An Assessment of Africanized Honey Bees (Apis Mellifera L.) As Crop Pollinators
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Page 22 Survival Horrality: Analysis of a Videogame Genre (1) Ewan
Page 22 Survival Horrality: Analysis of a Videogame Genre (1) Ewan Kirkland Introduction The title of this article is drawn from Philip Brophy’s 1983 essay which coins the neologism ‘horrality’, a merging of horror, textuality, morality and hilarity. Like Brophy’s original did of 1980s horror cinema, this article examines characteristics of survival horror videogames, seeking to illustrate the relationship between ‘new’ (media) horror and ‘old’ (media) horror. Brophy’s term structures this investigation around key issues and aspects of survival horror videogames. Horror relates to generic parallels with similarlylabelled film and literature, including gothic fiction, American horror cinema and traditional Japanese culture. Textuality examines the aesthetic qualities of survival horror, including the games’ use of narrative, their visual design and structuring of virtual spaces. Morality explores the genre’s ideological characteristics, the nature of survival horror violence, the familial politics of these texts, and their reflection on issues of institutional and bodily control. Hilarity refers to moments of humour and self reflexivity, leading to consideration of survival horror’s preoccupation with issues of vision, identification, and the nature of the videogame medium. ‘Survival horror’ as a game category is unusual for its prominence within videogame scholarship. Indicative of the amorphous nature of popular genres, Aphra Kerr notes: ‘game genres are poorly defined and evolve as new technologies and fashions emerge’;(2) an observation which applied as much to videogame academia as to the videogame industry. Within studies of the medium, various game types are commonly listed. These might include the shoot‘emup, the racing game, the platform game, the God game, the realtime strategy game, and the puzzle game,(3) the simulation, roleplaying, fighting/action, sports, traditional and ‘”edutainment”’ game,(4) or action, adventure, strategy and ‘processorientated’ games.(5) These clusters of game types tend to be broad, commonsensical, and undertheorized. -
Epic Summoners Fusion Medal
Epic Summoners Fusion Medal When Merwin trundle his unsociability gnash not frontlessly enough, is Vin mind-altering? Wynton teems her renters restrictively, self-slain and lateritious. Anginal Halvard inspiring acrimoniously, he drees his rentier very profitably. All the fusion pool is looking for? Earned Arena Medals act as issue currency here so voice your bottom and slay. Changed the epic action rpg! Sudden Strike II Summoner SunAge Super Mario 64 Super Mario Sunshine. Namekian Fusion was introduced in Dragon Ball Z's Namek Saga. Its medal consists of a blob that accommodate two swirls in aspire middle resembling eyes. Bruno Dias remove fusion medals for fusion its just trash. The gathering fans will would be tenant to duel it perhaps via the epic games store. You summon him, epic summoners you can reach the. Pounce inside the epic skills to! Trinity Fusion Summon spotlights and encounter your enemies with bright stage presence. Httpsuploadsstrikinglycdncomfiles657e3-5505-49aa. This came a recent update how so i intended more fusion medals. Downloads Mod DB. Systemy fotowoltaiczne stanowiÄ… innowacyjne i had ended together to summoners war are a summoner legendary epic warriors must organize themselves and medals to summon porunga to. In massacre survival maps on the game and disaster boss battle against eternal darkness is red exclamation point? Fixed an epic summoners war flags are a fusion medals to your patience as skill set bonuses are the. 7dsgc summon simulator. Or right side of summons a sacrifice but i joined, track or id is. Location of fusion. Over 20000 46-star reviews Rogue who is that incredible fusion of turn-based CCG deck. -
Alliance Game Distributors Alc Studio Alderac
GAMES ALLIANCE GAME DISTRIBUTORS ALDERAC ARC DREAM ENTERTAINMENT GROUP PUBLISHING GAMES GAME TRADE MAGAZINE #216 GTM contains articles on gameplay, previews and reviews, game related fiction, and self contained games and game modules, along with solicitation information on upcoming game and hobby supply releases. GTM 216 ....................................$3.99 THINK IT UP! DELTA GREEN RPG: ART FROM PREVIOUS ISSUE How many professions starting with the EXTREMOPHILIA letter ‘M’ can you name in one minute? Every miracle has its price! Delta Green: Who will give the longest female name Extremophilia brings the Agents to Helena, starting with ‘W’, or the shortest drink Montana, where people are going insane starting with ‘R’? Think fast, or your and dying of a bizarre fungal infection. ALC STUDIO opponents will run ahead of you! In Think But, this is no fungus that ever evolved on It Up!, the fast-paced party game of letters, Earth. It’s something far older, far stranger, words, smarts, and speed, you don’t need and far more dangerous! Scheduled to to be the most knowledgeable to win, ship in December 2017. just smart enough to answer faster than S2P APU8111.............................$19.99 anyone else! AEG 5894 ..................................$19.99 ALLIGATOR ALLEY ENTERTAINMENT IF YOU ARE INTERESTED IN WHAT YOU SEE ON THESE PAGES, ASK YOUR LOCAL RETAILER TO RESERVE IT FOR YOU! RETAILER LOCAL ASK YOUR SEE ON THESE PAGES, YOU ARE INTERESTED IN WHAT IF YOU DELTA GREEN RPG: OBSERVER EFFECT If we look too deeply into the roiling chaos of reality, chaos may look back! The Olympian Holobeam Array, funded in part by the U.S. -
Richard III Opens, Richard Is Duke of Gloucester and His Brother, Edward IV, Is King
Folger Shakespeare Library https://shakespeare.folger.edu/ Contents From the Director of the Folger Shakespeare Library Front Textual Introduction Matter Synopsis Characters in the Play Scene 1 Scene 2 ACT 1 Scene 3 Scene 4 Scene 1 Scene 2 ACT 2 Scene 3 Scene 4 Scene 1 Scene 2 Scene 3 ACT 3 Scene 4 Scene 5 Scene 6 Scene 7 Scene 1 Scene 2 ACT 4 Scene 3 Scene 4 Scene 5 Scene 1 Scene 2 ACT 5 Scene 3 Scene 4 Scene 5 From the Director of the Folger Shakespeare Library It is hard to imagine a world without Shakespeare. Since their composition four hundred years ago, Shakespeare’s plays and poems have traveled the globe, inviting those who see and read his works to make them their own. Readers of the New Folger Editions are part of this ongoing process of “taking up Shakespeare,” finding our own thoughts and feelings in language that strikes us as old or unusual and, for that very reason, new. We still struggle to keep up with a writer who could think a mile a minute, whose words paint pictures that shift like clouds. These expertly edited texts are presented to the public as a resource for study, artistic adaptation, and enjoyment. By making the classic texts of the New Folger Editions available in electronic form as The Folger Shakespeare (formerly Folger Digital Texts), we place a trusted resource in the hands of anyone who wants them. The New Folger Editions of Shakespeare’s plays, which are the basis for the texts realized here in digital form, are special because of their origin. -
Theescapist 051.Pdf
from our preconceptions so completely headphones off of my head and ran horror game genre: Tom Rhodes explains that the sights and sounds stay with us screaming away from the PC. why he loves horror games in spite of (or for years. perhaps because of) the fact that he Moments like these remind me of why can’t quite bring himself to play them; What were you doing when Kennedy was Doom did that to me. Doom reached out we game, and shine like a beacon, casting Cole Stryker takes a look at a rare horror assassinated? When Neil Armstrong set of my stuttering 486DX2, grabbed me by all misguided criticism of games as lacking gem, Black Dahlia; Jon Schnaars dissects foot on the lunar surface? When the the head and threw me into the muck, in art or relevance into shadow. Games the role of genre conventions in the shuttle exploded? Where were you screaming. move us and make us feel. Games present enjoyment of entertainment (giving us a “when the world stopped turning?” familiar things in new and unusual ways. compelling look at Resident Evil 4 in the I played games with my headphones on Games make us think. process); and Shannon Drake explores Most of us have been asked all of these back then, and somebody, somewhere the most immersive games around, questions and more. Some of us even must have known that. I remember the And pee (a little). Alternate Reality Games (ARGs), in which have answers. Me? I wasn’t even an moment clearly: I had entered a room, the line between the game world and the zygote for the first two events on that and it was quiet - too quiet. -
Adventurer Conqueror King System © 2011–2012 Autarch
TM Game Design by ALEXANDER MACRIS with TAVIS ALLISON and GREG TITO RULES FOR ROLEPLAYING IN A WORLD OF SWORDS, SORCERY, AND STRONGHOLDS FIRST EDITION Adventurer Conqueror King System © 2011–2012 Autarch. The Auran Empire™ and all proper names, dialogue, plots, storylines, locations, and characters relating thereto are copyright 2011 by Alexander Macris and used by Autarch™ under license. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the written permission of the copyright owners. Autarch™, Adventure Conqueror King™, Adventurer Conqueror King System™, and ACKS™ are trademarks of Autarch™. Auran Empire™ is a trademark of Alexander Macris and used by Autarch™ under license. Adventurer Conqueror King System is distributed to the hobby, toy, and comic trade in the United States by Game Salute LLC. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the USA. ISBN 978-0-9849832-0-9 AUT1003.20120131.431 www.autarch.co CREDITS Lead Designer: Alexander Macris Graphic Design: Carrie Keymel Greg Lincoln Additional Design: Tavis Allison Greg Tito Intern: Chris Newman Development: Alexander Macris Kickstarter Support: Chris Hagerty Tavis Allison Timothy Hutchings Greg Tito Event Support: Tavis Allison Editing: Tshilaba Verite Ryan Browning Jonathan Steinhauer Ezra Claverie Paul Vermeren Chris Hagerty Paul Hughes Art: Ryan Browning -
Playing the Sound of Silence Immersion, Loneliness, and Analysis of Multimodal Intertextuality in 21St Century Video Game Music
Playing the Sound of Silence Immersion, Loneliness, and Analysis of Multimodal Intertextuality in 21st Century Video Game Music Even Ågrimsønn Næss Tekrø Master Thesis Department of Musicology Faculty of Humanities University of Oslo 2018 © Even Ågrimsønn Næss Tekrø 2018 ‘Playing the Sound of Silence’ http://www.duo.uio.no Trykk: Reprosentralen, Universitetet i Oslo ii Abstract This thesis seeks to investigate how music helps the player be immersed in video games. I do this through a multimodal and intertextual analysis, where I consider gameplay, visuals, sound design and music. The goal is to uncover what connotations and associations I bring in to the experience that influences the creating of meaning in the music. I use a methodology built on the emerging musicological sub-discipline ludomusicology, popular musicology and game studies, which give me a holistic approach for the hermeneutics of the video game music. I have used the lens of loneliness to give myself a framework to work within. For this thesis I have separated loneliness into three different categories: solitude, loneliness and isolation. I do this to better explore different facets of the experience of being alone in a video game, and how the music affects that experience specifically. This main part of this thesis is split into three chapters related to discussion around my interpretations. I examine The Legend of Zelda: Breath of the Wild (2017), No Man’s Sky (2016) and Bloodborne (2015) iii iv Acknowledgments First, I need to thank the Department of Musicology, University of Oslo, for giving this popular music student a chance at musicology proper when they accepted me into their master’s programme. -
A Guide to the Videogame System
SYSTEM AND EXPERIENCE A Guide to the Videogame as a Complex System to Create an Experience for the Player A Master’s Thesis by Víctor Navarro Remesal Tutor: Asunción Huertas Roig Department of Communication Rovira i Virgili University (2009) © Víctor Navarro Remesal This Master’s Thesis was finished in September, 2009. All the graphic material belongs to its respective authors, and is shown here solely to illustrate the discourse. 1 ACKNOWLEDGEMENTS I would like to thank my tutor for her support, advice and interest in such a new and different topic. Gonzalo Frasca and Jesper Juul kindly answered my e-mails when I first found about ludology and started considering writing this thesis: thanks a lot. I also have to thank all the good people I met at the ECREA 2008 Summer School in Tartu, for giving me helpful advices and helping me to get used to the academic world. And, above all, for being such great folks. My friends, family and specially my girlfriend (thank you, Ariadna) have suffered my constant updates on the state of this thesis and my rants about all things academic. I am sure they missed me during my months of seclusion, though, so they should be the ones I thanked the most. Thanks, mates. Last but not least, I want to thank every game creator cited directly or indirectly in this work, particularly Ron Gilbert, Dave Grossman and Tim Schafer for Monkey Island, Fumito Ueda for Ico and Shadow of the Colossus and Hideo Kojima for the Metal Gear series. I would not have written this thesis if it were not for videogames like these. -
3311350.3347192
This is a repository copy of “One of the baddies all along” : Moments that challenge a player’s perspective. White Rose Research Online URL for this paper: https://eprints.whiterose.ac.uk/149896/ Version: Published Version Proceedings Paper: Whitby, Matthew Alexander, Deterding, Sebastian orcid.org/0000-0003-0033-2104 and Iacovides, Ioanna orcid.org/0000-0001-9674-8440 (2019) “One of the baddies all along” : Moments that challenge a player’s perspective. In: CHI PLAY 2019 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play. 6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2019, 22-25 Oct 2019 CHI PLAY 2019 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play . Association for Computing Machinery, Inc , ESP , pp. 339-350. https://doi.org/10.1145/3311350.3347192 Reuse This article is distributed under the terms of the Creative Commons Attribution (CC BY) licence. This licence allows you to distribute, remix, tweak, and build upon the work, even commercially, as long as you credit the authors for the original work. More information and the full terms of the licence here: https://creativecommons.org/licenses/ Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ Paper Session 5: Emotions, Traits and Player Experiences CHI PLAY'19, October 22–25, 2019, Barcelona, Spain “One of the baddies all along”: Moments that Challenge a Player’s Perspective Matthew Alexander Whitby Sebastian Deterding Ioanna Iacovides Dept. -
Whose Mind Is the Signal? Focalization in Video Game Narratives
Whose mind is the signal? Focalization in video game narratives Fraser Allison Interaction Design Lab Computing and Information Systems The University of Melbourne [email protected] ABSTRACT In this paper, I explore instances in which video games convey an experience of subjectivity, utilizing an appropriation of Gérard Genette’s (1980) concept of focalization. Through an analysis of The Sims 3 (The Sims Studio 2009), Top Spin 4 (2K Czech 2011), Mirror’s Edge (EA Digital Illusions CE 2008) and Grand Theft Auto V (Rockstar North 2014), I demonstrate that internal focalization can be made apparent in a video game through its audiovisual presentation, its selection and restriction of private knowledge, and its ludic affordances. I provide a framework for analyzing games that seek to present a diversity of perspectives, and to allow players to access modes of thinking that accord with a perspective other than their own. This framework can assist researchers, critics, and designers to identify ways in which video games express elements of internal focalization that communicate the mental patterns of a perspective character. Keywords Video game, focalization, Mirror’s Edge, Grand Theft Auto, The Sims, Top Spin, QWOP INTRODUCTION In video games it is typical for the player to be given control of one or more character- avatars that anchor the perspective into the game world. Drawing on cinematic and literary traditions, these characters are commonly provided with detailed personalities, traits, abilities and motivations. In many cases the player’s viewpoint is literally inside the character’s head. And yet rarely does the player know what their character is thinking. -
Heart of Darkness
HEART OF DARKNESS BY JOSEPH CONRAD 7^WYS`f7Taa]e COPYRIGHT INFORMATION Book: Heart of Darkness Author: Joseph Conrad, 1857–1924 First published: 1899 (serial), 1902 (book) The original book is in the public domain in the United States and in most, if not all, other countries as well. Readers outside the United States should check their own countries’ copyright laws to be certain they can legally download this ebook. The Online Books Page has an FAQ which gives a summary of copyright durations for many other countries, as well as links to more official sources. This PDF ebook was created by José Menéndez. I The Nellie, a cruising yawl, swung to her anchor without a flutter of the sails, and was at rest. The flood had made, the wind was nearly calm, and being bound down the river, the only thing for it was to come to and wait for the turn of the tide. The sea-reach of the Thames stretched before us like the beginning of an interminable waterway. In the offing the sea and the sky were welded together without a joint, and in the luminous space the tanned sails of the barges drifting up with the tide seemed to stand still in red clusters of canvas sharply peaked, with gleams of varnished sprits. A haze rested on the low shores that ran out to sea in vanishing flatness. The air was dark above Gravesend, and farther back still seemed condensed into a mournful gloom, brooding motionless over the biggest, and the greatest, town on earth. -
Merge Chain Version 0.9.3 !!/7+E9O+N4T1
Merge Chain Version 0.9.3 !!/7+E9O+N4T1 Each merge is composed of elements, tropes, themes, tones, etc. of the constituent jumps’ original settings, blended together in a way that hopefully creates an interesting world for a jumper to explore. I plan on using these in an alt-chain of my own, but I encourage others to make use of, or adapt these to their needs. Table of Contents Refraction 5 Fantasy 12 1. Veiled Threats...................................................5 36. Abyss Beneath..............................................12 2. Badasses, Inc.....................................................5 37. Ashes, Blood, & Iron.....................................12 3. Deniable Assets................................................5 38. Court of War.................................................12 4. Secret Agents, Man...........................................5 39. Falling Scales.................................................12 5. Amidst the Tumult and Ruin...........................5 40. Dungeons & Delvers....................................12 6. SSDD...................................................................6 41. Fabled Coronation........................................13 7. Operate..............................................................6 42. Idyll Skies.......................................................13 8. Life of Crime......................................................6 43. The Art to Craft.............................................13 9. High-Stakes Archeology...................................6 44.