Military Computer Games and the New American Militarism
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Manny Diaz LEAD DESIGNER MANNYDIAZDESIGN.COM [email protected] LINKEDIN.COM
Manny Diaz LEAD DESIGNER MANNYDIAZDESIGN.COM [email protected] LINKEDIN.COM Award-Winning Lead Designer with international design development experience including: Design Direction, Design Management, Cross-Studio Collaboration, Mission Design, Scripting, Co-op and Multiplayer Ecosystems, Narrative and Combat Pacing, Chatter Writing, Cinematic Creation, Video Editing, Systems Tuning, Environmental Art, QuickTime Events, Spec Writing, Corporate & Industry Presentations, Film and Game Production Experience Ubisoft Reflections – Lead Level Designer Projects: Watch_Dogs, Tom Clancy’s The Division Time Line: June 2012 – Present Key Achievements: Lead team of 13 designers to deliver next-gen content on time and up to quality Developed implementation best practices for the design team Served as Interim Lead Game Designer Worked with Producers and Directors from co-development studios in Europe, Canada, and US Developed project schedule for design team Selected to represent Ubisoft in an international recruitment video Selected to represent Ubisoft Reflections at TIGA industry event Studio presentations in office and at external venues Video editing for studio presentation Volition Inc. – Design Director, Lead Mission Designer, and Designer 2 Projects: Saints Row: The Third, Saints Row: The Third DLC Packs, Unannounced Next-Gen Project Time Line: February 2010 – June 2012 Key Achievements: Directed three profitable projects to a delivery both on time and on budget Earned multiple awards and positive mentions in press for mission content Generated -
SILENT AUCTION Sports
Japan America Society of Southern California’s Thank you for your generous support! SILENT AUCTION LISTING Proceeds from the 103rd Anniversary Dinner & Gala Celebration will benefit the ongoing educational and public affairs activities and programs of the Japan America Society of Southern California. Every year we sponsor nearly 40 programs and events serving up to 15,000 individuals. These programs feature leaders in the fields of business, politics, academics and arts and culture. Japan America Society of Southern California The Japan America Society of Southern California was founded in 1909 to build economic, cultural, governmental and personal relationships between the people of Japan and America. We are the West Coast’s premier educational and public affairs forum dedicated to the Unites States-Japan relationship. The Society is a qualified 501(c) (3) non-profit, charitable and educational organization consisting of individuals and corporations with an interest in Japan and in United States–Japan relations. Our membership is open to the general public and currently includes 135 Japanese and American company members, and over 2,000 individual members. We offer unique opportunities to become involved in the business and cultural relationship between the two countries. Our active calendar of events includes breakfast and luncheon programs, business networking mixers, weekend family events, and programs highlighting art, music, fashion, film, performing arts and other special activities. Japan America Society of Southern California 345 S. Figueroa Street, Suite M-1, Los Angeles, CA 90071 tel: 213-627-6217 fax: 213-627-1353 email: [email protected] www.jas-socal.org As to photos, logos, and properties: © Disney Japan America Society of Southern California 103rd Anniversary Dinner & Gala Celebration Friday, June 15, 2012 Disneyland® Hotel Evening Program Los Angeles Police, Emerald Society, Pipes and Drums Welcome Douglas G. -
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’ ........................................................................... -
Dominant Land Forces for 21St Century Warfare
