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GTA San Andreas
jg. 9, H. 1,2009 NAVI "".,.""", ~ GATION EN ........................ ... ,.. Zeitschrift für Medien· und Kulturwissenschaften Benjamin Beil! Sascha Si mons ! jürgen Sorg! jochen Venus (Hrsg.) "It's all in the Game" - Computerspiele zwischen Spiel und Erzählung r NAVI ················~ GATIONEN ...........................~ Zeitschrift für Medien- und Kulturwissenschaften IMPRESSUM HERAUSGEBER: REDAKTIONSADRESSE: Peter Gendolta Universität Siegen Sprecher des Kulturwissenschaftlichen SFB/FK 615 .. Medienumbrüche" Forschungskollegs 615 "Medienumbrüche" 5706B Siegen Tel. : 0271 /74049 32 WISSENSCHAFTLICHER BEIRAT: [email protected]·siegen.de Knut Hickethier, Klaus Kreimeier, Rainer Leschke. Joachim Paech Schüren Verlag GmbH Universitätsstraße 55 REDAKTION: 35037 Marburg Nicola Glaubitz, Christoph Meibom. Georg Rademacher Erscheinungsweise zweimal jährlich UMSCHLAGGESTALTUNG UND Preis des Einzelheftes: 13,- LAYOUT: Preis des Doppelheftes: 22,· Christoph Meibom, Susanne Pütz Jahresabonnement: 20.- Jahresabonnement TITELBILD: für Studierende: 14,- Screenshot aus dem Computerspiel 'Grand Theft Auto IV' Mit freundlicher Erlaubnis von Take-Two ISSN 1619· 1641 Interactive Deutschland ISBN 978·3-89472-551·8 DRUCK: Majuskel Medienproduktion, Wetzlar / Diese Arbeit ist im Kulturwissenschaftlichen Forschungskolleg 615 der Universität Siegen entstanden und wurde auf seine Veranlassung unter Verwendung der von der Deutschen Forschungsgemeinschaft zur Verfügung gestellten Mittel gedruckt. Benjamin Beil / Sascha Si mons / Jürgen Sorg / Jochen Venus (Hrsg.) -
Assets.Kpmg › Content › Dam › Kpmg › Pdf › 2012 › 05 › Report-2012.Pdf
Digitization of theatr Digital DawnSmar Tablets tphones Online applications The metamorphosis kingSmar Mobile payments or tphones Digital monetizationbegins Smartphones Digital cable FICCI-KPMG es Indian MeNicdia anhed E nconttertainmentent Tablets Social netw Mobile advertisingTablets HighIndus tdefinitionry Report 2012 E-books Tablets Smartphones Expansion of tier 2 and 3 cities 3D exhibition Digital cable Portals Home Video Pay TV Portals Online applications Social networkingDigitization of theatres Vernacular content Mobile advertising Mobile payments Console gaming Viral Digitization of theatres Tablets Mobile gaming marketing Growing sequels Digital cable Social networking Niche content Digital Rights Management Digital cable Regionalisation Advergaming DTH Mobile gamingSmartphones High definition Advergaming Mobile payments 3D exhibition Digital cable Smartphones Tablets Home Video Expansion of tier 2 and 3 cities Vernacular content Portals Mobile advertising Social networking Mobile advertising Social networking Tablets Digital cable Online applicationsDTH Tablets Growing sequels Micropayment Pay TV Niche content Portals Mobile payments Digital cable Console gaming Digital monetization DigitizationDTH Mobile gaming Smartphones E-books Smartphones Expansion of tier 2 and 3 cities Mobile advertising Mobile gaming Pay TV Digitization of theatres Mobile gamingDTHConsole gaming E-books Mobile advertising RegionalisationTablets Online applications Digital cable E-books Regionalisation Home Video Console gaming Pay TVOnline applications -
TESIS: Grand Theft Auto IV. Impacto Y Contexto En Los Videojuegos Como
UNIVERSIDAD NACIONAL AUTÓNOMA DE MÉXICO FACULTAD DE ESTUDIOS SUPERIORES ACATLÁN Grand Theft Auto IV. Impacto y contexto en los videojuegos como parte de la cultura de masas Tesis para obtener el título de: Licenciado en Comunicación PRESENTA David Mendieta Velázquez ASESOR DE TESIS Mtro. José C. Botello Hernández UNAM – Dirección General de Bibliotecas Tesis Digitales Restricciones de uso DERECHOS RESERVADOS © PROHIBIDA SU REPRODUCCIÓN TOTAL O PARCIAL Todo el material contenido en esta tesis esta protegido por la Ley Federal del Derecho de Autor (LFDA) de los Estados Unidos Mexicanos (México). El uso de imágenes, fragmentos de videos, y demás material que sea objeto de protección de los derechos de autor, será exclusivamente para fines educativos e informativos y deberá citar la fuente donde la obtuvo mencionando el autor o autores. Cualquier uso distinto como el lucro, reproducción, edición o modificación, será perseguido y sancionado por el respectivo titular de los Derechos de Autor. Grand Theft Auto IV Impacto y contexto en los videojuegos como parte de la cultura de masas Agradecimientos A mis padres. Gracias, papá, por enseñarme valores y por tratar de enseñarme todo lo que sabías para que llegara a ser alguien importante. Sé que desde el cielo estás orgulloso de tu familia. Mamá, gracias por todo el apoyo en todos estos años; sé que tu esfuerzo es enorme y en este trabajo se refleja solo un poco de tus desvelos y preocupaciones. Gracias por todo tu apoyo para la terminación de este trabajo. A Ariadna Pruneda Alcántara. Gracias, mi amor, por toda tu ayuda y comprensión. Tu orientación, opiniones e interés que me has dado para la realización de cualquier proyecto que me he propuesto, así como por ser la motivación para seguir adelante siempre. -
The Videogame Style Guide and Reference Manual
The International Game Journalists Association and Games Press Present THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL DAVID THOMAS KYLE ORLAND SCOTT STEINBERG EDITED BY SCOTT JONES AND SHANA HERTZ THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL All Rights Reserved © 2007 by Power Play Publishing—ISBN 978-1-4303-1305-2 No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher. Disclaimer The authors of this book have made every reasonable effort to ensure the accuracy and completeness of the information contained in the guide. Due to the nature of this work, editorial decisions about proper usage may not reflect specific business or legal uses. Neither the authors nor the publisher shall be liable or responsible to any person or entity with respects to any loss or damages arising from use of this manuscript. FOR WORK-RELATED DISCUSSION, OR TO CONTRIBUTE TO FUTURE STYLE GUIDE UPDATES: WWW.IGJA.ORG TO INSTANTLY REACH 22,000+ GAME JOURNALISTS, OR CUSTOM ONLINE PRESSROOMS: WWW.GAMESPRESS.COM TO ORDER ADDITIONAL COPIES OF THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL PLEASE VISIT: WWW.GAMESTYLEGUIDE.COM ACKNOWLEDGEMENTS Our thanks go out to the following people, without whom this book would not be possible: Matteo Bittanti, Brian Crecente, Mia Consalvo, John Davison, Libe Goad, Marc Saltzman, and Dean Takahashi for editorial review and input. Dan Hsu for the foreword. James Brightman for his support. Meghan Gallery for the front cover design. -
The Transition of Black One-Dimensional Characters from Film to Video Games
Southern Illinois University Carbondale OpenSIUC Research Papers Graduate School Spring 2016 The ewN Black Face: The rT ansition of Black One- Dimensional Characters from Film to Video Games Kyle A. Harris Southern Illinois University Carbondale, [email protected] Follow this and additional works at: http://opensiuc.lib.siu.edu/gs_rp Recommended Citation Harris, Kyle A. "The eN w Black Face: The rT ansition of Black One-Dimensional Characters from Film to Video Games." (Spring 2016). This Article is brought to you for free and open access by the Graduate School at OpenSIUC. It has been accepted for inclusion in Research Papers by an authorized administrator of OpenSIUC. For more information, please contact [email protected]. THE NEW BLACK FACE: THE TRANSITION OF BLACK ONE-DIMENSIONAL CHARACTERS FROM FILM TO VIDEO GAMES By Kyle A. Harris B.A., Southern Illinois University, 2013 A Research Paper Submitted in Partial Fulfillment of the Requirements for the Master of Science Department of Mass Communications and Media Arts in the Graduate School Southern Illinois University Carbondale May 2016 RESEARCH PAPER APPROVAL THE NEW BLACK FACE: THE TRANSITION OF BLACK ONE-DIMENSIONAL CHARACTERS FROM FILM TO VIDEO GAMES By Kyle A. Harris A Research Paper Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Science in the field of Professional Media, Media Management Approved by: Dr. William Novotny Lawrence Department of Mass Communications and Media Arts In the Graduate School Southern Illinois University Carbondale -
Chinatown Wars Kevin George
