games Johanna Hall Thesis submitted to The Open University for the degree of Doctor of Philosophy Institute of Educational Technology (IET) The Leverhulme Trust June 2020 Johanna Hall The Open University Abstract Creativity has been investigated in areas such as education, the workplace and psychology. However, there remains little in the way of a unanimous definition of what it means to be creative – with various conceptualisations illuminating different aspects of this multifaceted phenomenon. However, it is for the most part agreed that creativity contributes to a wealth of positive outcomes such as openness to experience, cognitive flexibility and emotional wellbeing. Furthermore, creativity is instrumental in facilitating a meaningful learning experience as learners can actively formulate and experiment with ideas in an authentic context. In this way, the creative process leads to ultimately the creative expression itself and subsequent positive effects such as learning. -
NG18 Program (Screen)
PROGRAM 2018 PROGRAM#nordicgame 2017 #nordicgame Welcome to Nordic Game 2018 It’s a great pleasure to welcome you to this fifteenth edition of Nordic Game, the only conference in the world with a dedicated focus on the entire Nordic games industry. Over the years we’ve evolved from a humble regional conference into a truly global industry event, as our vision of a strong, united games community and the values so many of us share - openness, innovation and diversity - have resonated with games industry professionals around the world, and they have been welcomed into our extended family. Of course, we continue to proudly celebrate the sheer quality and variety of games developed in the Nordic countries, and this year’s Nordic Game Awards (Thursday, 24 May from 18:00 in the Unreal Theatre) once again reflects the imagination and vitality of developers from the region we call home. However, our rapidly changing, interconnected industry doesn’t allow us to rest on our laurels, and our opening keynote (Wednesday, 23 May at 11:00 in the Unreal Theatre) brings together a panel of leaders from some of our most prominent Nordic studios to explore key challenges and opportunities for game developers moving forward. True to the many values we share with our extended global family, we’re also introducing a string of talks - the Impact sessions - that delve beyond the albeit important business and technical aspects of game development, to encourage all of us to think more deeply about the real impact of the games we create - and how we create them - on our world. -
The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism
The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism by Sarah E. Thorne A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Cultural Mediations Carleton University Ottawa, Ontario © 2018, Sarah E. Thorne Abstract The past decade has seen an increase in the availability of user-friendly game development software, the result of which has been the emergence of a genre of reflexive and experimental games. Pippin Barr, La Molleindustria’s Paolo Pedercini, and Davey Wreden are exemplary in their thoughtful engagement with an ever-expanding list of subjects, including analyses and critiques of game development, popular culture, and capitalism. These works demonstrate the power of games as a site for critical media theory. This potential, however, is hindered by the player-centric trends in the game industry that limit the creative freedom of developers whose work is their livelihood. In the era of communicative capitalism, Jodi Dean argues that the commodification of communication has suspended narrative in favour of the circulation of fragmented and digestible opinions, which not only facilitates the distribution and consumption of communication, but also safeguards communicative capitalism against critique. Ultimately, the very same impulse that drives communicative capitalism is responsible for the player-centric trends that some developers view as an obstacle to their art. Critical game studies has traditionally fallen into two categories: those that emphasize the player as the locus of critique, such as McKenzie Wark’s trifler or Mary Flanagan’s critical play, and those that emphasize design, as in Alexander Galloway’s countergaming, Ian Bogost’s procedural rhetoric, and Gonzalo Frasca’s theory of simulation.