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DRIVECLUB VR Corse in Realtà Virtuale
Page 1 of 2 CREA UN CLUB PER LE CORSE IN REALTÀ AFFRONTA E CREA VIRTUALE CON I TUOI AMICI ONLINE SFIDE DI GUIDA PLAYSTATION ® VR RICHIESTO DRIVECLUB ESPLORA LE NUOVE MODALITÀ E CARATTERISTICHE IN REALTÀ VIRTUALE Includedalla contenuti versione PS4™e DLC CORSE IN REALTÀ VIRTUALE Scopri l’emozione e la frenesia della corsa, seduto al volante di una delle vetture più potenti ed esclusive del mondo. ™ VR GIOCATORI IN RETE 2-8 1 GIOCATORE FUNZIONALITÀ DI RETE ISCRIZIONE A PlayStation®VR PLAYSTATION®PLUS RICHIESTA e PlayStation®Camera richiesti PlayStation®VR non deve essere utilizzato FUNZIONE DI VIBRAZIONE HDTV: VISORE PLAYSTATION®VR da bambini di età inferiore a 12 anni 20GB MINIMO + PLAYSTATION®CAMERA DUALSHOCK®4 720P • 1080i • 1080P RICHIESTI PlayStation®VR crea una sensazione di presenza ed immersione totale nell’universo virtuale. Se usate VR per la prima volta, vi raccomandiamo di accostarvi a questa esperienza in maniera graduale, facendo delle pause regolari. Alcuni utenti potrebbero sperimentare una sensazione di disagio durante la visualizzazione dei contenuti in realtà virtuale, sebbene le reazioni possano variare da caso a caso. A USO ESCLUSIVAMENTE DOMESTICO. Il presente software è concesso in licenza per l'utilizzo esclusivo con i sistemi PlayStation®4 autorizzati. Potrebbe essere necessario un aggiornamento software del sistema PlayStation®4. È proibito qualsivoglia accesso, utilizzo o trasferimento non autorizzato del prodotto, del suo copyright implicito o dei marchi registrati. I diritti di utilizzo completi sono consultabili all'indirizzo eu.playstation.com/legal. Librerie software ©2013 – 2016 Sony Interactive Entertainment Inc. concesse in licenza esclusiva a Sony Interactive Entertainment Europe (SIEE). -
Xbox Cheats Guide Ght´ Page 1 10/05/2004 007 Agent Under Fire
Xbox Cheats Guide 007 Agent Under Fire Golden CH-6: Beat level 2 with 50,000 or more points Infinite missiles while in the car: Beat level 3 with 70,000 or more points Get Mp model - poseidon guard: Get 130000 points and all 007 medallions for level 11 Get regenerative armor: Get 130000 points for level 11 Get golden bullets: Get 120000 points for level 10 Get golden armor: Get 110000 points for level 9 Get MP weapon - calypso: Get 100000 points and all 007 medallions for level 8 Get rapid fire: Get 100000 points for level 8 Get MP model - carrier guard: Get 130000 points and all 007 medallions for level 12 Get unlimited ammo for golden gun: Get 130000 points on level 12 Get Mp weapon - Viper: Get 90000 points and all 007 medallions for level 6 Get Mp model - Guard: Get 90000 points and all 007 medallions for level 5 Mp modifier - full arsenal: Get 110000 points and all 007 medallions in level 9 Get golden clip: Get 90000 points for level 5 Get MP power up - Gravity boots: Get 70000 points and all 007 medallions for level 4 Get golden accuracy: Get 70000 points for level 4 Get mp model - Alpine Guard: Get 100000 points and all gold medallions for level 7 ghðtï Page 1 10/05/2004 Xbox Cheats Guide Get ( SWEET ) car Lotus Espirit: Get 100000 points for level 7 Get golden grenades: Get 90000 points for level 6 Get Mp model Stealth Bond: Get 70000 points and all gold medallions for level 3 Get Golden Gun mode for (MP): Get 50000 points and all 007 medallions for level 2 Get rocket manor ( MP ): Get 50000 points and all gold 007 medalions on first level Hidden Room: On the level Bad Diplomacy get to the second floor and go right when you get off the lift. -
Playstation®4 Launches Across the United States
FOR IMMEDIATE RELEASE PLAYSTATION®4 LAUNCHES ACROSS THE UNITED STATES AND CANADA With the PS4™system, Sony Computer Entertainment Welcomes Gamers to a New Era of Rich, Immersive Gameplay Experiences TOKYO, November 15, 2013 – Sony Computer Entertainment Inc. (SCEI) today launched PlayStation®4 (PS4™), a system built for gamers and inspired by developers. The PS4 system is now available in the United States and Canada at a suggested retail price of USD $399 and CAD $399, arriving with a lineup of over 20 first- and third-party games, including exclusive titles like Knack™ and Killzone: Shadow Fall™. In total, the PS4 system will have a library of over 30 games by the end of the year. *1 “Today’s launch of PS4 represents a milestone for all of us at PlayStation, our partners in the industry, and, most importantly, all of the PlayStation fans who live and breathe gaming every day,” said Andrew House, President and Group CEO, Sony Computer Entertainment Inc. “With unprecedented power, deep social capabilities, and unique second screen features, PS4 demonstrates our unwavering commitment to delivering phenomenal play experiences that will shape the world of games for years to come.” The PS4 system enables game developers to realize their creative vision on a platform specifically tuned to their needs, making it easier to build huge, interactive worlds in smooth 1080p HD resolution.*2 Its supercharged PC architecture – including an enhanced Graphics Processing Unit (GPU) and 8GB of GDDR5 unified system memory – is designed to ease game creation and deliver a dramatic increase in the richness of content available on the platform. -
