A Testament of Sherlock Holmes
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Rewriting the Story: Videogames Within the Post-Gamergate Society
Jones 1 Abigail Jones English 4995 Joanna Hearne Rewriting the Story: Videogames within the Post-Gamergate Society “Begin like this: If photographs are images, and films are moving images, then video games are actions.” - Gaming: Essays on Algorithmic Culture, Alexander Galloway Staring through the scope in Call of Duty Modern Warfare (2007), as you navigate through the boggy swamps of some exotic jungle, there is never any doubt that you are in control. The operator’s thumbs roll over the toggles of the controller signaling to the consul how the character on screen must move. By enacting actions within the real world, players affect the actions of the avatar within the game world. To any well-versed videogame player, this is common knowledge; when one plays a videogame it is to be engaged within the world of the game and to ultimately achieve the programmed goal of the game. Up until the creation of the videogame, mediums of entertainment were largely spectator based. While reading a book you may turn the page, but you do not affect the ending of the book. When viewing a movie you may be actively watching, but you are not able to change the ending of the movie. But when playing a videogame the decisions made within the game determine whether the goal is reached, or if it is not: game over. In Alexander Galloway’s essay, “Gaming: Essays on Algorithmic Culture,” he defines videogames as a medium based upon action; “There has emerged in recent years a whole new medium, computers and in particular videogames, whose foundation is not in looking and reading but in the instigation of material change through action.” It is this Jones 2 action that appeals to players--the level of interactivity and agency. -
The Adventure of the Shrinking Public Domain
ROSENBLATT_FINAL (DO NOT DELETE) 2/12/2015 1:10 PM THE ADVENTURE OF THE SHRINKING PUBLIC DOMAIN ELIZABETH L. ROSENBLATT* Several scholars have explored the boundaries of intellectual property protection for literary characters. Using as a case study the history of intellectual property treatment of Arthur Conan Doyle’s fictional character Sherlock Holmes, this Article builds on that scholarship, with special attention to characters that appear in multiple works over time, and to the influences of formal and informal law on the entry of literary characters into the public domain. While copyright protects works of authorship only for a limited time, copyright holders have sought to slow the entry of characters into the public domain, relying on trademark law, risk aversion, uncertainty aversion, legal ambiguity, and other formal and informal mechanisms to control the use of such characters long after copyright protection has arguably expired. This raises questions regarding the true boundaries of the public domain and the effects of non-copyright influences in restricting cultural expression. This Article addresses these questions and suggests an examination and reinterpretation of current copyright and trademark doctrine to protect the public domain from formal and informal encroachment. * Associate Professor and Director, Center for Intellectual Property Law, Whittier Law School. The author is Legal Chair of the Organization for Transformative Works, a lifelong Sherlock Holmes enthusiast, and a pro bono consultant on behalf of Leslie Klinger in litigation discussed in this Article. I would like to thank Leslie Klinger, Jonathan Kirsch, Hayley Hughes, Hon. Andrew Peck, and Albert and Julia Rosenblatt for their contributions to the historical research contained in this Article. -
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Daedalic Entertainment GmbH Publishing/Distribution Papenreye 51 | 22453 Hamburg | Germany phone +49 (0) 40 / 432 612 70 mail [email protected] | web www.daedalic.de facebook.com/daedalic | @daedalic Key Contacts Our Expertise Daedalic is one of Germany’s most acclaimed publishers and developers, having won numer- ous awards for genre-defining game series such as Deponia, Edna & Harvey, The Whis- pered World and Memoria. Daedalic publishes and develops high-quality games of all genres, with a strong focus on narrative games and compelling characters. Carsten Fichtelmann Daedalic is currently developing a new line- CEO & Founder up of innovative games, across console, PC and +49 (0) 40 / 806 011 30 mobile platforms – including Silence, the suc- [email protected] cessor to renowned The Whispered World, The Devil’s Men, a wholly unique detective/adven- ture title featuring a unique group of characters and a gripping narrative, Ken Follett’s The Pillars of the Earth and The Long Journey Home the first game from Daedalic Studio West. Platforms PC, PlayStation 4, Xbox One, Wii U and Mobile PC Stephan Harms COO Key Projects Console +49 (0) 40 / 845 041 19 [email protected] Deponia, Blackguards series, The Whispered World, Silence, The Night of the Rabbit, Edna & Harvey, The Dark Eye Adventure series, Ken Fol- lett’s The Pillars of the Earth, The Long Journey Handheld Home, The Devil’s Men. Company Facts Mobile • Employees: 115 PUBLISHING • Award Highlights: 21 German Developer Steffen Roche Awards (incl. »Studio of the Year« 2009 and Studio Manager 2013), six German Computer Game Awards MMOs MMOs DEVELOPMENT +49 (0) 40 / 307 290 98 (incl. -
Exploring the Potential of Game Audio for Wellbeing
