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Playing with Race: the Ethics of Racialized Representations in E-Games
IRIE International Review of Information Ethics Vol. 4 (12/2005) Dean Chan Playing with Race: The Ethics of Racialized Representations in E-Games Abstract: Questions about the meanings of racialized representations must be included as part of developing an ethical game design practice. This paper examines the various ways in which race and racial contexts are repre- sented in a selected range of commercially available e-games, namely war, sports and action-adventure games. The analysis focuses on the use of racial slurs and the contingencies of historical re-representation in war games; the limited representation of black masculinity in sports games and the romanticization of ‘ghetto play’ in urban street games; and the pathologization and fetishization of race in ‘crime sim’ action-adventure games such as True Crime: Streets of LA. This paper argues for, firstly, a continuous critical engagement with these dominant representations in all their evolving forms; secondly, the necessary inclusion of reflexive precepts in e-games development contexts; and thirdly, the importance of advocating for more diverse and equitable racialized representations in commercial e-games. Agenda Introduction ........................................................................................................................................ 25 War Games and the Contingencies of Historical ‘Authenticity’................................................................... 26 Sports Games, Urban Spaces and ‘Pixilated Minstrelsy’ ........................................................................... -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
Game Developers Conference Europe Wrap, New Women’S Group Forms, Licensed to Steal Super Genre Break Out, and More
>> PRODUCT REVIEWS SPEEDTREE RT 1.7 * SPACEPILOT OCTOBER 2005 THE LEADING GAME INDUSTRY MAGAZINE >>POSTMORTEM >>WALKING THE PLANK >>INNER PRODUCT ART & ARTIFICE IN DANIEL JAMES ON DEBUG? RELEASE? RESIDENT EVIL 4 CASUAL MMO GOLD LET’S DEVELOP! Thanks to our publishers for helping us create a new world of video games. GameTapTM and many of the video game industry’s leading publishers have joined together to create a new world where you can play hundreds of the greatest games right from your broadband-connected PC. It’s gaming freedom like never before. START PLAYING AT GAMETAP.COM TM & © 2005 Turner Broadcasting System, Inc. A Time Warner Company. Patent Pending. All Rights Reserved. GTP1-05-116-104_mstrA_v2.indd 1 9/7/05 10:58:02 PM []CONTENTS OCTOBER 2005 VOLUME 12, NUMBER 9 FEATURES 11 TOP 20 PUBLISHERS Who’s the top dog on the publishing block? Ranked by their revenues, the quality of the games they release, developer ratings, and other factors pertinent to serious professionals, our annual Top 20 list calls attention to the definitive movers and shakers in the publishing world. 11 By Tristan Donovan 21 INTERVIEW: A PIRATE’S LIFE What do pirates, cowboys, and massively multiplayer online games have in common? They all have Daniel James on their side. CEO of Three Rings, James’ mission has been to create an addictive MMO (or two) that has the pick-up-put- down rhythm of a casual game. In this interview, James discusses the barriers to distributing and charging for such 21 games, the beauty of the web, and the trouble with executables. -
Uncorrected Transcript
VIETNAM-2011/11/10 1 THE BROOKINGS INSTITUTION VIETNAM’S LONG SHADOW: THE WAR’S IMPACT ON U.S. FOREIGN AND MILITARY POLICY Washington, D.C. Thursday, November 10, 2011 PARTICIPANTS: Introduction: MARTIN INDYK Vice President and Director, Foreign Policy The Brookings Institution Moderator: ROBERT KAGAN Senior Fellow The Brookings Institution Featured Speakers: MARVIN KALB Guest Scholar The Brookings Institution RON NESSEN Journalist in Residence The Brookings Institution * * * * * ANDERSON COURT REPORTING 706 Duke Street, Suite 100 Alexandria, VA 22314 Phone (703) 519-7180 Fax (703) 519-7190 VIETNAM-2011/11/10 2 P R O C E E D I N G S MR. INDYK: Good afternoon, ladies and gentlemen. I’m Martin Indyk, the vice president and director of the Foreign Policy Program at Brookings. Welcome. It’s an honor for me to have the opportunity to introduce two gentlemen who are valued friends and colleagues here at Brookings and have storied legends in their own right as journalists for television and radio. It so happened serendipitously that they’ve both written books that are coming out more or less at the same time so we thought it was a good opportunity to bring them together to discuss those two books. The first, by Ron Nessen, Making the News, Taking the News: From NBC to the Ford White House. I don’t know whether you can all see this. It’s an amazingly handsome picture of Ron. SPEAKER: You mean with hair? (Laughter) MR. INDYK: I didn’t say that but -- The other one, by Marvin Kalb and his daughter Deborah, Haunting Legacy: Vietnam and the American Presidency from Ford to Obama. -
Nicholas White: "Computer Games, the Civil War, and Education"
Computer Games, the Civil War, and Education Nicholas White Education is not an affair of “telling” and being told, but an active and constructive process. —John Dewey Democracy and Education 1916 Almost one hundred years ago, Dewey was critiquing the system that still seems very much in place today. In a conversation with Donald Macedo in 1999, Noam Chomsky echoes what many pro- gressive educators have said before and since Dewey: schools are “institutions for indoctrination and for imposing obedience. Far from creating independent thinkers, schools have always, through- out history, played an institutional role in a system of control and coercion” (16). Formal schooling continues to encourage passive adherence to social norms. Formal schooling is also a place where students can learn complex and academic “truths” about world history, culture, language, and mathematics. More often, in an eco- nomic environment that creates a perpetual crisis in formal educa- tion, schooling gets reduced to mere indoctrination of students. This has contributed to what, in the United States, can be described as a dysfunctional democracy. This can be combated, in part, by educators who encourage the development of civically minded, independent, and contemplative students. How can this type of cit- izen become the norm? The answers are myriad, but there is at least one powerful tool that deserves much more consideration. Computer games are likely to get more and more attention in the coming years as they are studied from a variety of fields. The field of education is only one area in which game scholars emerge. Computer games already have a place within formal education that will probably continue to grow, but the methods in which games educate is a question that needs further study by interested researchers from many fields. -
Playing with Race: the Ethics of Racialized Representations in E-Games
University of Wollongong Research Online Faculty of Arts - Papers (Archive) Faculty of Arts, Social Sciences & Humanities 2005 Playing with Race: The Ethics of Racialized Representations in E-Games Dean Chan University of Wollongong, [email protected] Follow this and additional works at: https://ro.uow.edu.au/artspapers Part of the Arts and Humanities Commons, and the Social and Behavioral Sciences Commons Recommended Citation Chan, Dean, Playing with Race: The Ethics of Racialized Representations in E-Games 2005. https://ro.uow.edu.au/artspapers/1858 Research Online is the open access institutional repository for the University of Wollongong. For further information contact the UOW Library: [email protected] IRIE International Review of Information Ethics Vol. 4 (12/2005) Dean Chan Playing with Race: The Ethics of Racialized Representations in E-Games Abstract: Questions about the meanings of racialized representations must be included as part of developing an ethical game design practice. This paper examines the various ways in which race and racial contexts are repre- sented in a selected range of commercially available e-games, namely war, sports and action-adventure games. The analysis focuses on the use of racial slurs and the contingencies of historical re-representation in war games; the limited representation of black masculinity in sports games and the romanticization of ‘ghetto play’ in urban street games; and the pathologization and fetishization of race in ‘crime sim’ action-adventure games such as True Crime: Streets of LA. This paper argues for, firstly, a continuous critical engagement with these dominant representations in all their evolving forms; secondly, the necessary inclusion of reflexive precepts in e-games development contexts; and thirdly, the importance of advocating for more diverse and equitable racialized representations in commercial e-games. -
Massively Multiplayer Online Games Industry: a Review and Comparison
Massively Multiplayer Online Games Industry: A Review and Comparison From Middleware to Publishing By Almuntaser Alhindawi Javed Rafiq Sim Boon Seong 2007 A Management project presented in part consideration for the degree of "General and Financial MBA". CONFIDENTIALITY STATEMENT This project has been agreed as confidential between the students, university and sponsoring organisation. This agreement runs for five years from September, 14 th , 2007. ii Acknowledgements We would like to acknowledge Monumental Games management for giving us this opportunity to gain an insight of this interesting industry. Special thanks for Sarah Davis, Thomas Chesney and the University of Nottingham Business School MBA office personnel (Elaine, Kathleen and Christinne) for their assistance and support throughout this project. We would also like to thank our families for their constant support and patience; - Abdula Alhindawi - Fatima Alhindawi - Shatha Bilbeisi - Michelle Law Seow Cha - Sim Hock Soon - Yow Lee Yong - Mohamed Rafiq - Salma Rafiq - Shama Hamid Last but not least, our project supervisor Duncan Shaw for his support and guidance throughout the duration of this management project. i Contents Executive Summary iv Terms and Definition vi 1.0 Introduction 1 1.1 Methodology 1 1.1.1 Primary Data Capture 1 1.1.2 Secondary Data Capture 2 1.2 Literature Review 4 1.2.1 Introduction 4 1.2.2 Competitive Advantage 15 1.2.3 Business Model 22 1.2.4 Strategic Market Planning Process 27 1.2.5 Value Net 32 2.0 Middleware Industry 42 2.1 Industry Overview 42 2.2 -
War and Play
WAR AND PLAY Insensitivity and Humanity in the Realm of Pushbutton Warfare MFA Thesis, Electronic Media Arts Design March 11, 2008 Devin Monnens Biography Devin Monnens is a game designer and critical game theorist. He graduated with an MFA degree in Electronic Media Arts Design (eMAD) from the University of Denver in 2008, researching, designing, and critiquing antiwar games. Devin has presented his research at the Southwest/Texas American and Popular Culture Association Conference and at Colorado chapter meetings of the International Game Developers Association (IGDA). An active member of the IGDA, Devin works closely with the Videogame Preservation Special Interest Group (SIG), dedicated to cataloging and preserving videogames as well as their history and culture, and also started the Game Developer Memorials SIG, which records and shares the memories of the lives and work of deceased game developers from around the world. His professional research also includes such diverse topics as narratology, gender and games, socially conscious games, and biogaming, and his work is built upon a foundation of literary theory, art history, and medieval studies. Devin strives to create games that reshape the way we imagine our world, the nature of humanity, and ourselves through the languages of play and simulation, pushing the boundaries of the medium to help games realize their potential as a means of artistic communication. This document is also available at Desert Hat http://www.deserthat.com/ INDEX Introduction 1 Defining Antiwar Games 2 Depictions -
Marc Brassard
Marc Brassard Senior Game Artist | Vancouver, BC. | Quebec, Qc. | Canada | (778) 229 2563 [email protected] | https://ca.linkedin.com/in/marcbrassard Summary ● 18 years of experience creating games. ● Experience in most positions of the art department. ● Successfully shipped over 23 titles. ● Advanced 3ds max knowledge, 20+ years. ● Strong understanding of Unreal Engine. ● In depth understanding of production pipeline. ● Fast at 3d pre-visualization and blocking. ● Strong knowledge of shaders, material. ● Great skills for anything technical. ● Master with creative problem solving. ● Exceptional at game performance optimization. ● Deep sense of requirements to succeed at tasks. ● Good at delegating task to the right person. ● Strong leadership and team spirit support. ● Enjoy mentoring and sharing knowledge, learning. ● Adapt very easily to new workflow and tools. ● Speak fluent english and french. Work Experience Next Level Games - Vancouver, BC, Canada. (December 2009 – Present) Metroid Prime - Federation Force - (Nintendo 3DS) Technical Artist ● Responsible for supervising the art team. ● Responsible for environment technical art and performance improvements. ● In charge of world layout “proofing” to accommodate streaming and memory management. Luigi Mansion 2 - (Nintendo 3DS) Environment Artist/Designer ● Responsible for 1 of 5 mansions. ● Technical art and performance improvements. ● Crafted gameplay, world and story very closely together. Captain America Super Soldier - (Xbox 360, PS3) Lead Environment Artist ● Lead art team creating levels and content using 3ds max and NLG proprietary engine. ● Optimization. Technical art and performance. ● Post process and lightmapping technical artist. Ubisoft - Vancouver, BC, Canada. (May 2011 – August 2011) Motionsports Adrenaline - (Xbox 360 Kinect) Contractor/Environment Artist ● Created all levels for the downhill mountain bike sport. Threewave Software - Vancouver, BC, Canada. -
Självständigt Arbete På Grundnivå Independent Degree Project - First Cycle