No. 73 SEPTEMBER 2009 Dominant Land Forces for 21st Century Warfare Edmund J. Degen A National Security Affairs aperP published on occasion by THE INSTITUTE OF LAND WARFARE ASSOCIATION OF THE UNITED STATES ARMY Arlington, Virginia Dominant Land Forces for 21st Century Warfare by Edmund J. Degen The Institute of Land Warfare ASSOCIATION OF THE UNITED STATES ARMY AN INSTITUTE OF LAND WARFARE PAPER The purpose of the Institute of Land Warfare is to extend the educational work of AUSA by sponsoring scholarly publications, to include books, monographs and essays on key defense issues, as well as workshops and symposia. A work selected for publication as a Land Warfare Paper represents research by the author which, in the opinion of ILW’s editorial board, will contribute to a better understanding of a particular defense or national security issue. Publication as an Institute of Land Warfare Paper does not indicate that the Association of the United States Army agrees with everything in the paper, but does suggest that the Association believes the paper will stimulate the thinking of AUSA members and others concerned about important defense issues. LAND WARFARE PAPER NO. 73, September 2009 Dominant Land Forces for 21st Century Warfare by Edmund J. Degen Colonel Edmund J. Degen recently completed the senior service college at the Joint Forces Staff College and moved to the Republic of Korea, where he served as the U.S. Forces Korea (USFK) J35, Chief of Future Operations. He is presently the Commander of the 3d Battlefield Coordination Detachment–Korea. He previously served as Special Assistant to General William S. -
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. -
Dukenukemforever.Com
dukenukemforever.com << < > >> conTenTS SeTuP . 2 THe duke STorY. 3 conTroLS. 4 SInGLe PLAYer cAmPAIGn ���������������������������������������6 Hud. 7 eGo ������������������������������������������������������������������������������������� 8 WeAPonS. 8 GeAr / PIckuPS ������������������������������������������������������������� 12 edf. 14 enemIeS ����������������������������������������������������������������������������� 14 oPTIonS . 16 muLTIPLAYer . 17 muLTIPLAYer LeveLS / XP . 19 muLTIPLAYer cHALLenGeS . 19 muLTIPLAYer GAme modeS . 20 muLTIPLAYer PIckuPS. 22 mY dIGS . 23 cHAnGe room. 23 credITS . 24 LImITed SofTWAre WArrAnTY, LIcenSe AGreemenT & InformATIon InformATIon uSe dIScLoSureS ������������������������ 35 cuSTomer SuPPorT ����������������������������������������������� 37 << > >>1 Installation SeTuP Please ensure your computer is connected to the Internet prior to beginning the duke nukem forever installation process. Insert the duke nukem forever minimum System requirements DVD-rom into your computer’s DVD-rom drive. (duke nukem forever will not oS microsoft Windows XP / Windows vista / Windows 7 work in computers equipped only with cd-rom drives.) Please ensure the DVD- (Please note Windows XP 64 is not supported) rom logo is visible on your optical drive’s door or panel. The Installation process Processor Intel core 2 duo @ 2.0 GHz / Amd Athlon 64 X2 will conduct a one-time online check to verify the disc and download an activation @ 2.0 GHz file, and will prompt you for a Product code. The code can be found on the back memory 1 GB cover of your instruction manual. Hard drive 10 GB free space video memory 256 mB video card nvidia Geforce 7600 / ATI radeon Hd 2600 Sound card DirectX compatible THe duke STorY Peripherals K eyboard and mouse or microsoft Xbox 360® controller If you’ve ever wondered why we’re able to sit comfortably in our homes without the threat of our babes being abducted out from under us, the answer can be summed up in two words: duke nukem. -
INSTRUCTION MANUAL 2.0 FSW PC Mnl UK.Qxd:2.0 FSW PC Mnl UK.Qxd 23.05.2007 14:45 Uhr Seite B
2.0_FSW_PC_Mnl_UK.qxd:2.0_FSW_PC_Mnl_UK.qxd 23.05.2007 14:45 Uhr Seite a INSTRUCTION MANUAL 2.0_FSW_PC_Mnl_UK.qxd:2.0_FSW_PC_Mnl_UK.qxd 23.05.2007 14:45 Uhr Seite b Table of Contents 2 MOUT: Military Operations in Urban Terrain 3 Your Soldiers 7 The Conflict 9 Reign of Terror 9 Geopolitical Intelligence Report: Zekistan 10 The HUD 12 Assessing the Environment 13 Commands Overview 15 Moving Your Soldiers 17 Fire Orders 19 Effects of Fire 20 Using Cover Against Threats 21 Grenades 23 Individual Fire Orders 23 Team Leader Tools 23 · Reporting with the Radio 24 · The Global Positioning System 25 · Saving your Progress 25 · Replays 25 · CASEVAC 26 · Profiles 26 · Mission Failure 27 Options 28 Co-operative Play 29 Online Menu 29 Online Options 31 Glossary 33 License Agreement 35 Register your Game! 35 Hints and Tips 35 Technical Support 36 Quickstart suomeksi 41 Quickstart på svenska 46 Credits 1 2.0_FSW_PC_Mnl_UK.qxd:2.0_FSW_PC_Mnl_UK.qxd 23.05.2007 14:45 Uhr Seite 2 MOUT: Military Operations in Urban Terrain MOUT: Military Operations in Urban Terrain You command a dismounted light infantry squad, a highly trained group Rifleman (R) of soldiers who understand how to operate in a hostile, highly populated The Rifleman has the least experience of soldiers on the fireteam, but don’t environment. Everything about your squad – from its soldiers to its underestimate him – he’s had extensive training. The Rifleman fires rounds equipment to its tactics – is the result of careful planning and years of from his M class rifle where you direct him, and he also gives aid to experience on the battlefield. -
Aircraft Collection
A, AIR & SPA ID SE CE MU REP SEU INT M AIRCRAFT COLLECTION From the Avenger torpedo bomber, a stalwart from Intrepid’s World War II service, to the A-12, the spy plane from the Cold War, this collection reflects some of the GREATEST ACHIEVEMENTS IN MILITARY AVIATION. Photo: Liam Marshall TABLE OF CONTENTS Bombers / Attack Fighters Multirole Helicopters Reconnaissance / Surveillance Trainers OV-101 Enterprise Concorde Aircraft Restoration Hangar Photo: Liam Marshall BOMBERS/ATTACK The basic mission of the aircraft carrier is to project the U.S. Navy’s military strength far beyond our shores. These warships are primarily deployed to deter aggression and protect American strategic interests. Should deterrence fail, the carrier’s bombers and attack aircraft engage in vital operations to support other forces. The collection includes the 1940-designed Grumman TBM Avenger of World War II. Also on display is the Douglas A-1 Skyraider, a true workhorse of the 1950s and ‘60s, as well as the Douglas A-4 Skyhawk and Grumman A-6 Intruder, stalwarts of the Vietnam War. Photo: Collection of the Intrepid Sea, Air & Space Museum GRUMMAN / EASTERNGRUMMAN AIRCRAFT AVENGER TBM-3E GRUMMAN/EASTERN AIRCRAFT TBM-3E AVENGER TORPEDO BOMBER First flown in 1941 and introduced operationally in June 1942, the Avenger became the U.S. Navy’s standard torpedo bomber throughout World War II, with more than 9,836 constructed. Originally built as the TBF by Grumman Aircraft Engineering Corporation, they were affectionately nicknamed “Turkeys” for their somewhat ungainly appearance. Bomber Torpedo In 1943 Grumman was tasked to build the F6F Hellcat fighter for the Navy. -
Re-Purposing Commercial Entertainment Software for Military Use
Calhoun: The NPS Institutional Archive Theses and Dissertations Thesis Collection 2000-09 Re-purposing commercial entertainment software for military use DeBrine, Jeffrey D. Monterey, California. Naval Postgraduate School http://hdl.handle.net/10945/26726 HOOL NAV CA 9394o- .01 NAVAL POSTGRADUATE SCHOOL Monterey, California THESIS RE-PURPOSING COMMERCIAL ENTERTAINMENT SOFTWARE FOR MILITARY USE By Jeffrey D. DeBrine Donald E. Morrow September 2000 Thesis Advisor: Michael Capps Co-Advisor: Michael Zyda Approved for public release; distribution is unlimited REPORT DOCUMENTATION PAGE Form Approved OMB No. 0704-0188 Public reporting burden for this collection of information is estimated to average 1 hour per response, including the time for reviewing instruction, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of information. Send comments regarding this burden estimate or any other aspect of this collection of information, including suggestions for reducing this burden, to Washington headquarters Services, Directorate for Information Operations and Reports, 1215 Jefferson Davis Highway, Suite 1204, Arlington, VA 22202-4302, and to the Office of Management and Budget, Paperwork Reduction Project (0704-0188) Washington DC 20503. 1 . AGENCY USE ONLY (Leave blank) 2. REPORT DATE REPORT TYPE AND DATES COVERED September 2000 Master's Thesis 4. TITLE AND SUBTITLE 5. FUNDING NUMBERS Re-Purposing Commercial Entertainment Software for Military Use 6. AUTHOR(S) MIPROEMANPGS00 DeBrine, Jeffrey D. and Morrow, Donald E. 8. PERFORMING 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) ORGANIZATION REPORT Naval Postgraduate School NUMBER Monterey, CA 93943-5000 9. SPONSORING / MONITORING AGENCY NAME(S) AND ADDRESS(ES) 10. SPONSORING/ Office of Economic & Manpower Analysis MONITORING AGENCY REPORT 607 Cullum Rd, Floor IB, Rm B109, West Point, NY 10996-1798 NUMBER 11. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Nuclear Deterrence and Conventional Conflict
VIEW Sticks and Stones Nuclear Deterrence and Conventional Conflict DR. KATHRYN M.G. BOEHLEFELD n the night of 15 June 2020, Sino- Indian tensions flared into fighting along the disputed border in the region known as the Galwan Valley. The fighting led to the first casualties along the border in 45 years. However, Ono one on either side fired a single shot.1 Instead, soldiers threw rocks and used wooden clubs wrapped in barbed wire to attack one another. Two of the most powerful armies in the world, both of which possess nuclear weapons, clashed with one another using sticks and stones. Nuclear weapons prevent nuclear states from engaging in large-scale conven- tional war with one another, or at least, the existence of such advanced weapons has correlated with a significant decrease in conventional war between nuclear- armed adversaries over the past 80 years. Nuclear weapons tend to make nuclear adversaries wearier of engaging in conventional warfare with one another because they fear inadvertent escalation: that a war will spiral out of control and end in a nuclear exchange even if the war’s aims were originally fairly limited. However, this fear has not fully prevented the Chinese and Indian militaries from engaging in skirmishes, like the one that occurred in June 2020. Where does escalation to- ward nuclear war start, and what does this conflict teach both us and major world players about the dangers and opportunities associated with low levels of conflict between nuclear powers? Escalation to nuclear use may occur as a deliberate and premeditated choice or inadvertently as the result of a security dilemma, the offensive nature of militaries, and/or due to the fog of war.2 This article argues that the Sino- Indian border dispute demonstrates that the drivers of inadvertent escalation may be present even at exceptionally low levels of conflict. -
Vintage Game Consoles: an INSIDE LOOK at APPLE, ATARI
Vintage Game Consoles Bound to Create You are a creator. Whatever your form of expression — photography, filmmaking, animation, games, audio, media communication, web design, or theatre — you simply want to create without limitation. Bound by nothing except your own creativity and determination. Focal Press can help. For over 75 years Focal has published books that support your creative goals. Our founder, Andor Kraszna-Krausz, established Focal in 1938 so you could have access to leading-edge expert knowledge, techniques, and tools that allow you to create without constraint. We strive to create exceptional, engaging, and practical content that helps you master your passion. Focal Press and you. Bound to create. We’d love to hear how we’ve helped you create. Share your experience: www.focalpress.com/boundtocreate Vintage Game Consoles AN INSIDE LOOK AT APPLE, ATARI, COMMODORE, NINTENDO, AND THE GREATEST GAMING PLATFORMS OF ALL TIME Bill Loguidice and Matt Barton First published 2014 by Focal Press 70 Blanchard Road, Suite 402, Burlington, MA 01803 and by Focal Press 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Focal Press is an imprint of the Taylor & Francis Group, an informa business © 2014 Taylor & Francis The right of Bill Loguidice and Matt Barton to be identified as the authors of this work has been asserted by them in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers.