GAME, Games Autonomy Motivation & Education
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Nintendo 3Ds Software Quick Guide Scribblenauts™ Unlimited
MAA-CTR-ASLP-UKV NINTENDO 3DS SOFTWARE QUICK GUIDE SCRIBBLENAUTS™ UNLIMITED CTR_Scribblenauts_QG_UKV.indd 4-1 19.12.12 10:15 Controls U Use or to move Maxwell. U Press to jump. U Tap an object near Maxwell with or press to interact with it. Electronic Manual Select the icon for this software on the HOME Menu and touch U Use to move the camera. MANUAL to view the electronic manual. Please read this manual thoroughly to ensure maximum enjoyment of your new software. U Press or to open the menu. Use this to enter Write mode. This software title includes an electronic manual to reduce the amount of paper used in its packaging. For support, please consult the electronic manual, the Operations Manual for your system or the Nintendo website. The electronic manual is available in Use this to access the World Map (becomes PDF format on the Nintendo website. available once new areas are unlocked). IMPORTANT: Please read the separate Important Information Leafl et. Note: You can restrict StreetPass™ functionality via Parental Controls. For more information, refer to the Operations Manual for your system. Use this to see with Starite Vision. Use this to open the Magic Backpack. SCRIBBLENAUTS UNLIMITED software © 2013 Warner Bros. Entertainment Inc. Developed by 5th Cell Media LLC. Uses Miles Sound System. Copyright © 1991–2013 RAD Game Tools, Inc. Uses Bink Video. Copyright © 2007–2013 by RAD Game Tools, Inc. All other trademarks and copyrights are the property of their respective owners. All rights reserved. SCRIBBLENAUTS and all related characters and elements are trademarks of and © Warner Bros. -
Asian Stereotypes in Games
ASIAN STEREOTYPES in VIDEO GAMES BY YICHEN SHOU STEREOTYPE ster·e·o·type noun a widely held but fixed and oversimplified image or idea of a particular type of person or thing. Major Asian Stereotypes 1. Charlie Chan: Emasculated, weak and obedient, characters of this “good” Asian-male stereotype are often non-threatening and exist only to foil the superiority of the protagonist. 2. Fu Manchu: Cunning, cruel and grotesque, this Asian-male stereotype embodies the fear of the “Yellow Peril” and is usually revealed to be the evil mastermind behind plots to destroy the West. 3. China Doll: Weak, submissive and hyper-sexualized, this “good” Asian-female stereotype often plays the role of romanic interests needing rescue and are easily replaced by non-Asian romantic interests. 4. KungFu Master: Despite being strong and capable, this character is often a desexualized sidekick whose martial arts expertise is only justified by their (usually Chinese) heritage. 5. Samurai/Ninja: A stereotype mainly reserved for the Japanese, these katana/ninja-star wielding characters are emotionless, fearless, fanatically loyal to their masters, and obsessed with the concept of honor. 6. Dragon Lady: The “evil” counterpart of the China Doll, these hyper-sexualized Asian-females are temptresses who use deception and sex appeal to further their evil plans. Gender Nature Characteristic Stereotype Character (Non-Playable) Character (Playable) Chen Lin Jin Jie Tong Si Hung Bo’ Rai Cho Bioshock: Innite Battleeld 4 Deus Ex: Human Revolution Mortal Kombat Cheng Lorck Raymond -
Revista Nintendo Blast Nº19
19 ABR Anterior EDITORIAL Arte e videogame. Essa barreira foi Índice ainda mais estreitada quando Okami chegou ao mercado, em 2006, ganhando elogios dos mais calorosos. Agora, quem ganha as páginas dessa edição da N-BLAST RESPONDE Perguntas dos Leitores 03 Revista Nintendo Blast é Okamiden, o filhote para o DS da aventura inspirada na mitologia japonesa criada pela PERFIL Amaterasu 05 Capcom. O resultado você confere em nossa análise especial. Essa edição ainda traz prévias dos aguardados Zelda: MARIO BITS Guaxinins e Tanookis 08 Skyward Sword (Wii) e Dead or Alive: Dimensions, uma matéria completa com absolutamente tudo sobre o 3DS, ANÁLISE mais um capítulo da coluna Historia dos Okami (Wii) 10 Videogames e muito mais. Boa leitura! - Gustavo Assumpção BLAST FROM THE PAST The Legend of Zelda: Wind Waker 13 APOIAM A REVISTA ESPECIAL Nintendo 3DS 22 ANÁLISE Okamiden (DS) 31 ANÁLISE Pilotwings Resort (3DS) 36 PRÉVIA Dead of Alive Dimensions 38 ESPECIAL O que esperar de Skyward Sword? 42 Portallos BLAST FROM JAPAN Tales of Hearts (DS) 54 A HISTÓRIA DOS VG O Magnavox Odyssey 58 REDAÇÃO REVISÃO DIAGRAMAÇÃO • Alex Sandro • Daniel Moisés • Felipe de França • Sérgio Oliveira • Jaime Ninice • Alex Silva • Alveni Lisboa • Otávio Santos • Rodrigo Estevam • Sérgio Oliveira • Douglas Fernandes • Daniel Moisés • Rafael Neves • Paula Travancas • Gustavo Assumpção • Douglas Fernandes • Gustavo Assumpção • Lucas Oliveira • Sérgio Estrella • Alveni Lisboa • Filipe Gatti • Guilherme Vargas • Rodrigo Trapp • Rodrigo Estevam • Jaime Ninice • Leonardo Marinho CAPA • Paula Travancas • Alex Sandro • Bruna Lima • David Vieira Nunes • Filipe Gatti • Kelvin Hanashiro • Sérgio Estrella 2 Próxima Anterior ? N-Blast Responde versão revista digital chegou! Um pouco diferente da coluna semanal do site, onde são eleitas as melhores perguntas da semana, temos aqui uma seleção perfeita do que foi questionado e esclarecido durante o mês. -
Territorial Autonomy and Self-Determination Conflicts: Opportunity and Willingness Cases from Bolivia, Niger, and Thailand
ICIP WORKING PAPERS: 2010/01 GRAN VIA DE LES CORTS CATALANES 658, BAIX 08010 BARCELONA (SPAIN) Territorial Autonomy T. +34 93 554 42 70 | F. +34 93 554 42 80 [email protected] | WWW.ICIP.CAT and Self-Determination Conflicts: Opportunity and Willingness Cases from Bolivia, Niger, and Thailand Roger Suso Territorial Autonomy and Self-Determination Conflicts: Opportunity and Willingness Cases from Bolivia, Niger, and Thailand Roger Suso Institut Català Internacional per la Pau Barcelona, April 2010 Gran Via de les Corts Catalanes, 658, baix. 08010 Barcelona (Spain) T. +34 93 554 42 70 | F. +34 93 554 42 80 [email protected] | http:// www.icip.cat Editors Javier Alcalde and Rafael Grasa Editorial Board Pablo Aguiar, Alfons Barceló, Catherine Charrett, Gema Collantes, Caterina Garcia, Abel Escribà, Vicenç Fisas, Tica Font, Antoni Pigrau, Xavier Pons, Alejandro Pozo, Mònica Sabata, Jaume Saura, Antoni Segura and Josep Maria Terricabras Graphic Design Fundació Tam-Tam ISSN 2013-5793 (online edition) 2013-5785 (paper edition) DL B-38.039-2009 © 2009 Institut Català Internacional per la Pau · All rights reserved T H E A U T HOR Roger Suso holds a B.A. in Political Science (Universitat Autònoma de Barcelona, UAB) and a M.A. in Peace and Conflict Studies (Uppsa- la University). He gained work and research experience in various or- ganizations like the UNDP-Lebanon in Beirut, the German Council on Foreign Relations (DGAP) in Berlin, the Committee for the Defence of Human Rights to the Maghreb Elcàlam in Barcelona, and as an assist- ant lecturer at the UAB. An earlier version of this Working Paper was previously submitted in May 20, 2009 as a Master’s Thesis in Peace and Conflict Studies in the Department of Peace and Conflict Research, Uppsala University, Swe- den, under the supervisor of Thomas Ohlson. -
The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
The Effect of Dynamic Music in Video Games an Overview of Current Research
The Effect of Dynamic Music in Video Games An Overview of Current Research Department of Game Design Author: Léo F. Smith Bachelor’s Thesis in Game Design, 15 c Program: Game Design and Project Management Supervisors: Mikael Fridenfalk, Hans Svensson Examiner: Masaki Hayashi May 2020 Abstract Historically, game audio has been a peripheral feature in game development that has significantly evolved in recent years. Music as a meaningful emotional and narrative conveyor has become a central element in contemporary video games. Dynamic music, sound that is able to flexibly and smoothly adapt to the game state and interact with the player’s in-game actions, is at the forefront of a new era of music composition in games. This survey paper examines the experiential nature of games and the effect of dynamic music on the player’s audial experience. It looks at game design theory, immersion, the function of game music, sound perception, and the challenges of game music. Then, it presents compositional methods of dynamic music and practical insights on FMOD Studio as a middleware. Furthermore, current research on how dynamic music affects the player experience and future adaptations are explored. It concludes that the increasing need of dynamic music producers will precipitate innovation and research in novel domains such as biometric feedback systems and augmented/virtual reality. As dynamic music expands outside of the gaming sphere, it is likely to become a ubiquitous form of media that we will interact with in the future. Keywords: interactive music, adaptive music, dynamic music, emotion, game music, generative music, music, player experience, video games. -
DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27. -
Legal Foundations, Structures and Institutions of Autonomy in Comparative Law
Legal Foundations, Structures and Institutions of Autonomy in Comparative Law Markku Suksi 1 Introduction Autonomies around the world1 as a form of organization at the sub-national level show a number of common features or dimensions that offer a basis for comparisons. The comparisons, in turn, can be used for the purposes of explaining the legal effects of various forms of autonomy and for outlining the reasons for differences and similarities. What are the key features of autonomy, how could different autonomies be compared with each other and what is the future of autonomy as a form of organization? How could the different autonomies and their relations to each other be illustrated in the visual form, as a chart, so as to make it possible to identify the mul- titude of different models of autonomy on the basis of their normative features? For such a comparative exercise to take place, a common framework or platform of comparison should be designed. In other words, a so-called tertium comparationis should be developed. For the purposes of our discussion of autonomy, it is proposed that this tertium comparationis is created against the background of the right to participation in a broad sense, encompassing both the general right to participation as identified in article 25 of the Covenant on Civil and Political Rights on the one hand and the right to self-determination as a meta-right of participation as pointed at in article 1 of the same Covenant. 2 Participation and Self-Determination Article 25 of the CCPR deals with participation and covers participation not only at the national level but also at the sub-national and local government level. -
Force Awakens’ Edition
TUESDAY, AUGUST 18, 2015 TECHNOLOGY AT&T helped US NSA in spying on Internet traffic WASHINGTON: Telecommunications customer. network hubs in the United States. and I.S.P.s,” or Internet service providers, access to contents of transiting email powerhouse AT&T Inc has provided The documents date from 2003 to AT&T installed surveillance equip- according to another NSA document. traffic years before Verizon started in extensive assistance to the US National 2013 and were provided by fugitive for- ment in at least 17 of its US Internet AT&T started in 2011 to provide the March 2013, the Times reported. Security Agency as the spy agency con- mer NSA contractor Edward Snowden, hubs, far more than competitor Verizon NSA more than 1.1 billion domestic cell- Asked to comment on the Times ducts surveillance on huge volumes of the Times reported. The company Communications Inc, the Times report- phone calling records daily after “a push report, AT&T spokesman Brad Burns told Internet traffic passing through the helped the spy agency in a broad range ed. AT&T engineers also were the first to to get this flow operational prior to the Reuters by email: “We do not voluntarily United States, the New York Times of classified activities, the newspaper use new surveillance technologies 10th anniversary of 9/11,” referring to provide information to any investigat- reported on Saturday, citing newly dis- reported. invented by the NSA, the Times report- the Sept. 11, 2001, attacks on the United ing authorities other than if a person’s closed NSA documents. -
Family Friendly Magazine 129 in PDF Format
Family Friendly Gaming The VOICE of TM the FAMILY in GAMING Kingdom Hearts III, Ooblets, Monster Hunter World and more in this fabu- lous issue!! ISSUE #129 NI NO KUNI II REVENANT KING- DOM wants you to April 2018 role play. CONTENTS ISSUE #129 April 2018 CONTENTS Links: Home Page Section Page(s) Editor’s Desk 4 Female Side 5 Comics 7 Sound Off 8 - 10 Look Back 12 Quiz 13 Devotional 14 Helpful Thoughts 15 In The News 16 - 23 We Would Play That! 24 Reviews 25 - 37 Sports 38 - 41 Developing Games 42 - 67 Now Playing 68 - 83 Last Minute Tidbits 84 - 106 “Family Friendly Gaming” is trademarked. Contents of Family Friendly Gaming is the copyright of Paul Bury, and Yolanda Bury with the exception of trademarks and related indicia (example Digital Praise); which are prop- erty of their individual owners. Use of anything in Family Friendly Gaming that Paul and Yolanda Bury claims copyright to is a violation of federal copyright law. Contact the editor at the business address of: Family Friendly Gaming 7910 Autumn Creek Drive Cordova, TN 38018 [email protected] Trademark Notice Nintendo, Sony, Microsoft all have trademarks on their respective machines, and games. The current seal of approval, and boy/girl pics were drawn by Elijah Hughes thanks to a wonderful donation from Tim Emmerich. Peter and Noah are inspiration to their parents. Family Friendly Gaming Page 2 Page 3 Family Friendly Gaming Editor’s Desk FEMALE SIDE this instance I feel wonderful. God has given God is my prize and my goal. -
056 – New Puzzle Videogames — 3/4
056 – New Puzzle videogames — 3/4 Here, a succinct review of different types of puzzle videogames published between 2001 and 2020. Not in chronological order. Single character control ● Antichamber – 2013 A first-person puzzle-platform game released for Microsoft Windows, Linux and OS X. Many of the puzzles are based on phenomena that occur within impossible objects created by the game engine, such as passages that lead the player to different locations depending on which way they face, and structures that seem otherwise impossible within normal three- dimensional space. The game includes elements of psychological exploration through brief messages of advice to help the player figure out solutions to the puzzles as well as adages for real life. The player controls the unnamed protagonist from a first- person perspective, in an environment full of obstacles. Upon completing a core set of puzzles, the player can access the exit door, upon which he starts to chase down a black cloudlike shape, using all the solving techniques learned before. Eventually he is able to capture the cloud as a black cube and enter a final, more expansive area, where the shape becomes a waiting shell. The shell creates a structure around it (similar to the game's logo) and sucks everything around it into its center, sending the screen to black and ending the game. ● Bobby Carrot – 2004 A video game series developed for iOS and as a WiiWare. The object of the game is to collect all of the carrots in an area and reach a point on the map that progresses the player to the next level.