Självständigt arbete på grundnivå Independent degree project - first cycle Datavetenskap Computer Science Datorspelsbranschen Att estimera resursbehovet för nya projektteam baserat på historiska data. Peter Kullgard Datorspelsbranschen - Att estimera resursbehovet för nya projektteam baserat på historiska data Peter Kullgard 2015-03-15 MITTUNIVERSITETET Avdelningen för datavetenskap Examinator: Leif Olsson, [email protected] Handledare: Håkan Sundberg, hakan.sundberg @miun.se Författare: Peter Kullgard, peku1002 @student.miun.se Huvudområde: Datavetenskap Termin, år: VT, 2014 ii Datorspelsbranschen - Att estimera resursbehovet för nya projektteam baserat på historiska data Peter Kullgard 2015-03-15 Sammanfattning Datorspelsbranschen är en relativt ung bransch, både jämfört med andra delar av mjukvaruindustrin och nöjesbranschen. En av de stora utmaningarna spelutvecklare står inför är planeringen av den långsiktiga kompetens- försörjningen. Dock saknas sammanställda historiska data och applicerbara resursestimeringsmetoder, vilket gör detta arbete näst intill omöjligt. Det första delmålet med den här studien är att samla in historiska data angående strukturen och storleken på utvecklingsteam som utvecklat AAA-spel (professionellt utvecklade spel med en hög budget) för pc-datorer. Datan samlas in från kreditlistor hämtade via webbsidan Mobygames.com. Det andra delmålet består i att utreda huruvida den insamlade datan kan appliceras på modeller för estimering av framtida personalbehov. De två modellerna som används är trendanalys samt kvotanalys. Resultatet visar att det går att samla in och bygga upp en historisk databas samt att båda modellerna kan appliceras på databasen med gott resultat.Trendanalysen visar att storleken på projektteamen de senaste 20 åren i stort sett utvecklats linjärt och kvotanalysen att det finns klara och tydliga relationer mellan olika yrkesgrupper samt relationer mellan projektteamet och en yrkesgrupp. -
Application: Unity 3D Web Player
unity3d_1-adv.txt 1 of 2 Application: Unity 3D web player http://unity3d.com/webplayer/ Versions: <= 3.2.0.61061 Platforms: Windows Bug: heap corruption Exploitation: remote Date: 21 Feb 2012 Unity 3d is a game engine used in various games and it’s web player allows to play these games (unity3d extension) also directly from the web browser. # Vulnerabilities # Heap corruption caused by a negative 32bit size value which allows to execute malicious code. The problem is caused by the modification of the 64bit uncompressed size (handled as 32bit by the plugin) of the lzma header which is just composed by the following fields (from lzma86.h): Offset Size Description 0 1 = 0 - no filter, pure LZMA = 1 - x86 filter + LZMA 1 1 lc, lp and pb in encoded form 2 4 dictSize (little endian) 6 8 uncompressed size (little endian) Reading of the 64bit field as 32bit one (CMP EAX,4) and some of the subsequent operations: 070BEDA3 33C0 XOR EAX,EAX 070BEDA5 895D 08 MOV DWORD PTR SS:[EBP+8],EBX 070BEDA8 83F8 04 CMP EAX,4 070BEDAB 73 10 JNB SHORT webplaye.070BEDBD 070BEDAD 0FB65438 05 MOVZX EDX,BYTE PTR DS:[EAX+EDI+5] 070BEDB2 8B4D 08 MOV ECX,DWORD PTR SS:[EBP+8] 070BEDB5 D3E2 SHL EDX,CL 070BEDB7 0196 A4000000 ADD DWORD PTR DS:[ESI+A4],EDX 070BEDBD 8345 08 08 ADD DWORD PTR SS:[EBP+8],8 070BEDC1 40 INC EAX 070BEDC2 837D 08 40 CMP DWORD PTR SS:[EBP+8],40 070BEDC6 ^72 E0 JB SHORT webplaye.070BEDA8 070BEDC8 6A 4A PUSH 4A 070BEDCA 68 280A4B07 PUSH webplaye.074B0A28 ; ASCII "C:/BuildAgen t/work/b0bcff80449a48aa/PlatformDependent/CommonWebPlugin/CompressedFileStream.cp p" 070BEDCF 53 PUSH EBX 070BEDD0 FF35 84635407 PUSH DWORD PTR DS:[7546384] 070BEDD6 6A 04 PUSH 4 070BEDD8 68 00000400 PUSH 40000 070BEDDD E8 BA29E4FF CALL webplaye.06F0179C .. -
Gametap Launches New Tomb Raider Retrospective Documentary and Re\Visioned Animated Series
GAMETAP LAUNCHES NEW TOMB RAIDER RETROSPECTIVE DOCUMENTARY AND RE\VISIONED ANIMATED SERIES “10 Years of Tomb Raider” Celebrates Top Gaming Franchise ATLANTA – May 17, 2007 – GameTap, the first-of-its-kind broadband entertainment network from Turner Broadcasting System, Inc. (TBS, Inc.), announced today the launch of a new GameTap Retrospective series and a new original animated series, “Re\Visioned,” that pays homage to one of the game industry’s top franchises of all time – Tomb Raider. “10 Years of Tomb Raider – A GameTap Retrospective” profiles the creators, the games, the live-action models, and the fans who have collectively made Tomb Raider a pop culture phenomenon. The documentary will be available for free for all fans to view at www.gametap.com/tombraider and a new segment will be added each week through June 7th. “The Retrospectives series explores the most beloved game franchises and their impacts on pop culture. With ‘10 Years of Tomb Raider,’ we show the history of this legendary series of games,” said Ricardo Sanchez, GameTap’s vice president of content. “Fans of Tomb Raider will get an exclusive behind-the-scenes look at one of the industry’s most successful game franchises.” “We wanted to do something special for Lara’s 10th anniversary,” said Larry Sparks, Eidos’ head of brands management. “Working with GameTap allowed us to tell the Tomb Raider story like never before, complete with fan interviews from around the world and a first ever photo shoot that brought together the live action Lara Croft models.” GameTap has also created a new original animated series, “Re\Visioned”, for GameTap TV.