International Journal of English Literature and Social Sciences, 5(2) Mar-Apr 2020 |Available online: https://ijels.com/ The Dark Side of GTA: Chinatown Wars Kevin George Department of English, K.E College, Mannanam, Kerala, India Abstract—Released way back in 2009, Grand Theft Auto: Chinatown Wars is an action-adventure videogame, developed for a console meant for teenagers. However, the videogame drew flak for its inclusion of certain controversial mini-games and missions involving drugs like cocaine and heroin. This short essay/review will focus on the corruptive influence of something as trivial as a videogame and how it works insidiously as a lure to a world of crime, which young minds find irresistible. Keywords—Addiction,Arson, Delusions of power,Drug-dealing, GTA: Chinatown Wars. INTRODUCTION adolescent innocence as portrayed in his novel The Lord of I was having a hard time coming to terms with the the Flies. ‘Influence’ plays a big role and so does the quarantine in India (and the world over). Usually, I would milieu. The pandemic (COVID19) which is wreaking find solace in reading philosophy and literature or I would havoc on our planet has made their lives insular and more binge on my favourite films or series. But, the headlines susceptible to ‘influence’ (at least for now) and things and podcasts made sure that my usual sangfroid was kept aren’t much different (from the novel). The teenagers who at bay. My penchant for etymology compels me to spent hours playing games like GTA: Chinatown Wars, (I mention the origins of the word ‘sangfroid’. -
On Liberty It’S Our Best Best Of
On Liberty It’s Our Best Best of... Issue Ever A guide to the city’s top Sights Entertainment Restaurants Bars Important Health Warning About Playing Video Games Table of Contents Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain 02 Installation visual images, including flashing lights or patterns that may appear in video games. 04 Game Controls Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching 08 Letter from the Editor video games. 10 Places Best Sights These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, 12 Entertainment Best Place to Chill confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking 14 Restaurants Best Burger nearby objects. 16 Bars Best Brew Immediately stop playing and consult a doctor if you experience any of these 18 Feature Dating in the City symptoms. Parents should watch for or ask their children about the above symptoms—children and teenagers are more likely than adults to experience these 20 Technology Top Gadgets seizures. The risk of photosensitive epileptic seizures may be reduced by taking the following precautions: Sit farther from the screen; use a smaller screen; play in a well- 22 Credits lit room; and do not play when you are drowsy or fatigued. 32 Warranty If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing. -
People Need Protecting from Violent Lyrics, Films and Video Games” the MEDIA Violence Debate in Context 2 of 7 NOTES
MOTION: APRIL 2008 MEDIA “PEOPLE NEED VIOLENCE PROTECTING FROM JAMES GLEDHILL VIOLENT LYRICS, FILMS AND VIDEO GAMES” DEBATING MATTERS DEBATOPITING MATTERCS GUIDETOPICS GUIDEwww.debatingmatters.comS CONTENTS INTRODUCTION 1 of 7 NOTES What impact does media violence have on the way people act? Introduction 1 Does exposure to violent music lyrics, films and video games lead Key terms 1 to aggressive and violent behaviour? It’s a debate that won’t go away, as the reaction [Ref: BBC News] to the launch of Grand The media violence debate in context 2 Theft Auto IV shows. And it’s a particular concern of politicians, Essential reading 4 as in the wake of headlines about gun and knife crime both Gordon Brown [Ref: Sun] and David Cameron [Ref: Independent] Backgrounders 5 referred to violent video games in calling for greater social responsibility. While it may be too simplistic to suggest a Organisations 5 straightforward copycat effect linking what people see or hear In the news 6 to what they do, many scientific studies have raised concerns about the effects of media violence, particularly on vulnerable and impressionable young people. Such evidence forms the basis of arguments for censorship, with measures ranging from bans on violent material, to the cutting of scenes from films and the classification of films and video games by age limits. The game Manhunt 2 has been banned [Ref: BBC News] and the government’s Byron review recommended that more games be rated. Campaigners for freedom of expression oppose such restriction and dispute the claim that media has a direct effect on behaviour. -
2019 Annual Report