Exploring the Potential of Game Audio for Wellbeing Katja Rogers Lennart Nacke Ulm University University of Waterloo Ulm, Germany Waterloo, Canada [email protected] [email protected] ABSTRACT relating to the high stress environments they are performed in. Music listening has long-standing ties to mental health, pos- For example, some professions like education or health care itive affective states, and wellbeing. Even outside of clini- services feature environments with chronic imbalances in the cal contexts, music is increasingly being explored as a cost- demands they place on individuals in comparison to resources effective, ubiquitous way to support emotion regulation and provided to meet those demands [39]. Exposure to stress and stress reduction in people’s everyday lives. Games have also related mental health issues in turn also predisposes people to been shown to have the capability to improve player well-being physical illness such as cancer and cardiovascular disease; this in certain contexts. However, the role of players’ exposure link between mental and physical health issues also leads to to background music in games toward leveraging this effect significant economic consequences [39, 44]. The WHO have has not been explored specifically. We explore the potential of emphasized the importance of prevention for achieving this games to act as a tool for relaxation and stress reduction for goal [44]. The reduction of stress in everyday life is therefore a the general public and discuss future research directions. good measure to improve the health of the general population and support their wellbeing. ACM Classification Keywords Games are, ideally, fun and enjoyable. -
Assassin's Creed III and the Aesthetics of Disappointment
Assassin’s Creed III and the Aesthetics of Disappointment Jonathan Church Arcadia University Dept. of Sociology, Anthropology and Criminal Justice Glenside, PA 19038, USA 0012155724017 [email protected] Michael Klein Arcadia University Dept. of Sociology, Anthropology and Criminal Justice Glenside, PA 19038, USA [email protected] ABSTRACT Using a case example of the cycle of prerelease, release, and post-release commentary, criticism and reviews of Assassin’s Creed III from June 2012-January 2013, this paper examines how video game players produce a “culture of history” about the game they play through their commitment to commentary and critique mainly found in user reviews in gaming enthusiast press websites. This paper examines how an aesthetic of disappointment generates a comparative sense of gamers’ cultural present by framing aspects that should have been improved upon from the series’ past as well as in terms of expectations for the future of gaming. This paper concludes by suggesting that part of the pleasure of contemporary gaming for many self-identified “core” gamers is being able to both play games and aesthetically discuss the game being played as part of a culture of history with other gamers, a form of paidiaic play for “gaming capital”. Keywords Criticism, video games, affinity spaces, neoliberalism, paidiaic play INTRODUCTION This paper examines how video gaming enthusiast blog sites that cultivate community participation, reviews and forums, are generating affinity spaces (Gee 2005) where video game players enact their identities and construct what Suominen (2011) has called a “culture of history.” We argue that the aggregation of these sites may be thought of as a kind of neoliberal archive. -
Document De Base
SA au capital de 4 221 542,40 € Siège social : Parc de Flandres « Le Beauvaisis » - Bât 28 - 11 Rue Cambrai 75019 Paris - France RCS Bobigny N° 399 856 277 DOCUMENT DE BASE En application de son règlement général, notamment de l’article 212-23, l’Autorité des marchés financiers (l’ « AMF ») a enregistré le présent document de base le 9 janvier 2015 sous le numéro I.15-002. Ce document ne peut être utilisé à l’appui d’une opération financière que s’il est complété par une note d’opération visée par l’AMF. Il a été établi par l’émetteur et engage la responsabilité de ses signataires. L’enregistrement, conformément aux dispositions de l’article L621-8-1-I du code monétaire et financier, a été effectué après que l’AMF a vérifié que le document est complet et compréhensible et que les informations qu’il contient sont cohérentes. Il n’implique pas l’authentification par l’AMF des éléments comptables et financiers présentés. Ce document est disponible sans frais au siège social de la Société, ainsi qu’en version électronique sur le site de l’AMF (www.amf-france.org) et sur celui de la Société (www.focus-home.com). 1 Table des matières 1 PERSONNES RESPONSABLES ................................................................................................................ 8 1.1 RESPONSABLE DU DOCUMENT DE BASE.................................................................................... 8 1.2 ATTESTATION DE LA PERSONNE RESPONSABLE ..................................................................... 8 1.3 RESPONSABLE DE L’INFORMATION FINANCIERE -
Jordan Erica Webber Jordan Erica Webber Is a Freelancer Who Writes and Talks About Games for the Observer, PC Gamer, Gamestm, Family Gamer TV, IGN, and More
preview v redefine By the time this issue goes to ‘press’, I’ll be putting the finishing touches on a presentation for the Critical Proximity conference in San Francisco. This will be a prerecorded video - somewhat ironic given the word ‘prox- imity’ in the title - about how magazines can exist in the age of instant, unlimited, free information. Now we’re into our second year, we have demonstrated that we can continue to exist. But by producing a ten- minute talk that justifies your existence, it does make you think: are we heading in the right direction? Are we meeting our own expectations? Our second year is about sustainability: taking a production and process that we made up as we went along and refining it into something that can stand the test of time. There will always be ups and downs - life has a habit of getting in the way of art, as well as influencing it - but those setbacks give us the resolve to fight back even stronger. This issue’s theme is ‘Power’, and that’s all the direction we have given our contributors. We want to create a blank canvas for our writers - we’ve even got two comics from Elizabeth Simins, who also designed our front cover. I’d be lying if I said I knew what the future holds for Five out of Ten, but I sure am excited about it. I guess that’s one way to define power. Alan Williamson Alan is the Editor of Five out of Ten, occasional contributor to the New Statesman, Eurogamer (that’s a new one!) and Critical Distance. -
Death of the Secondary Video-Game Market: Natural Causes, Or Euthanasia?