Narrative Epic and New Media: the Totalizing Spaces of Postmodernity in the Wire, Batman, and the Legend of Zelda
Western University Scholarship@Western Electronic Thesis and Dissertation Repository 8-17-2015 12:00 AM Narrative Epic and New Media: The Totalizing Spaces of Postmodernity in The Wire, Batman, and The Legend of Zelda Luke Arnott The University of Western Ontario Supervisor Nick Dyer-Witheford The University of Western Ontario Graduate Program in Media Studies A thesis submitted in partial fulfillment of the equirr ements for the degree in Doctor of Philosophy © Luke Arnott 2015 Follow this and additional works at: https://ir.lib.uwo.ca/etd Part of the Other Film and Media Studies Commons Recommended Citation Arnott, Luke, "Narrative Epic and New Media: The Totalizing Spaces of Postmodernity in The Wire, Batman, and The Legend of Zelda" (2015). Electronic Thesis and Dissertation Repository. 3000. https://ir.lib.uwo.ca/etd/3000 This Dissertation/Thesis is brought to you for free and open access by Scholarship@Western. It has been accepted for inclusion in Electronic Thesis and Dissertation Repository by an authorized administrator of Scholarship@Western. For more information, please contact [email protected]. NARRATIVE EPIC AND NEW MEDIA: THE TOTALIZING SPACES OF POSTMODERNITY IN THE WIRE, BATMAN, AND THE LEGEND OF ZELDA (Thesis format: Monograph) by Luke Arnott Graduate Program in Media Studies A thesis submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy The School of Graduate and Postdoctoral Studies The University of Western Ontario London, Ontario, Canada © Luke Arnott 2015 Abstract Narrative Epic and New Media investigates why epic narratives have a renewed significance in contemporary culture, showing that new media epics model the postmodern world in the same way that ancient epics once modelled theirs. -
Engaging with Videogames
INTER - DISCIPLINARY PRESS Engaging with Videogames Critical Issues Series Editors Dr Robert Fisher Lisa Howard Dr Ken Monteith Advisory Board Karl Spracklen Simon Bacon Katarzyna Bronk Stephen Morris Jo Chipperfield John Parry Ann-Marie Cook Ana Borlescu Peter Mario Kreuter Peter Twohig S Ram Vemuri Kenneth Wilson John Hochheimer A Critical Issues research and publications project. http://www.inter-disciplinary.net/critical-issues/ The Cyber Hub ‘Videogame Cultures and the Future of Interactive Entertainment’ 2014 Engaging with Videogames: Play, Theory and Practice Edited by Dawn Stobbart and Monica Evans Inter-Disciplinary Press Oxford, United Kingdom © Inter-Disciplinary Press 2014 http://www.inter-disciplinary.net/publishing/id-press/ The Inter-Disciplinary Press is part of Inter-Disciplinary.Net – a global network for research and publishing. The Inter-Disciplinary Press aims to promote and encourage the kind of work which is collaborative, innovative, imaginative, and which provides an exemplar for inter-disciplinary and multi-disciplinary publishing. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means without the prior permission of Inter-Disciplinary Press. Inter-Disciplinary Press, Priory House, 149B Wroslyn Road, Freeland, Oxfordshire. OX29 8HR, United Kingdom. +44 (0)1993 882087 ISBN: 978-1-84888-295-9 First published in the United Kingdom in eBook format in 2014. First Edition. Table of Contents Introduction ix Dawn Stobbart and Monica Evans Part 1 Gaming Practices and Education Toward a Social-Constructivist View of Serious Games: Practical Implications for the Design of a Sexual Health Education Video Game 3 Sara Mathieu-C. -
February 26, 2013 - Uvm, Burlington, Vt Uvm.Edu/~Watertwr - Thewatertower.Tumblr.Com
volume 13 - issue 6 - tuesday, february 26, 2013 - uvm, burlington, vt uvm.edu/~watertwr - thewatertower.tumblr.com by benberrick UVM, we need to have a talk. I know things have been hard lately; with the transfer of presidential power, budget cuts, and communication breakdowns all over the place, it’s been nothing short of crazy out here. I understand that you need to relieve stress and chill out, but I just can’t condone the method that you have cho- sen. Just because everyone else is doing it, doesn’t make it okay, UVM, and no matter what kind of peer pressure is there, I expect better from you. So we need to talk about this. No, I’m not talking about all the mas- turbation—honestly, that’s healthy and in the future I’ll knock before I come in. We need to talk about the Harlem Shake. I know why you did it. Heck, there have been times when I’ve wanted to do it myself. Aft er exploding two weeks ago, the Harlem Shake went from something that only a few weirdo skateboarders did, to a by kerrymartin meme of epidemic proportions. Sure, the Keeping up with national politics, for as a tough contest between two intelli- Davis Center; it’s a point that seems obvi- fi rst couple times it was funny, clever even. all the work it takes, bears bitter fruit. I’m gent, qualifi ed, engaged, and open-minded ous, but is oft en overlooked. But within 48 hours, as with most memes, the kind of guy who attacks political apa- women. -
The Italian Digital Classroom: Italian Culture and Literature Through Digital Tools and Social Media
The Italian Digital Classroom: Italian Culture and Literature through Digital Tools and Social Media 1. Using Video Games to Teach Italian Language and Culture: Useful, Effective, Feasible? Video games are a highly relevant part of life for our student population. According to the Pew Research Center (PRC, 2015), half of American adults play videogames, and 70% of college students play video games “at least once in a while” (Weaver).1 Some of the current commercial console and PC video games (some of which are also available on Mac, Android, and iOS) are digital, multi-media realia that can be used to enhance language acquisition both in and outside the classroom. The advantages of realia as a whole have already been extensively explored from a theoretical standpoint (Spurr; Dlaska). The advantages include development of specific personal interests in exploring, and therefore acquiring the foreign or second (F/L2) language and culture within a context. The ultimate goal of using realia is to turn students into life-long learners of the target language and culture. According to CALL research, digital realia, given their nature as multimedia, easily-accessible, persistent cultural artifacts, are particularly advantageous in reaching that goal (Smith). Compared to other digital realia, some specific video games add additional opportunities for language exploration. All such games, while similar in nature to movies (providing exposure to listening comprehension in the spoken dialogues and reading comprehension in the subtitles) also involve important additional features such as: writing and even speaking with other online users in the target language; direct interaction and agency, which improve learning skills (Deters et al.; Mitchell and Savill- Smith; Gee, What Video Games and “Good Video Games”); and critical thinking and problem-solving, which can be applied to physical group interaction in the classroom. -
TIMESPLITTERS 2Player(S) Inserted Into a Memory Card Slot (A/B)
TS2 GC final 9/23/02 11:05 AM Page ii WARNING - Electric Shock FPO To avoid electric shock when you use this system: Inside Front Cover Use only the AC adapter that comes with your system. Do not use the AC adapter if it has damaged, split or broken cords or wires. Remove before printing Make sure that the AC adapter cord is fully inserted into the wall outlet or See the “TS2 GC ins cov.eps” document extension cord. Always carefully disconnect all plugs by pulling on the plug and not on the cord. for the actual page Make sure the Nintendo GameCube power switch is turned OFF before removing the AC adapter cord from an outlet. CAUTION - Motion Sickness Playing video games can cause motion sickness. If you or your child feel dizzy or nauseous when playing video games with this system, stop playing and rest. Do not drive or engage in other demanding activity until you feel better. CAUTION - Laser Device The Nintendo GameCube is a Class 1 laser product. Do not attempt to disassemble the Nintendo GameCube. Refer servicing to qualified personnel only. Caution - Use of controls or adjustments or procedures other than those specified herein may result in hazardous radiation exposure. CONTROLLER NEUTRAL POSITION RESET If the L or R Buttons are pressed or the Control Stick or C Stick are moved out of neutral position when the power is turned ON, those positions will be set as the neutral position, causing incorrect game control during game play. To reset the controller, release all buttons and sticks to allow them to return to the L Button R Button correct neutral position, then hold down the X, Y and START/PAUSE Buttons simultaneously for 3 seconds. -
Gaming Flashback: Timesplitters 2 in Or Modern Era of Gaming, Where Yearly Call of Duty Releases Are Hotly Awaited and the Lates
Gaming Flashback: TimeSplitters 2 In or modern era of gaming, where yearly Call of Duty releases are hotly awaited and the latest Halo release can be the backbone of the latest console generation, it’s hard to believe that the first- person shooter genre was once regarded with apprehension. In truth, this mode of gaming is barely a decade old, in its popular form. Back in the mid-2000s, when I was passing from junior high to high school and really getting my feet wet in video games, as a whole, I used to scoff at the genre. Sure, there were a few fun outliers, and a couple of rounds of Goldeneye 007 were good during a birthday party, but I could see no way in which they could ever supersede my beloved RPGs or RTS games. The party game corner was already fully claimed by Super Smash Bros, Mario Kart, and fighting games like Soul Calibur 2 – perish the thought of some run-and-gun nonsense ever taking their place! But naïve I was, dear readers! How wrong I could be! Because it only took one party for a friend of a friend to show me the light; and the savior was called TimeSplitters2. Released in October of 2002, this ridiculous FPS was the smash sequel to an early PS2 title created by a splinter team from the legendary Rare studios, henceforth known as Free Radical. Combining their technical know-how from the aforementioned Goldeneye for the N64 and a wry British comedy, TimeSplitters 2 lets players kill each other and enemy bots with a variety of weapons as a plethora of characters, from throughout time, space, and sanity. -
Score Pause Game Settings Fire Weapon Reload/Action Switch Weapo
Fire Weapon Reload/Action ONLINE ENABLED Switch Weapons Melee Attack Jump Swap Grenades Flashlight Zoom Scope (Click) Throw Grenade E-brake (Warthog) Boost (Vehicles) Crouch (Click) Score Pause Game Settings Get the strategy guide primagames.com® ® 0904 Part No. X10-96235 SAFETY INFORMATION TABLE OF CONTENTS About Photosensitive Seizures Secret Transmission ........................................................................................... 2 A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people who Master Chief .......................................................................................................... 3 have no history of seizures or epilepsy may have an undiagnosed condition that can cause these Breakdown of Known Covenant Units ......................................................... 4 “photosensitive epileptic seizures” while watching video games. These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or Controller ............................................................................................................... 6 face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from Mjolnir Mark VI Battle Suit HUD ..................................................................... 8 falling down or striking -
Oral History of Ed Fries
Oral History of Ed Fries Interviewed by: Dag Spicer Recorded: May 6, 2014 Mountain View, California CHM Reference number: X7162.2014 © 2014 Computer History Museum Oral History of Ed Fries Dag Spicer: So we're here today on May 6, 2014, with Ed Fries from Microsoft, and various other ventures, but [now] in [his] post-Microsoft life. And, Ed, welcome to the Computer History Museum. Ed Fries: Thanks. It's good to be here. Spicer: Really glad to have you here today. Can you tell us a bit about your early years, where you grew up, where you went to school, that kind of thing? Fries: Yeah, sure. So I grew up outside Seattle, [a] town called Bellevue. My mom and dad both moved out from the East Coast to work for Boeing, so Bellevue is kind of the engineer’s town at Boeing. So everything was Boeing back then. It was the biggest employer. And so, yeah, that's where I grew up. Spicer: Were your parents technically oriented or-- Fries: Yeah, they're both technical. Yeah. My dad was an electrical engineer, and my mom was a chemical engineer. Spicer: Wow. Fries: Yeah, so they met at Bucknell [University] and then both ended up getting hired by Boeing and moving out here. Spicer: That's great. So tell me how they influenced you, then. Having two engineers as parents must have had some kind of influence. Fries: Yeah, it gets worse actually, because my mom quit her job when she had the kids, and then when I was in sixth grade, she went back to school, back [to the] University of Washington, and got a master's [degree] in computer science and then went to work at DEC, Digital Equipment Corporation, as you know. -
Bungie Jump up to Disney
Career f PS3 and Xbox are not the only two words the industry really grew out of, is older than your Iyou’re familiar with when it comes to video traditional Disney fan, but we still aspire to produce games, then you’ll never forget the glory days of great content for anybody playing games.” gaming when Mario, Pac-Man and Zelda ruled the Earlier this year, Disney shifted its focus away entertainment and gaming universe. from expensive console games to focus on online Back in May 1991, when mastering the science of and mobile entertainment. Under its new outlined doctoring game cartridges with alcohol-drenched cotton structure, Seropian was placed to oversee game swabs and taking the original Game Boy to parties development, as well as five game studios (Blackrock, was actually cool, a young 20-something mathematics Junction Point, Avalanche, Wideload and Gamestar). graduate from the University of Chicago living on his Disney’s digital media group reported a net loss of $787 father’s couch decided that he was going to start his own million over the last three fiscal years on revenues of business in the ever-evolving world of video games. nearly $2.2 billion. Seropian, with an unparalleled track The final verdict for Alexander Seropian was forming record, is now at the helm of Disney’s renaissance. He his own company, Bungie Software – a corporation says that customers will see a lot more thoughtful focus of one operating strictly out of an apartment room. and control in the creating process that will increase the Finishing a distant second was the advice of his quality of Disney’s games.