Audrey Tsang February 21, 2001 STS 145 Nancy
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KEENE, Carolyn
KEENE, Carolyn Harriet Stratemeyer Adams Geboren: 1892. Overleden: 1982 Zoals veel juniorenmysteries, is de Nancy Drew-serie bedacht en werd (althans in het begin) de plot geschetst door Edward Stratemeyer [> Franklin W. Dixon] van het Stratemeyer Concern. Zijn dochter, Harriet Stratemeyer Adams nam later de uitgeverij over en claimde lange tijd de schrijver te zijn van àlle Nancy Drew-verhalen vanaf 1930 tot 1982. Onderzoek bracht aan het licht dat dit niet het geval was. De Nancy-verhalen werden, evenals andere Stratemeyer-series, geschreven door een aantal voorheen anonieme professionele schrijvers, waarvan de belangrijkste Mildred A. Wirt Benson (zie onder) was tot het moment dat Harriet Adams in 1953 (vanaf nummer 30) inderdaad begon met het schrijven van nieuwe delen en ook de oude delen vanaf 1959 reviseerde. Opmerkelijk en uniek is de zorgvuldigheid waarmee geprobeerd werd alle sporen omtrent de ‘echte’ auteurs uit te wissen. Byzantijnse plotten en samenzweringen werden gesmeed om veranderde copyrights; dossiers van The Library of Congress verdwenen en niet bestaande overheidsambtenaren werden opgevoerd om de namen van de ware schrijvers uit de boeken te laten verdwijnen. (foto: Internet Book List) website: http://en.wikipedia.org/wiki/Carolyn_Keene en http://www.keeline.com/Ghostwriters.html Nederlandse website: http://ccw.110mb.com/beeldverhalen/publicaties/N/nancydrew/index.htm Mildred Augustine Wirt Benson Geboren: Ladora, Iowa, USA, 10 juli 1905. Overleden: Toledo, Ohio, 28 mei 2002 Mildred Benson schreef de eerste 25 Nancy Drew-titels en nr 30 (uitgezonderd de nrs 8, 9 en 10) en schreef daarnaast nog vele andere juniorentitels, voornamelijk avonturen voor meisjes: Ruth Fielding (o.ps. -
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined. -
They're Reading the Series Books So Let's Use Them; Or, Who Is Shaun Cassidy?
if IRMO= 135111 . ID 155 844 CS 004 .113 ,* , , .!- AUTHOR, *' Abrahamsoi; Richard P. TITLE -They-fro Reading the Serifs Books So Lets: Use Thes;', or, Who Is Sham Cassidy? - ------ PUB BAIR, .Bay 78 I ROTE 17p.; Raper preheated at the innuel Meeting of thir International Reading,AssOciation 123rd; Mount**, 9 - Texas, Ray,1 -5, 1978) I -RDRS PRICE 'BF-10.83 HC -&1.67 Plus Postage. DESCRIPTORS Adolescent Literature; *EnglishInstructibig- *Learning Activities;Litits=i-tioi-sap--*Litarary N\ Perspective; Literatuie,App ion; *Reading IntereSts; Reading Bateriall; reational Bending; Senior Sigh Schools; Not atioe , IDENTIFIERS Series Books ;. ABSTRACT 4 Concerned with the need to=atimulate readiag Flamers fotolder adolescents, this documentcutlinee a high school reading uiit that capitalises on the perennial popuIirity of sesits bccits .such as Nancy Drpw, the Hardy Boys, and Tom Swift. Suggested' activities include having students reflect cn thoir.personal reading and write a fictional sketch about a favorite author; research a, : 'series author to discover the multi-asthoi-ttprcach of the series books; compare older versions. with newer revised books tc uncover sexiia, rapism, and stereotypes; -and stilted dialogue, one -, dimensional characters, and formula writing. The study of the series bookcan be extended to include the serial dine novels cfthi 1800s with their heavy moralising, poor characterisation,and--ritunted dialogue, ore historical approach to, the authorlioratio-Alger and his rags-to-riches novels, set in the later 1800e. (HI) / sii****************01**4scogeorn"***** * .Reproductions supplied by !DRS are the best that can be made / * . so, from the original docenent./ 1 * .) colosess*****mosmossoloscolossiosolossostmoshcolls ****scolcomos** p ea 114111011IPIT Of WEALTH 1110111KATIONS NAtIONAL 11STITVLII OP IDUCATIOR nos ooCusalw wAs seesREPRO mice° exam'. -
The Sims the Sims
