Gender and Gaming: Postmodern Narratives of Liminal Spaces and Selves
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Du Mutisme Au Dialogue
École Nationale Supérieure Louis Lumière Promotion Son 2015 Du mutisme au dialogue Les interactions vocales dans le jeu vidéo Partie pratique : v0x Mémoire de fin d'étude Rédacteur : Charles MEYER Directeur interne: Thierry CODUYS Directrice externe : Isabelle BALLET Rapporteur : Claude GAZEAU Année universitaire 2014-2015 Mémoire soutenu le 15 juin 2015 Remerciements : Je tiens à remercier chaleureusement mes deux directeurs de mémoire pour leur implication, leur confiance et leur exigence. Je remercie tout particulièrement Nicolas GIDON, sans qui la réalisation de la partie pratique de ce mémoire aurait été plus chronophage et complexe.. Je remercie et salue Nicolas FOURNIER et Baptiste PALACIN, dont les travaux et la gentillesse ont été une source d'inspiration et de détermination. Je remercie également ma mère, ma tante, Jordy, Julien et Julien (n'en déplaise à Julien), Timothée et mes amis pour leur soutien indéfectible. Merci à madame VALOUR, monsieur COLLET, monsieur FARBRÈGES ainsi qu'à leurs élèves. Enfin, merci à From Software et à NetherRealm Studios pour leur jeux, qui auront été un défouloir bienvenu. Page 2 Résumé Ce mémoire de master a pour objet d'étude les interactions vocales dans le jeu vidéo. Cependant, il ne se limite pas à une étude historique de l'évolution de la vocalité au sein des jeux vidéo mais en propose une formalisation théorique autour de trois concepts essentiels : Mécanique, Narration et Immersion. De ces trois concepts découlent trois types de voix : les voix système, les voix narratives (linéaires et non- linéaires) et les voix d'ambiance. Dans le prolongement de cette étude et en s'appuyant sur les travaux menés dans le cadre des parties expérimentale et pratique de ce mémoire, ayant abouti à la réalisation d'un jeu vidéo basé sur l'analyse spectrale de la voix du joueur, v0x, nous proposons une extension de cette théorie de la vocalité vidéo-ludique afin d'intégrer l'inclusion de la voix du joueur au sein de ce cadre d'étude. -
Shipments of “Dead Rising 3” for Microsoft's New-Generation Xbox
January 22, 2014 Press Release 3-1-3, Uchihiranomachi, Chuo-ku Osaka, 540-0037, Japan Capcom Co., Ltd. Haruhiro Tsujimoto, President and COO (Code No. 9697 Tokyo Stock Exchange) Shipments of “Dead Rising 3” for Microsoft’s New-generation Xbox One® Surpass One Million Units - Popularity in Europe and North America of this launch title for Microsoft’s new video game system quickly raises shipment volume to one million - Capcom Co., Ltd. (Capcom) is pleased to announce that “Dead Rising 3”, its first title for the new-generation Xbox One®, the all-in-one games and entertainment system from Microsoft, has surpassed one million unit sales for shipments in Europe, North America, and other Xbox One launch markets, as of December 20, 2013. “Dead Rising” is a series of open-world zombie action games where players fight to survive overwhelming zombie hordes and search for the truth behind the mysterious outbreak. Since the introduction of the franchise in August 2006, “Dead Rising” has attracted a global following with its uniquely dark yet humorous setting and exhilarating action gameplay. As of December 31, 2013, cumulative shipments of the series has totaled over 7 million units worldwide. As a title solely for a new-generation game system, “Dead Rising 3” has an unprecedented number of zombies and the most expansive game world yet in the franchise. There are also online capabilities, more advanced Kinect™ features, Xbox SmartGlass™ integration and a host of other gameplay features that dramatically enhance the realism of the experience. User response has been strong as expected for a title made for a new-generation game system; cumulative number of hours played is more than 14 million worldwide. -
AARON DODD Vancouver B.C
AARON DODD Vancouver B.C. [email protected] 778.908.6870 SENIOR ENVIRONMENT ARTIST www.artstation.com/aarondodd Highlights___________________________________________________________________________ • 11+ years of experience in AAA development • Proactive in learning new skills, software and workflows • Versatile skill set including the execution and integration of art outsourcing • Background in lighting with experience in lighting for cinematics • Active in interviewing, training and mentoring team members • Strong cross-discipline collaborator Professional Experience______________________________________________________________ Senior Environment Artist Feb 2012-Sept 2018 Capcom Vancouver • Dead Rising 4 o Created material sets and texture standards for PBR workflow o Worked with Tech Art to optimize and create best practices o Layout and art production for multiple areas • Dead Rising 3 o World building, set dressing and prop creation o Performance optimizations with Tech Art • Unannounced Project o Responsible for look development, texturing and modelling of key gameplay feature Mentor Apr 2011- Feb 2012 Think Tank Training Center • Coached and trained multiple artists working on their demo reels in their final semester at the Think Tank Training Center Environment Artist Apr 2011- Feb 2012 EA Black Box • Need for Speed: The Run o Responsible for level construction and balancing performance for multiple tracks o Road textures for numerous levels based on specific art direction and style guides Environment Artist/Lighting Artist Apr -
Devil May Cry 5 Days Gone
MAY 2019 ISSUE 17 TITI MAGAZINE Rage 2 Devil May Cry 5 Tom Clancy's The Division 2 Days Gone Titimag.com EDITOR Dickson Max Prince MAY 2019 ISSUE 17 CONTRIBUTORS Anita .t. Dickson Efenudu Ejiro Michael Bekesu Anthony Rage 2 Dickson Max Prince Ernest .O. Devil May Cry 5 Tom Clancy's The Division 2 PUBLISHERS Days Gone Pucutiti.Inc MECEDES GLE 2019 ACURA MDX titimag.com For more info [email protected] 12 HEALTH BENEFITS OF AVOCADOS +2348134428331 +2348089216836 Titimag.com Titi Magazine and all Titi related Sub sections are trademark of Pucutiti.inc The Pucutiti logo, Titi Magazine logo, Titi Store logo , Titi Games logo, Titi Animation logo, Titi Web Developers logo,, Titi Studios logo, Titi Messenger logo are all trade mark of Pucutiti.inc. Only Pucutiti.Inc reserve the rights to all Titi Magazine and all Titi related Subsections. Copyright © titimag May 2019 Rage 2 (stylized as RAGE 2) is an upcoming first-person shooter video game developed by Avalanche Studios in conjunction with id Soft- ware and published by Bethesda Softworks. The game is the sequel to the 2011 game Rage. The game is set to be released for Microsoft Windows, PlayStation 4and Xbox One on May 14, 2019. Gameplay The game is a first-person shooter. Players assume control of ranger Walker, who is free to explore the game's post-apocalyptic open world. Players are given control over some of Walker's attributes, such as their gender, skills, or attire. Walker is able to wield various firearms and tools to fight against enemies, including returning weapons such as the wingstick. -
Over 1080 Eligible Titles! Games Eligible for This Promotion - Last Updated 3/14/19 GAME PS4 XB1 NSW .HACK G.U
Over 1080 eligible titles! Games Eligible for this Promotion - Last Updated 3/14/19 GAME PS4 XB1 NSW .HACK G.U. LAST RECODE 1-2-SWITCH 25TH WARD SILVER CASE SE 3D BILLARDS & SNOOKER 3D MINI GOLF 428 SHIBUYA SCRAMBLE 7 DAYS TO DIE 8 TO GLORY 8-BIT ARMIES COLLECTOR ED 8-BIT ARMIES COLLECTORS 8-BIT HORDES 8-BIT INVADERS A PLAGUE TALE A WAY OUT ABZU AC EZIO COLLECTION ACE COMBAT 7 ACES OF LUFTWARE ADR1FT ADV TM PRTS OF ENCHIRIDION ADVENTURE TIME FJ INVT ADVENTURE TIME INVESTIG AEGIS OF EARTH: PROTO AEREA COLLECTORS AGATHA CHRISTIE ABC MUR AGATHA CHRSTIE: ABC MRD AGONY AIR CONFLICTS 2-PACK AIR CONFLICTS DBL PK AIR CONFLICTS PACFC CRS AIR CONFLICTS SECRT WAR AIR CONFLICTS VIETNAM AIR MISSIONS HIND AIRPORT SIMULATOR AKIBAS BEAT ALEKHINES GUN ALEKHINE'S GUN ALIEN ISOLATION AMAZING SPIDERMAN 2 AMBULANCE SIMULATOR AMERICAN NINJA WAR Some Restrictions Apply. This is only a guide. Trade values are constantly changing. Please consult your local EB Games for the most updated trade values. Over 1080 eligible titles! Games Eligible for this Promotion - Last Updated 3/14/19 GAME PS4 XB1 NSW AMERICAN NINJA WARRIOR AMONG THE SLEEP ANGRY BIRDS STAR WARS ANIMA: GATE OF MEMORIES ANTHEM AQUA MOTO RACING ARAGAMI ARAGAMI SHADOW ARC OF ALCHEMIST ARCANIA CMPLT TALES ARK ARK PARK ARK SURVIVAL EVOLVED ARMAGALLANT: DECK DSTNY ARMELLO ARMS ARSLAN WARRIORS LGND ASSASSINS CREED 3 REM ASSASSINS CREED CHRONCL ASSASSINS CREED CHRONIC ASSASSINS CREED IV ASSASSINS CREED ODYSSEY ASSASSINS CREED ORIGINS ASSASSINS CREED SYNDICA ASSASSINS CREED SYNDICT ASSAULT SUIT LEYNOS ASSETTO CORSA ASTRO BOT ATELIER FIRIS ATELIER LYDIE & SUELLE ATELIER SOPHIE: ALCHMST ATTACK ON TITAN ATTACK ON TITAN 2 ATV DRIFT AND TRICK ATV DRIFT TRICKS ATV DRIFTS TRICKS ATV RENEGADES AVEN COLONY AXIOM VERGE SE AZURE STRIKER GUNVOLT SP BACK TO THE FUTURE Some Restrictions Apply. -
Sfrasfrareview.Org
REVIEWS sfrareview.org ARTICLES SFRA UPDATES REVIEW SINCE 1971 VOLUME 50 : ISSUE 1 : WINTER 2020 50/1 THE OPEN ACCESS JOURNAL OF THE WINTER 2020 SFRA MASTHEAD ReSCIENCE FICTIONview RESEARCH ASSOCIATION ISSN 2641-2837 SENIOR EDITORS SFRA Review is an open access journal published four times a year by EDITOR the Science Fiction Research Association (SFRA) since 1971. SFRA Sean Guynes Review publishes scholarly articles and reviews. As the flagship journal [email protected] of SFRA, the Review is devoted to surveying the contemporary field of SF scholarship, fiction, and media as it develops. MANAGING EDITOR Ian Campbell Submissions [email protected] SFRA Review accepts original scholarly articles, interviews, review ASSOCIATE EDITORS Virginia Conn essays, and individual reviews of recent scholarship, fiction, and [email protected] media germane to SF studies. Amandine Faucheux SFRA Review does not accept unsolicited reviews. If you would [email protected] like to write a review essay or review, please contact the relevant review editor. For all other publication types—including special issues and symposia—contact the editor, managing, and/or REVIEWS EDITORS associate editors. NONFICTION EDITOR All submissions should be prepared in MLA 8th ed. style. Accepted Dominick Grace pieces are published at the discretion of the editors under the [email protected] author's copyright and made available open access via a CC-BY- ASSISTANT NONFICTION EDITOR NC-ND 4.0 license. Kevin Pinkham [email protected] SFRA Review History FICTION EDITOR SFRA Review was initially titled SFRA Newsletter and has been Jeremy M. Carnes published since 1971, just after the founding of SFRA in 1970. -
Kinect: from Entertainment to Scientific Research on Virtual
POSTER 2016, PRAGUE MAY 24 1 Kinect: From Entertainment to Scientific Research on Virtual Movement Juraj MIHAL’OV and Marek DUFALA Department of Computers and Informatics, Technical University of Košice, Letná 9, 042 00 Košice, Slovak Republic [email protected], [email protected] Abstract. A few years ago the world has experienced which allows image-based 3D reconstruction. Altogether, the birth of a new approach to the game controlling. Al- they enable their users to achieve expected results. though the classic mouse & keyboard configuration will not be beaten so easily, the new motion sensing controllers bring the gaming to a whole another level. The purpose of this publication is to bring a general information about Kinect, 2. Kinect V1 its history and future as well as its bright and dark sides. As Clayman remembers, Kinect was presented for the first time in June 2009 at "Electronic Entertainment Expo" under the title "Project Natal" [3]. Microsoft came up with Keywords the name Kinect a year later. Kinect (Fig. 1) is compatible with Xbox game consoles Kinect, motion sensors, RGB camera, depth scanning, so it was not a surprise that the first presentations regarding Xbox, Project Natal. its utilization were mainly focused on games. 1. Introduction As Luo and Yang state, Kinect is a line of motion sens- ing input devices by Microsoft for Xbox 360 and Xbox One video game consoles and Windows PCs [1]. It utilizes device similar to a web camera which is designed in such a way that its users are able to control this device through various ges- tures or even speech. -
Digital Contents
Overview of Capcom’s Business and Outlook for the Future Digital Contents This core business, which represents approximately 70% of Capcom sales, develops and sells consumer package games and digitally distributed contents (DLC), as well as develops and manages mobile content and PC online games. Million-seller titles created for the home console are used to create games for smartphone, table device and PC online users and distributed globally. Net Sales Operating Margin (Millions of yen) (%) Consumer (Package and DLC) 74,297 21.5 63,636 18.7 59,809 In 2012, Package Market Contracted 17.9%, DLC 11.1 Market Expanded 34.0% In 2012, the home video game (package) market was worth 18.4 billion dollars (down 17.9% from the previous year), the fourth straight year of negative growth. As in the previous year, the reasons for this include (1) lower annual unit sales caused by delayed purchases ahead 2011 2012 2013 2011 2012 2013 of release of next-generation consoles replacing existing consoles (YEARS ENDED MARCH 31) (YEARS ENDED MARCH 31) and (2) lower average retail prices of package software as a result of intensified competition, (3) the diversification of sales into digital SWOT Analysis S: Strength W: Weakness O: Opportunities T: Threats distribution and other forms, etc. In the package market, consisting World-class development and technological Dependence on specific capabilities genres primarily of North America, Europe and Japan, where North America Own a great number of original popular Lack of development staff and Europe accounts for almost 80% of the market, the notable titles Lack of social game Practical use of plentiful in-house content titles/hits decline Diagram 27 was connected to the overall market contraction. -
ANNUAL REPORT 2012 Editorial Policy Strength Capcom’S
Year Ended March 31, 2012 22012ANNUAL0 1REPORT 2 Border-less. Interract more. Code Number: 9697 Corporate Philosophy “Capcom: Creator of Entertainment Culture that Stimulates Your Senses” Our principle is to be a creator of entertainment culture. Through development of highly creative software contents that excite people and stimulate their senses, we have been aiming to offer an entirely new level of game entertainment. By taking advantage of our optimal use of our world-class development capabilities to create original content, which is our forte, we have been actively releasing a number of products around the world. Today, young and old, men and women enjoy a gaming experience all over the world. It is now common to see people easily enjoying mobile content (games for cell phones) on streets or enjoying an exchange through an online game with someone far away. Moreover, game content is an artistic media product that fascinates people, consisting of highly creative, multi-faceted elements such as characters, storyline, a worldview and music. It has also evolved to be used in a wide range of areas of media such as Hollywood movies, TV animation programs and books. As the ever-expanding entertainment industry becomes pervasive in our everyday lives, Capcom will continue to strive to be a unique company recognized for its world-class development capabilities by continuously creating content brimming with creativity. 1 CAPCOM ANNUAL REPORT 2012 Editorial Policy Strength Capcom’s This report was prepared for a wide range of readers, from individual shareholders to institutional investors, 3 Capcom’s Strength and is intended as a tool to aid in the understanding of Capcom management policies and business strategies. -
Eu Morro, Tu Morres, Eles Morrem
UNIVERSIDADE DE LISBOA FACULDADE DE MOTRICIDADE HUMANA Eu morro, tu morres, eles morrem Heurísticas para uma boa experiência de fracasso nos videojogos Dissertação elaborada com vista à obtenção do grau de Mestre em Ergonomia Orientador: Professor Doutor Paulo Ignacio Noriega Pinto Machado Coorientador: Professor Doutor Francisco dos Santos Rebelo Júri: Presidente: Doutor José Domigos de Jesus Carvalhais Professor Auxiliar da Faculdade de Motricidade Humana, Universidade de Lisboa Vogais: Doutor Francisco dos Santos Rebelo Professor com agregação da Faculdade de Motricidade Humana, Universidade de Lisboa Doutor Ernesto Vilar Filgueiras Professor Auxiliar da Universidade da Beira Interior Inês Alexandrino Borges Pereira 2016 (Página intencionalmente deixada em branco) Agradecimentos Em primeiro lugar gostaria de agradecer ao Doutor Paulo Noriega, pela sua disponibilidade e apoio contínuo, e pela sua abertura mental que nunca deixa de ser munida por uma precisão científica. Ao professor Doutor Francisco Rebelo desejo agradecer pelos contributos práticos e metodológicos, e também pela abertura de espírito a novas abordagens. Aos dois agradeço a liberdade que me deram para explorar, poucos professores têm a autoconfiança necessária para o fazer. Muito obrigado. Gostaria ainda de agradecer ao Nuno Nóbrega da Miniclip, ao Paulo Duarte da Marmalade, ao Nuno Folhadela da Bica Studios, ao Ivan Barroso e ao Doutor Ricardo Flores, pela preciosa partilha de informação sobre a indústria dos jogos portuguesa, pela disponibilidade contínua e pelos exemplos de jogos cruciais para a construção desta dissertação. Ainda, o meu obrigado ao Diogo Vasconcelos, Nélio Codices, David Amador, Bernardo Porto, Fernando D’Andrea, Eduardo Pereira, Marcella Andrade, Carina Missae, Alexandre Kikuchi e Vicente Vieira. Agradeço profundamente ao meu pai por me ter ensinado a importância de ter um pensamento organizado e racional, e pelo apoio incondicional durante todo o decorrer do mestrado em Ergonomia na FMH – Ulisboa. -
Preliminary Forensic Analysis of the Xbox One Jason Moore University of New Haven
University of New Haven Digital Commons @ New Haven Electrical & Computer Engineering and Computer Electrical & Computer Engineering and Computer Science Faculty Publications Science 8-2014 Preliminary Forensic Analysis of the Xbox One Jason Moore University of New Haven Ibrahim Baggili University of New Haven, [email protected] Andrew Marrington Zayed University Armindo Rodrigues University of New Haven Follow this and additional works at: http://digitalcommons.newhaven.edu/ electricalcomputerengineering-facpubs Part of the Computer Engineering Commons, Electrical and Computer Engineering Commons, Forensic Science and Technology Commons, and the Information Security Commons Publisher Citation Moore, J., Baggili, I., Marrington, A., & Rodrigues, A. (2014). Preliminary forensic analysis of the Xbox One. Digital Investigation, 11, S57-S65. Comments © 2014 Digital Forensics Research Workshop. Published by Elsevier Ltd. All rights reserved. Posted with permission. http://www.dfrws.org/2014/ proceedings/DFRWS2014-7.pdf Dr. Baggili was appointed to the University of New Haven's Elder Family Endowed Chair in 2015. Digital Investigation 11 (2014) S57eS65 Contents lists available at ScienceDirect Digital Investigation journal homepage: www.elsevier.com/locate/diin Preliminary forensic analysis of the Xbox One * Jason Moore a, Ibrahim Baggili a, , Andrew Marrington b, Armindo Rodrigues a a Cyber Forensics Research and Education Group (UNHcFREG), University of New Haven, Tagliatela College of Engineering, ECECS Department, 300 Boston Post Rd, West Haven, CT 06416, United States b Advanced Cyber Forensics Research Laboratory, Zayed University, PO Box 19282, Dubai, United Arab Emirates abstract Keywords: Video game consoles can no longer be viewed as just gaming consoles but rather as full Xbox one multimedia machines, capable of desktop computer-like performance. -
CAPCOM INTEGRATED REPORT 2019 Code Number: 9697
CAPCOM CO., LTD. INTEGRATED REPORT 2019 Captivating a Connected World CAPCOM INTEGRATED REPORT 2019 Code Number: 9697 Code Number: 9697 Advancing Our Global Brand Further Monster Hunter World: Iceborne Released in January 2018, Monster Hunter: World (MH:W, below), succeeded on two key elements of our growth strategy, namely globalization and shifting to digital. This propelled it to over 12.4 million units shipped worldwide, making it Capcom’s biggest hit ever. We aim to grow the fanbase even further by continuing to advance these two elements on Monster Hunter World: Iceborne (MHW:I, below), which is scheduled for release during the fiscal year ending March 2020. For details, see p. 35 of the Integrated Report 2018. Globalization Increasing global users by supporting 12 languages 1 and launching titles simultaneously worldwide The two key MH : W raised the Monster Hunter series to global Overseas Approximately 25% elements to brand status by increasing the overseas sales ratio to our success roughly 60%, compared to its historical 25%. We plan to solidify our global user base with MHW:I Overseas by releasing it simultaneously around the globe and Approximately offering the game in 12 languages. 75% 01 CAPCOM INTEGRATED REPORT 2019 Digital Shift 2 Taking our main sales and marketing channels online We expect the bulk of MHW:I sales to be digital. While we maximize revenue using the digital marketing data Trial version we have accumulated up to this point, we will analyze Feedback Capcom user purchasing trends to utilize in digital sales