GOLDEN_FINAL (ARTICLE 5).DOCX (DO NOT DELETE) 8/28/2014 2:50 PM DEATH OF THE SECONDARY VIDEO-GAME MARKET: NATURAL CAUSES, OR EUTHANASIA? Mathew Golden INTRODUCTION ........................................................................................ 1189 I. THE STAKES – SCOPE OF THE VIDEO-GAME MARKET AND USED VIDEO-GAME SUBMARKET ........................................................... 1190 II. PAST ATTEMPTS TO LIMIT VIDEO-GAME RESALE .............................. 1193 A. “Not for Resale” Stickers .............................................................. 1193 B. CD-Keys ....................................................................................... 1194 C. Downloadable Content ................................................................. 1195 III. MODERN RESTRAINTS ON VIDEO-GAME RESALE.............................. 1197 A. One-Time Use Codes .................................................................... 1197 B. Console-Locked Games ................................................................ 1199 C. Purely Digital Distribution ............................................................ 1201 IV. ATTACKING THE RESTRAINTS ON VIDEO-GAME RESALE ................. 1201 A. First-Sale Doctrine ........................................................................ 1202 B. Copyright Misuse Doctrine ........................................................... 1206 CONCLUSION ............................................................................................ 1209 INTRODUCTION The fact that technology is -
Different Scores: Video Gamers' Use of Amateur and Professional Reviews
Rochester Institute of Technology RIT Scholar Works Theses 12-19-2013 Different Scores: Video Gamers’ Use of Amateur and Professional Reviews Richard Dillio Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Dillio, Richard, "Different Scores: Video Gamers’ Use of Amateur and Professional Reviews" (2013). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. RUNNING HEAD: DIFFERENT SCORES 1 The Rochester Institute of Technology Department of Communication College of Liberal Arts Different Scores: Video Gamers’ Use of Amateur and Professional Reviews by Richard Dillio A Thesis submitted in partial fulfillment of the Master of Science Degree in Communication and Media Technologies Degree Awarded: December 19, 2013 DIFFERENT SCORES 2 The members of the Committee approve the thesis of Richard Dillio presented on December 19, 2013. _________________________________________ Patrick Scanlon, Ph.D. Chairman and Professor of Communication Department of Communication _________________________________________ Bruce Austin, Ph. D. Professor of Communication Department of Communication Director, RIT Press Thesis Advisor _________________________________________ Elizabeth Goins, Ph.D. Associate Professor of Art History Department of Performing Arts & Visual Culture Thesis -
Can We Save Video Game Journalism? Can Grass Roots Media Contribute with a More Critical Perspective to Contemporary Video Game Coverage?
Fall 08 Can We Save Video Game Journalism? Can grass roots media contribute with a more critical perspective to contemporary video game coverage? Author: Alejandro Soler Supervisor: Patrick Prax MASTERS THESIS: TWO YEARS MASTERS THESIS | DEPARTMENT OF INFORMATICS AND MEDIA | MEDIA & COMMUNICATION STUDIES UPPSALA UNIVERSITY | SPRING 2014 Abstract Video game journalism has been accused for lack in journalistic legitimacy for decades. The historical relation between video game journalists and video game publishers has always been problematic from an objective point of view, as publishers have the power to govern and dictate journalistic coverage by withdrawing financial funding and review material. This has consequently lead to lack in journalistic legitimacy when it comes to video game coverage. However, as the grass roots media movement gained popularity and attention in the mid 2000s, a new more direct and personal way of coverage became evident. Nowadays, grass roots media producers operate within the same field of practice as traditional journalists and the difference between entertainment and journalism has become harder than ever to distinguish. The aim of this master thesis is to discover if grass roots media is more critical than traditional video game journalism regarding industry coverage. The study combines Communication Power theory, Web 2.0 and Convergence Culture, as well as Alternative Media and Participatory Journalistic theory, to create an interdisciplinary theoretical framework. The theoretical framework also guides our choice in methodology as a grounded theory study, where the aim of analysis is to present or discover a new theory or present propositions grounded in our analysis. To reach this methodological goal, 10 different grass roots media producers were interviewed at 6 different occasions.