Södertörns högskola | Institutionen för kommunikation, medier och IT Kandidatuppsats 15 hp | Medieteknik | HT terminen 2011 Programmet för IT, medier och design 180 hp The Sims – En studie om skapandet av karaktärer ur ett genusperspektiv The Sims – A study on the creation of characters from a gender perspective Av: Hoshiar Taufig, Paulina Kabir Handledare: Annika Olofsdotter 1 ABSTRACT Todays gaming habits between women and men depends on the age range. Both sexes are playing but how do they create a character when they have free hands? Are there any differences from a gender perspective? The main purpose is to answer the question: How does women and men create characters in the computergame The Sims? By looking at the result of four women and four mens created character and then interviewing them for profound information, we have received data to answer those questions for our study. Data has shown that the men were less personal when they created a character, used more imagination and took less time to create the character. The majority of the women created themselfs or part of themselfs and took more time on details. KEYWORDS The Sims, computergames, gender 2 SAMMANFATTNING Dagens spelvanor mellan kvinnor och män beror på åldern. Båda könen spelar men hur skapar de karaktär när de har fria händer? Finns det skillnader ur ett genusperspektiv? Det huvudsakliga syftet är att besvara frågan: Hur skapar kvinnor och män karaktärer i spelet The Sims? Genom att titta på resultatet av fyra kvinnor och fyra mäns karaktär och sedan intervjua dem för djupgående information har vi fått data som besvarar dessa frågor för vår studie. -
Author Melanie Rehak on Girl Sleuth: Nancy Drew and the Women Who Created Her, Interviewed by Jennifer Fisher Page 8
Drew Interview: Author Melanie Rehak on Girl Sleuth: Nancy Drew and the Women Who Created Her, Interviewed by Jennifer Fisher Page 8 A mystery solved! The mystery behind Nancy Drew and her creators is defined in Melanie Rehak’s new book, Girl Sleuth: Nancy Drew and the Women who Created Her. A revealing look at Stratemeyer Syndicate history, Rehak waxes nostalgically about the two women who had the most influence upon Nancy Drew: Mildred Wirt Benson and Harriet Stratemeyer Adams. Focusing on these two pioneering women and feminist history, she traces Nancy, Mildred, and Harriet’s footsteps through the decades and how each of them ultimately contributed to the popularity of America’s favorite teen sleuth. JF: Describe Nancy Drew in 5 words or less. MR: Resourceful, glamorous, classy, intelligent and bold. JF: What intrigued you in writing about Nancy Drew and her creators? MR: Of course I've loved Nancy since I read about her adventures as a child, so a chance to learn more about the teen detective was really appealing. Finding out that there were real-life women behind her, whose lives were in some ways as ground-breaking as Nancy's, only made her more interesting to me. I was amazed to learn that behind her fictional intrepid spirit, true struggles with power and independence were lurking. Also, the fact that these books were brought out by an organization that was made completely of women fascinated me. Even now that's rare, but certainly in the 30s and 40s it was practically unheard of. JF: Did you discover any interesting information that really stood out that most people wouldn't have a clue about in your research at the NYPL? MR: Yes, I did. -
Playing Dress-Up: Costumes, Roleplay and Imagination
Playing Dress-Up: Costumes, roleplay and imagination Philosophy of Computer Games January 24-27 Department of Social, Quantitative and Cognitive Sciences University of Modena and Reggio Emilia Ludica Janine Fron Tracy Fullerton Jacquelyn Ford Morie Celia Pearce (art)n USC USC Institute for Creative Georgia Institute of School of Cinematic Arts Technologies Technology [email protected] [email protected] [email protected] [email protected] Abstract In their canonical texts of game studies, both Huizinga and Caillois, each in and of his respective time, relegate dress-up dismissively to the sphere of girls’ play. Little has been written to-date on the subject; in this paper, we survey the literature on analog and digital dress-up. We argue for a deeper examination and legitimization of dress-up play as a means to infuse greater gender balance into both game studies and game design. In the West, adults are typically discouraged from playing dress-up, except in relegated and sanctioned contexts, such as Mardi Gras or masquerade parties. Practices such as Japanese “cosplay,” renaissance fairs, Live-Action Role-Playing games (LARPs), and co-performative events such as the Star Trek Conventions, DragonCon and Burning Man suggest a growing pattern of cultural practices around adult costume play. In the digital sphere, while massively multiplayer games tend to focus on team-based combat, players pay equal attention to clothing and fashion (often masked by the more masculine terminology of “gear”). The design and acquisition of virtual fashion is among the most popular activities in metaverse-type social worlds, such as Second Life and There.com. -
Purple Moon Setting
You can’t beat Barbie at her own game. That was proved again last month by the demise of Purple Moon, a high-profile, award-winning software developer whose Rockett characters battled Barbie for a piece of the $85 million girls’ software market. Purple Moon announced in mid-February that it was closing shop, letting its 40 workers go, and bringing to a close its two-year experiment in high-tech girl games. Increased consolidation in the video game market was a primary reason for the company’s decision, the statement said. Barbie creator Mattel, which last year hauled in nearly 65 percent of the revenue in girls’ games, announced in December that it would pay $3.8 billion for The Learning Company, which captured 21.6 percent of the mar- ket in 1998, according to PC Data of Reston, Va. Pushing the Limits Purple Moon was a spin-off of the Interval Research Group, a think tank funded in part by Microsoft co-founder Paul Allen. Purple Moon founder Brenda Laurel spent four years studying gender differences in computer gam- ing before bringing that research to market. “I think we made a positive difference in the world,” Laurel said this week. “I am very proud of the work we did for girls.” While big sellers like Barbie’s Fashion Designer, Cosmopolitan Virtual Makeover and Clueless exploit long- standing stereotypes about girls and their interests, Purple Moon’s games, and the companion Web site, tried to move beyond those stereotypes. “Mattel said let’s stick with what works, the computer is just another way to play with your Barbie doll,” says Justine Cassell, an assistant professor at the Massachusetts Institute of Technology Media Laboratory and co-editor of From Barbie to Mortal Kombat: Gender and Computer Games. -
Exergames and the “Ideal Woman”
Make Room for Video Games: Exergames and the “Ideal Woman” by Julia Golden Raz A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Communication) in the University of Michigan 2015 Doctoral Committee: Associate Professor Christian Sandvig, Chair Professor Susan Douglas Associate Professor Sheila C. Murphy Professor Lisa Nakamura © Julia Golden Raz 2015 For my mother ii Acknowledgements Words cannot fully articulate the gratitude I have for everyone who has believed in me throughout my graduate school journey. Special thanks to my advisor and dissertation chair, Dr. Christian Sandvig: for taking me on as an advisee, for invaluable feedback and mentoring, and for introducing me to the lab’s holiday white elephant exchange. To Dr. Sheila Murphy: you have believed in me from day one, and that means the world to me. You are an excellent mentor and friend, and I am truly grateful for everything you have done for me over the years. To Dr. Susan Douglas: it was such a pleasure teaching for you in COMM 101. You have taught me so much about scholarship and teaching. To Dr. Lisa Nakamura: thank you for your candid feedback and for pushing me as a game studies scholar. To Amy Eaton: for all of your assistance and guidance over the years. To Robin Means Coleman: for believing in me. To Dave Carter and Val Waldren at the Computer and Video Game Archive: thank you for supporting my research over the years. I feel so fortunate to have attended a school that has such an amazing video game archive. -