TAKE-TWO INTERACTIVE SOFTWARE, INC. 2019 ANNUAL REPORT ANNUAL INC. 2019 SOFTWARE, INTERACTIVE TAKE-TWO TAKE-TWO INTERACTIVE SOFTWARE, INC. 2019 ANNUAL REPORT Generated significant cash flow and ended the fiscal year with $1.57$1.57 BILLIONBILLION in cash and short-term investments Delivered total Net Bookings of Net Bookings from recurrent $2.93$2.93 BILLIONBILLION consumer spending grew 47% year-over-year increase 20%20% to a new record and accounted for units sold-in 39% 2424 MILLIONMILLIONto date 39% of total Net Bookings Tied with Grand Theft Auto V as the highest-rated game on PlayStation 4 and Xbox One with 97 Metacritic score One of the most critically-acclaimed and commercially successful video games of all time with nearly units sold-in 110110 MILLIONMILLIONto date Digitally-delivered Net Bookings grew Employees working in game development and 19 studios 33%33% 3,4003,400 around the world and accounted for Sold-in over 9 million units and expect lifetime Net Bookings 62%62% to be the highest ever for a 2K sports title of total Net Bookings TAKE-TWO INTERACTIVE SOFTWARE, INC. 2019 ANNUAL REPORT DEAR SHAREHOLDERS, Fiscal 2019 was a stellar year for Take-Two, highlighted by record Net Bookings, which exceeded our outlook at the start of the year, driven by the record-breaking launch of Red Dead Redemption 2, the outstanding performance of NBA 2K, and better-than- expected results from Grand Theft Auto Online and Grand Theft Auto V. Net revenue grew 49% to $2.7 billion, Net Bookings grew 47% to $2.9 billion, and we generated significant earnings growth. -
Skills for Creativity in Games Design (Part 2) Practitioner Conceptions of Creativity in Games Design
Skills for Creativity in Games Design (Part 2) Practitioner Conceptions of Creativity in Games Design. © 2009 Karl K. Jeffries Northern School of Design, University of Central Lancashire, Victoria Building, Preston, Lancashire PR1 2HE, UK 34 Skills for Creativity in Games Design (Part 2) Practitioner Conceptions of Creativity in Games Design. Skills for Creativity in Games Design (Part 2) Practitioner Conceptions of Creativity in Games Design. In this report (part 2), using the same research methodology, theoretical framework and Skills for Creativity in procedures, the focus is placed on ten games design practitioners’ conceptions of skills for creativity in games design. Moreover, a comparison is made between the findings from both Games Design groups: the full time games design academics and the full time games design practitioners. As the methodological and theoretical issues, broad context and background to this research, (Part 2) have been discussed in part 1 what follows is a brief reminder of research design and Practitioner Conceptions methodology and how these relate to the games design practitioners in this study. of Creativity 2.2 Method in Games Design. Research Design This study gathered representative samples from two groups, an academic and a practitioner group, with ten participants per group. The same methodological procedure was used for both groups. After giving their consent, each participant took part in a semi-structured telephone interview to explore what skills, knowledge, talents or abilities were required to be creative as a games designer. Telephone transcriptions were analysed using the Domain Skills Indicator (DSI) methodology (see part 1), and participants ranked a list of domain relevant skills related to creativity within games design. -
San Andreas Police Department 03 Controls: on Bicycle San Andreas
LOCAL BUSINESS ADVERTISER’S GUIDE WARNING Before playing this game, read the Xbox 360® console, Xbox 360 Kinect® Sensor, and accessory manuals for important safety and health information. www.xbox.com/support. Important Health Warning: Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to WELCOME TO certain visual images, including flashing lights or patterns that may appear in video games. Even people with no history of seizures or epilepsy may have an undiagnosed condition that can cause “photosensitive epileptic seizures” while watching video games. Symptoms can include light-headedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, momentary loss of awareness, and loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents, watch for or ask children about these symptoms—children and teenagers are more likely to experience these seizures. The risk may be reduced by being farther from the screen; using a smaller screen; playing in a well-lit room, and not playing when drowsy or fatigued. If you or any CONTENTS relatives have a history of seizures or epilepsy, consult a doctor before playing. 02 MOST WANTED 03 CONTROLS 05 TRAVEL SERVICES 07 FACTS + ACCOMMODATION 10 HOSPITAL + PERSONAL SAFETY SERVICES 13 MONEY + SHOPPING 14 GAMBLING 16 SPORT + EATING OUT 17 PERSONAL GROOMING SERVICES 18 PERSONALS Local -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes.