An Ultra Slick, Portable Version of the Most Popular Console Gaming System in the World
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P&G Turns the Tide
MEDIA GETS INSIDE YOUR BRAIN CANUCK CREATIVE AT CANNES WHO OUR MARKETING JURY THINKS SHOULD WIN PP&G&G TTURNSURNS TTHEHE TTIDEIDE TIM PENNER ON HOW TO BECOME AN INNOVATION GIANT IN FIVE YEARS CCover.Jun06.inddover.Jun06.indd 1 55/18/06/18/06 112:13:102:13:10 PPMM SST.6637.TaylorGeorge.dps.inddT.6637.TaylorGeorge.dps.indd 2 55/18/06/18/06 44:23:10:23:10 PMPM taylor george SERVICES OFFERED: Taylor George began operations in the fall of 1995 as a General Agency/AOR two-person design studio. Over the next several years the company grew to a full service agency with a staff of Direct Agency 20. In 2003, Taylor George co founded BRAVE Strategy, Interactive Agency a creative and strategic boutique with expertise in tar- Public Relations Agency geting Canada's diverse Aboriginal population. Design Agency Taylor George and BRAVE are headquartered in Winnipeg, Media Agency Manitoba. The agencies have a sales office in Toronto and will be opening a Vancouver office in July of 2006. “Our approach is all about stories. Stories affect people. APTN Program Guide. Recent national campaigns for Stories APTN have substantially increased audience numbers create emotion. Stories get a response.” Peter George TelPay B-to-B magazine campaign. TelPay President has achieved significant growth since being rebranded by TG in 2005. Subscription Brochure, Manitoba Opera. Season campaign for Manitoba Opera increased subscriptions 28% over the previous year. CLIENT LIST KEY PERSONNEL CONTACT US. 1. Aboriginal People's 12. TelPay Peter George, President and CEO, Taylor George/BRAVE Strategy Television Network 13. -
2004 February
February 2004 Games and Entertainment Megan Morrone Today you can use the same machine to organize your finances, create a presentation for your boss, and defend the Earth from flesh-eating aliens. But let’s be honest: Even with the crazy advances in software, organizing your finances and creating a presentation for your boss are still not half as much fun as defending the Earth from flesh-eating aliens.That’s why we’ve devoted the entire month of February to the noble pursuit of games and entertainment for PCs, Macs, game consoles, and PDAs. I know what you’re thinking.You’re thinking that you can skip right over this chapter because you’re not a gamer. Gamers are all sweaty, pimpled, 16-year-old boys who lock themselves in their basements sustained only by complex carbohydrates and Mountain Dew for days on end, right? Wrong.Video games aren’t just for young boys anymore. Saying you don’t like video games is like saying you don’t like ice cream or cheese or television or fun.Are you trying to tell me that you don’t like fun? If you watch The Screen Savers,you know that each member of our little TV family has a uniquely different interest in games. Morgan loves a good frag fest, whereas Martin’s tastes tend toward the bizarre (think frogs in blenders or cow tossing.) Kevin knows how to throw a cutting-edge LAN party,while Joshua and Roger like to kick back with old-school retro game emulators. I like to download free and simple low-res games that you can play on even the dinkiest PC, whereas Patrick prefers to build and rebuild the perfect system for the ultimate gaming experience (see February 13).And leave it to Leo to discover the most unique new gaming experience for the consummate early adopter (see February 1). -
Basketball Players Suspended Community Corner What: "Einstein and the Birth of Quantum Theory" Physics Seminar When: Wednesday, Noon-1 P.M
Mesa• State College• - February 2, 2005 T h e v o i c c o f s t u d e n t s s i n c e 1 9 3 t Volume 74 • Issue 17 Campus and Basketball players suspended Community Corner What: "Einstein and the Birth of Quantum Theory" physics seminar When: Wednesday, noon-1 p.m. Location: Wubben, Room 277 What: Outdoor Program Avalanche Workshop When: Wednesday-Thursday, 6p.m. Location: College Center, Krey/Ziegel Room (Wednesday); College Center, Elam Room (Thursday) What: Women's basketball vs. CSU-Pueblo When: Thursday, 6 p.m. Location: Brownson Arena What: Poetry Slam When: Thursday, 7 p.m. Location: Bookcliff Cafe What: Men's basketball vs. CSU Mesa State College Website Pueblo From highlighted left to right: Amber Kirch mer, senior, Lori Eddy, senior, Emily Steele, sophomore, Megan Langstaff, When: Thursday, 8 p.m. senior, and Todd Earl, soptiomore, were suspended from the Mesa State College women's basketball team last week Location: Brownson Arena and are awaiting Head Coach Timi Brown's decision on their appeal for reinstatement. What: 7th Annual Fine Art Auction Benefit When: Friday, 5-7 p.m. (Silent Four Mesa State women's basketball players suspended Auction, Reception and Preview Auction); 7 p.m. {Live Auction) for breaking team rules, according to athletic director Location: The Art Center, 1803 N. 7th Street Norah Fisher and Kalani Pe'a final decision on their suspensions has been ketball assistant coach. Cost: $10 Reporters made. Brown will comment after the ap After the suspensions, the women's team Last week, four Mesa State College wom peals process has concluded. -
Hacking the PSP™
http://videogames.gigcities.com 01_778877 ffirs.qxp 12/5/05 9:29 PM Page i Hacking the PSP™ Cool Hacks, Mods, and Customizations for the Sony® PlayStation® Portable Auri Rahimzadeh 01_778877 ffirs.qxp 12/5/05 9:29 PM Page i Hacking the PSP™ Cool Hacks, Mods, and Customizations for the Sony® PlayStation® Portable Auri Rahimzadeh 01_778877 ffirs.qxp 12/5/05 9:29 PM Page ii Hacking the PSP™: Cool Hacks, Mods, and Customizations for the Sony® PlayStation® Portable Published by Wiley Publishing, Inc. 10475 Crosspoint Boulevard Indianapolis, IN 46256 www.wiley.com Copyright © 2006 by Wiley Publishing, Inc., Indianapolis, Indiana Published simultaneously in Canada ISBN-13: 978-0-471-77887-5 ISBN-10: 0-471-77887-7 Manufactured in the United States of America 10 9 8 7 6 5 4 3 2 1 1B/SR/RS/QV/IN No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 646-8600. Requests to the Publisher for permission should be addressed to the Legal Department, Wiley Publishing, Inc., 10475 Crosspoint Blvd., Indianapolis, IN 46256, (317) 572-3447, fax (317) 572-4355, or online at http://www.wiley.com/go/permissions. -
Le Jeu Vidéo Sur Youtube : Historique De La Captation Et De La Diffusion Du Jeu Vidéo
Université de Montréal Le jeu vidéo sur YouTube : historique de la captation et de la diffusion du jeu vidéo par Francis Lavigne Département d’histoire de l’art et d’études cinématographiques Faculté des arts et des sciences Mémoire présenté en vue de l’obtention du grade de M.A. en études cinématographiques option études du jeu vidéo Août 2017 © Francis Lavigne, 2017 Résumé Ce mémoire s’intéresse à la captation audiovisuelle et aux pratiques de commentaires sur le jeu vidéo. Tout d’abord, nous remettons en contexte l’émergence de ce type de production à l’aide d’une analyse historique de divers formats de diffusion (à la télévision, à l’aide de vidéocassettes, dans les suppléments de magazines et sur Internet). Ensuite, nous détaillons les limites et affordances de la plateforme participative YouTube. Puis, nous rattachons les commentaires de jeux vidéo aux concepts de boniment, de performance et de double performance. Enfin, nous analysons quatre genres de vidéos présents sur YouTube : les machinimas, les speedruns, les longplays et les let’s plays. Mots-clés Jeu vidéo, machinima, longplay, let’s play, speedrun, YouTube, boniment, commentaire, double performance i Abstract This research is aimed to understand the audiovisual recording and commentary practices of video games. First of all, we do a contextualisation of these types of production through a historical analysis of the way theses videos were diffused (from televised shows, to VHS, magazines’ bonuses, and on the Internet). After, we detail the limits and affordances of the YouTube sharing platform. Then, we create links between the commentary of video game and the concepts of film lecturer, performance and double performance. -
Het Auteursrecht En Video Game Piracy
Faculteit Rechtsgeleerdheid Universiteit Gent Academiejaar 2011-2012 Paying v Playing: Het auteursrecht en video game piracy Masterproef van de opleiding ‘Master in de Rechten’ Ingediend door Jochen Mistiaen (studentennr. 00701669) (major: Nationaal en Internationaal Publiekrecht) Promotor: Prof. Ben Depoorter Commissaris: Jef De Mot I II INHOUDSOPGAVE VOORWOORD ..................................................................................................................... VII LIJST MET AFKORTINGEN .......................................................................................... VIII DEEL I – INLEIDING ............................................................................................................. 1 1. De video game industrie ................................................................................................ 1 i. Opkomst van video games ........................................................................................... 1 ii. Big Business Industry .............................................................................................. 3 2. Piraterij .......................................................................................................................... 6 i. Digitalisering ............................................................................................................... 6 ii. Groei van online piraterij ......................................................................................... 7 3. Onderzoeksvragen ...................................................................................................... -
February 13, 2003
February 8, 2008 Ms. Jennifer Choe Groves Director for Intellectual Property and Innovation and Chair of the Special 301 Committee Office of the United States Trade Representative 600 17th Street, N.W. Washington, D.C. 20508 Re: Special 301 Comments on Piracy of Nintendo Video Game Products Dear Ms. Choe Groves: Nintendo of America Inc. (Nintendo) submits this letter in response to the “Request for Written Submissions From the Public” which appeared in the January 16, 2008 Federal Register. In that notice, the Office of the United States Trade Representative (USTR) requested comments pursuant to Section 182 of the Trade Act of 1974 (19 U.S.C. 2242), known as “Special 301,” on “countries that deny adequate and effective protection of intellectual property rights or deny fair and equitable market access to U.S. persons who rely on intellectual property protection.” Nintendo has provided information to the International Intellectual Property Alliance (IIPA) which is included in the filing of that organization. Nintendo is associated with the IIPA through its membership in the Entertainment Software Association (ESA). This letter provides more detailed information on piracy of Nintendo video game products, along with Nintendo’s Special 301 placement recommendations. Nintendo, its publishers and developers are being injured by the continued manufacture, assembly, distribution, import, export and sale of counterfeit Nintendo video game products across the globe, resulting in approximately $975 million in lost sales in 2007. Through Nintendo’s anti-piracy efforts and cooperation of various government enforcement authorities, over 1.8 million infringing Nintendo products and components were seized worldwide in 2007. -
Copyright Law, Digital Content and the Internet in the Asia-Pacific
COPYRIGHT LAW, DIGITAL CONTENT AND THE INTERNET IN THE ASIA-PACIFIC EDITED BY BRIAN FITZGERALD BA (Griff), LLB (Hons) (QUT), BCL (Oxon), LLM (Harv), PhD (Griff) Professor of Intellectual Property Law and Innovation (QUT Faculty of Law), Barrister, Supreme Court of Queensland and High Court of Australia FUPING GAO PhD (CUPL) Professor of Law (ECUPL), Dean of Intellectual Property School (ECUPL), Director of E-Commerce Law Institution of ECUPL DAMIEN O’BRIEN LLB (QUT), Grad Cert Intl Stud (Intl Rel) (UQ), Grad Dip Legal Prac (QUT) Solicitor, Supreme Court of Queensland, Researcher (QUT Faculty of Law) SAMPSUNG XIAOXIANG SHI LLB (ECUPL), LLM (ECUPL), PhD Candidate (QUT) Researcher (CCI), (QUT Faculty of Law) SYDNEY UNIVERSITY PRESS Published by Sydney University Press Fisher Library F03 University of Sydney NSW, 2006 Australia http://www.sup.usyd.edu.au Publication date: March 2008 © Copyright individual authors, 2008 © Sydney University Press 2008 The Material in this publication is based on papers presented at the First International Forum on the Content Industry: Legal and Policy Framework for the Digital Content Industry collaboratively held by the East China University of Political Science and Law (http://www.ecupl.edu.cn) and the Queensland University of Technology (http://www.qut.edu.au) in Shanghai, People’s Republic of China, May 2007. This publication is an output of the ARC Centre of Excellence for Creative Industries and Innovation (http://www.cci.edu.au) Queensland University of Technology. Unless otherwise stated, the law as it appears in this book is current as at December 2007. Note the text of some of the chapters has been slightly modified as a result of translations. -
August 18Th, 2010 Scott Hutton Via Epass Executive Director
August 18th , 2010 Scott Hutton Via Epass Executive Director, Broadcasting Canadian Radio-television and Telecommunications Commission Ottawa, Ontario K1A 0N2 Re: Review of Programming on G4 (Case # 496398) Dear Mr. Hutton: Rogers Broadcasting Limited (RBL) is pleased to respond to your letter of July 27 th , 2010 regarding programming aired on our specialty service G4TechTV (G4) that CRTC staff believes may not respect its nature of service. The following information is intended to respond to CRTC staff’s request to explain our programming strategies for G4 as well as how programs such as Mantracker, Which Way To… and The Office are consistent with G4’s nature of service. The Commission licensed G4 as “…a national English-language Category 1 specialty television service consisting exclusively of programming related to computing, technology and the Internet” (Decision CRTC 2000-454). Our service was conceptualized in the late 1990s, the era of the technology boom. It was the time of the dot-com millionaires, and audiences were very interested in learning more about the impact and potential of the Internet. At that time, our programming strategy was focused on business and financial news in the technology industry. Unfortunately, while the Internet’s financial potential seemed limitless, it was not. The technology boom quickly became the Internet bubble, and then ultimately the Internet bust. That now seems like a long time ago. Many things have changed since then particularly in the world of technology. People are a lot more “tech-savvy” and the Internet has lost its original allure. As a result, audiences are less interested in programming niches like technology business news or “tech-ed” segments. -
Hacking the Xbox
$24.99 ($34.99 CDN) SHELVE IN: PC HARDWARE/GENERAL HACKING THE XBOX Get Hacking the Xbox before Microsoft Does! qANQR1DBwU4DiyVm0iq7P8gQB/9IoylwNnOxHExELKfHCTyOxX1m/eKe3+bgN/kc afpcdG1BR0ZV3degJhP2ru8h58Tw/MLU+h+jMYPUOCulwRAMyhxqX+0K1fU0oNAd 1UKi0e8sju0mks0XXzEOXNpM6BO8L90/NCSUTWPBUMgR6/KtezsFJUDAIOlxVuBX IpN1x+6A3O6Tayrg0+Qp+hD3FDRSIVKoD/uiaCnxkp5wxXh3JPRU3JMHWtUcwsr2 ThN1xhandO6Tn gg0dep+hDhackingKwas iaCcekledxby3JheUoriginalwsr2 This hands-on guide to hacking was canceled by the original Hacking publisher out of fear of DMCA-related lawsuits. Following the author’s self-publication of the book (during which time he sold thousands directly), Hacking the Xbox is now brought to you by No Starch Press. Hacking the Xbox begins with a few step-by-step tutorials on the Xbox hardware modifications that teach basic hacking techniques as well as essential reverse engineering skills. It progresses into An Introduction to Reverse Engineering a discussion of the Xbox security mechanisms and other advanced hacking topics, emphasizing the important subjects of computer security and reverse engineering. The book includes numerous practical guides, such as where to get hacking gear, soldering techniques, debugging tips, and an Xbox hardware reference guide. Hacking the Xbox confronts the social and political issues facing today’s hacker, and introduces readers to the humans behind the hacks through several interviews with master hackers. It looks at the potential impact of today’s legal challenges to legitimate Andrew “bunnie” Huang reverse engineering -
Game Console Modification Chips: the Effect of Fair Use and the D
Nova Law Review Volume 28, Issue 2 2004 Article 15 Game Console Modification Chips: The Effect of Fair Use and the Digital Millennium Copyright Act on the Circumvention of Game Console Security Measures Vijay G. Brijbasi∗ ∗ Copyright c 2004 by the authors. Nova Law Review is produced by The Berkeley Electronic Press (bepress). https://nsuworks.nova.edu/nlr Brijbasi: Game Console Modification Chips: The Effect of Fair Use and the D GAME CONSOLE MODIFICATION CHIPS: THE EFFECT OF FAIR USE AND THE DIGITAL MILLENNIUM COPYRIGHT ACT ON THE CIRCUMVENTION OF GAME CONSOLE SECURITY MEASURES VIJAY G. BRIJBASI* I. IN TRO D UCTION ............................................................................... 4 11 II. THE DMCA, REVERSE ENGINEERING, AND FAIR USE ................... 413 III. RELEVANT CASE LAW ................................................................... 415 A. Sega Enterprises Ltd. v. Accolade, Inc ....................................... 415 B. Sony Computer Entertainment, Inc. v. Connectix Corp ............. 418 C. Universal City Studios, Inc. v. Corley ........................................ 420 IV. AN INTERNATIONAL APPROACH .................................................... 422 V. GAME CONSOLE MODIFICATION CHIPS, FAIR USE, AND THE D M C A ........................................................................................... 424 A . Modification Chips...................................................................... 425 B. Why Modification Chips May Be Legal ..................................... 427 C. Why Modification -
Mario Kart Double Dash Instructions
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