Rethinking the Discourse of Gender and Digital Gaming“
DIPLOMARBEIT Titel der Diplomarbeit „Rethinking the Discourse of Gender and Digital Gaming“ Verfasserin Michaela Kögl angestrebter akademischer Grad Magistra der Philosophie (Mag. phil.) Wien, 2015 Studienkennzahl lt. Studienblatt: A 190 344 350 Studienrichtung lt. Studienblatt: UF Englisch UF Italienisch Betreut von: Ao. Univ.- Prof. Mag. Dr. Eva Zettelmann DECLARATION OF AUTHENTICITY I confirm I have conceived and written this thesis in English all by myself. Quotations from other authors are all clearly marked and acknowledged in the bibliographical references, either in the footnotes or within the text. Any ideas borrowed and/or passages paraphrased from the works of other authors have been truthfully acknowledged and identified in the footnotes. Signature i Acknowledgements I wish to express my sincerest thanks to Prof. Eva Zettelmann who not only inspired and encouraged me to write this thesis but also gave me the time I needed to complete it. I dedicate this paper to my family who has supported me my whole life. To my parents, as without their unconditional support and love, writing this paper would not have been possible. I am especially grateful to my partner Gábor and our son Márton, for their endless love and encouragement through this entire journey. Their support and love is what kept me on track to finish this paper. I also wish to thank my friends, relatives and colleagues who inspired and supported me, knowingly or not. ii Abstract English Children of both sexes show the same interest for technology and sciences only up to a certain age with girls often losing their affection during adolescence. -
Entiredocum Poor
DOCUMENT RESUME ED 436 405 SE 062 986 AUTHOR Thorson, Annette, Ed. TITLE Integrating Technology in theClassroom. INSTITUTION Eisenhower National Clearinghousefor Mathematics and Science Education, Columbus, OH. SPONS AGENCY Office of Educational Researchand Improvement (ED), Washington, DC. REPORT NO ENC-99-003 PUB DATE 1999-00-00 NOTE 85p.; The subtitle of this series is"A Magazine for Classroom Innovations." CONTRACT RJ97071001 AVAILABLE FROM Eisenhower National Clearinghousefor Mathematics and Science Education, 1929 Kenny Road,Columbus, OH 43210-1079. Tel: 800-621-5785 (Toll Free). PUB TYPE Collected Works - Serials (022)-- Reference Materials Bibliographies (131) JOURNAL CIT ENC Focus; v6 n3 1999 EDRS PRICE MF01/PC04 Plus Postage. DESCRIPTORS Calculators; Computer Uses in Education;Educational Resources; *Educational Technology;Elementary Secondary Education; *Mathematics Education;Resource Materials; *Science Education; World Wide Web ABSTRACT The Eisenhower National Clearinghousefor Mathematics and Science Education (ENC) helps teachersby offering a broad assortment of, services to enable them to quicklylocate educational resources. Thistheme issue of the serial "ENC Focus" isdesigned to give educators information about curriculum resources availablefor teaching math and science inK-12 classrooms. Each issue of ENC Focuspresents a selection from the Clearinghouse collection focusedon a theme topic of particular interestto math and science teachers. In additionto meeting general requirements for inclusion in the ENC collection, curriculummaterials listed are appropriate to the specific topic of the issue,support hands-on, active, inquiry-based methods of instruction, andare readily available. This issue offers thirteen articles (pages 16-40), and a sample of useful materials and otherresources on the theme of integrating technology in theclassroom and the best ways to use technology to enhance teaching and learningin mathematics and science. -
Magisterarbeit
MAGISTERARBEIT Titel der Magisterarbeit Das Phänomen der Vielspielerinnen. Eine Analyse der Motive weiblicher Computerspieler, sowie der Wahrnehmung von Rollenbildern und virtuellen Weiblichkeitsmodellen in on‐ und offline Rollenspielen. Verfasserin Annemarie Treiber, Bakk. phil. angestrebter akademischer Grad Magistra der Philosophie (Mag. phil.) Wien, April 2010 Studienkennzahl lt. Studienblatt: A 066 841 Studienrichtung lt. Studienblatt: Publizistik und Kommunikationswissenschaft Betreuerin: PD Mag. Dr. Gerit Götzenbrucker Das Phänomen der Vielspielerinnen. Eine Analyse der Motive weiblicher Computerspieler, sowie der Wahrnehmung von Rollenbildern und virtuellen Weiblichkeitsmodellen in on‐ und offline Rollenspielen. Vorwort Mein Dank gilt... ...meinen Eltern Gertrude Treiber und Franz Treiber, die mir durch ihre Unterstützung mein gesamtes Studium ermöglicht und immer an mich geglaubt haben. ...meinen Geschwistern DI Martin Treiber, Mag. Alexandra Treiber und Markus Treiber Bakk. phil., die mich im Laufe meines Studiums immer wieder in allen Lebenslagen unterstützt haben. Besonderer Dank gilt hier meiner Schwester Alexandra, die mir während der Arbeit vor allem in organisatorischen Belangen geholfen hat. ...meiner Betreuerin PD Mag. Dr. Gerit Götzenbrucker, die immer ein offenes Ohr für meine Anliegen hatte und mich mit zahlreichen Hinweisen und Tipps versorgt hat. Nur durch ihr fachliches Wissen und ihre soziale Kompetenz war es mir möglich die Arbeit zügig fertigzustellen. ...Dr. Johanna Dorer, für die freundliche und konstruktive Unterstützung, die mich bei der Ausarbeitung meiner Arbeit einen Schritt weitergebracht hat. ...meinen Interviewpartnerinnen, die mich durch ihre Begeisterung für die Thematik regelrecht beflügelt haben und die durch ihr Interesse an meiner Arbeit mitzuwirken, entscheidend zum Gelingen dieser beigetragen haben. ...meiner Freundin Mag. Birgit Brieber, die mit ihrem kompetenten und wachsamen Auge meine Arbeit in Windeseile Korrektur gelesen und somit wesentlich zum Gelingen der Arbeit beigetragen hat. -
Games of Empire Electronic Mediations Katherine Hayles, Mark Poster, and Samuel Weber, Series Editors
Games of Empire Electronic Mediations Katherine Hayles, Mark Poster, and Samuel Weber, Series Editors 29 Games of Empire: Global Capitalism and Video Games Nick Dyer- Witheford and Greig de Peuter 28 Tactical Media Rita Raley 27 Reticulations: Jean-Luc Nancy and the Networks of the Political Philip Armstrong 26 Digital Baroque: New Media Art and Cinematic Folds Timothy Murray 25 Ex- foliations: Reading Machines and the Upgrade Path Terry Harpold 24 Digitize This Book! The Politics of New Media, or Why We Need Open Access Now Gary Hall 23 Digitizing Race: Visual Cultures of the Internet Lisa Nakamura 22 Small Tech: The Culture of Digital Tools Byron Hawk, David M. Rieder, and Ollie Oviedo, Editors 21 The Exploit: A Theory of Networks Alexander R. Galloway and Eugene Thacker 20 Database Aesthetics: Art in the Age of Information Overfl ow Victoria Vesna, Editor 19 Cyberspaces of Everyday Life Mark Nunes 18 Gaming: Essays on Algorithmic Culture Alexander R. Galloway 17 Avatars of Story Marie-Laure Ryan 16 Wireless Writing in the Age of Marconi Timothy C. Campbell 15 Electronic Monuments Gregory L. Ulmer 14 Lara Croft: Cyber Heroine Astrid Deuber- Mankowsky 13 The Souls of Cyberfolk: Posthumanism as Vernacular Theory Thomas Foster 12 Déjà Vu: Aberrations of Cultural Memory Peter Krapp 11 Biomedia Eugene Thacker 10 Avatar Bodies: A Tantra for Posthumanism Ann Weinstone 9 Connected, or What It Means to Live in the Network Society Steven Shaviro 8 Cognitive Fictions Joseph Tabbi 7 Cybering Democracy: Public Space and the Internet Diana Saco 6 Writings Vilém Flusser 5 Bodies in Technology Don Ihde 4 Cyberculture Pierre Lévy 3 What’s the Matter with the Internet? Mark Poster 2 High Techne¯: Art and Technology from the Machine Aesthetic to the Posthuman R.