Tokyo Jungle Convergence Between the Historical Reality of Anti-Nuclear Discourse and the Increasing Self-Reflexivity of a Maturing Narrative Form
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Dissertation Full 2
Sympathetic Imagination: Posthumanist Thought in Electronic Literature and Games by Kent Aardse A thesis presented to the University of Waterloo in fulfilment of the thesis requirement for the degree of Doctor of Philosophy in English Waterloo, Ontario, Canada, 2016 © Kent Aardse 2016 Author’s Declaration I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. !ii Abstract Martha Nussbaum insists on the power of “sympathetic imagining” for considering the lives of nonhuman animals. Literature, for Nussbaum, is a powerful site for imaging the lives of animals. This study extends Nussbaum’s “sympathetic imagining” into the realm of digital art–– namely, electronic literature and digital games. I explore how digital art intersects with posthumanism, via three distinct areas: biopolitics, animal studies, and eco-criticism. Posthumanism rejects anthropocentrism in favour of considering our own affinities and similarities with all living creatures in the world. It is a call to pay strict attention to our shared finitude and vulnerability with nonhumans, and change our ways of thinking and being accordingly to ensure the continued survival of our world and its inhabitants. I argue that digital media affords us the ability to think past our anthropocentrism, opening up a space for us to consider our relationship to nonhuman animals, other humans, and the ecological world. I provide critical readings of electronic literature and digital games, which I believe illustrate the sympathetic imagining power of digital media. -
Animal Mayhem Games and Nonhuman-Oriented Thinking
the international journal of volume 21 issue 1 computer game research April 2021 ISSN:1604-7982 home about archive RSS Animal Mayhem Games and Marco Caracciolo Nonhuman-Oriented Thinking Marco Caracciolo is an by Marco Caracciolo Associate Professor of English and Literary Abstract Theory at Ghent University in Belgium, A host of recent videogames revolve around animals that wreak havoc where he leads the ERC on human communities and the urban spaces they live in. After Starting Grant project “Narrating the Mesh.” introducing this strand of “animal mayhem games,” my paper links it He is the author of five to recent arguments on human-nonhuman entanglement in times of books, including most ecological crisis. Games like Goat Simulator, Deeeer Simulator and recently Narrating the Tokyo Jungle ask players to engage with an animal avatar while Mesh: Form and Story in the Anthropocene simultaneously unsettling dichotomies between human societies and (University of Virginia nonhuman phenomena. The destabilization of anthropocentric Press, 2021). assumptions, I argue, is the deeper significance of animal mayhem. The subversive fun generated by these games speaks to core ideas of Contact information: marco.caracciolo at nonhuman-oriented thinking, particularly Timothy Morton’s concept of ugent.be “strange stranger.” My close readings of Goat Simulator and Untitled Goose Game focus on the intersection of nonhuman agency and generic templates drawn from open world and puzzle games, respectively. Keywords: Nonhuman turn, anthropocentrism, fun, strange stranger, nonhuman agency Introduction In Deeeer Simulator, a game by Japanese developer Gibier Games (2020), the player controls a deer with superpowers that include carrying guns and joining forces with other animals to create robot- like assemblages. -
Remote Play - Wikipedia Case 1:19-Cv-07529-DLC Document 28-4 Filed 10/14/19 Page 2 of 9
Case 1:19-cv-07529-DLC Document 28-4 Filed 10/14/19 Page 1 of 9 EXHIBIT D Remote Play - Wikipedia Case 1:19-cv-07529-DLC Document 28-4 Filed 10/14/19 Page 2 of 9 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Remote Play From Wikipedia, the free encyclopedia Main page Remote Play is a feature of Sony video game Contents Remote Play Featured content consoles that allows the PlayStation 3 and Current events PlayStation 4 to transmit its video and audio Random article output to another device; previously this could Donate to Wikipedia only be a PlayStation Portable or PlayStation Vita. Wikipedia store In 2014, it was expanded to include the use of Interaction PlayStation TV, Xperia smartphones and tablets Help (Z2 and later), and PlayStation Now. In 2016, it About Wikipedia was expanded to Microsoft Windows PCs and Community portal macOS. Finally, iOS and Android are supported. Recent changes Similar functionality is provided on Nintendo's Wii Contact page U console, using the Off-TV Play function. This Developer(s) Sony Interactive Tools feature essentially allows compatible home Entertainment What links here console games to be played on the handheld. Initial release 2006; 13 years ago Related changes While seldom implemented on PS3, Remote Play Stable release(s) [±] Upload file is a mandatory feature on all PS4 games, except Special pages Windows 2.5 / October 2, 2017; 2 years [1] Permanent link for games that utilize peripherals such as PC ago Page information PlayStation Move. Android 2.5.0 -
Sony Playstation 3
Sony PlayStation 3 Last Updated on October 5, 2021 Title Publisher Qty Box Man Comments .hack: Sekai no Mukou ni + Versus - Hybrid Pack Bandai Namco Games .hack: Sekai no Mukou ni + Versus - Hybrid Pack: The World Edition Bandai Namco Games 007: Nagusame no Houshuu Square Enix 2010 FIFA World Cup South Africa Electronic Arts 3D Dot Game Heroes From Software 428: Fuusa Sareta Shibuya de Sega 428: Fuusa Sareta Shibuya de: Spike the Best Sega 50 Cent: Blood on the Sand THQ A.C.E.: Another Century's Episode R Bandai Namco Games Afrika Sony Computer Entertainment Afrika: PlayStation 3 the Best Sony Computer Entertainment Agarest Senki Compile Heart Agarest Senki 2 Compile Agarest Senki 2: CH Selection Compile Agarest Senki Zero Idea Factory Agarest Senki Zero: Limited Edition Idea Factory Agarest Senki Zero: Compile Heart Selection Idea Factory Aquanaut's Holiday: Kakusareta Kiroku Sony Computer Entertainment... Aquapazza: Aquaplus Dream Match Aquaplus Aquapazza: Aquaplus Dream Match: First Print Limited Edition Aquaplus Aquapazza: Aquaplus Dream Match: Rapbox Pack Aquaplus Ar Tonelico Qoga: Sekai Shuen no Hikigane wa Shojo no Uta ga Hiku Banpresto Arcadias no Ikusahime Nippon Ichi Software Arcana Heart 3 Arc System Works Arcana Heart 3: Suggoi! Limited Edition AQ Interactive Armored Core 4 From Software Armored Core 4: The Best Collection From Software Army of Two EA Games Army of Two: EA Best Hits EA Games Army of Two: The 40th Day Electronic Arts Army of Two: The 40th Day: EA Best Hits Electronic Arts Army of Two: The Devil's Cartel Electronic -
An Ecocritical Framework for Digital Game History
Author: Backe, Hans-Joachim Title: Within the Mainstream: An Ecocritical Framework for Digital Game History Within the Mainstream: An Ecocritical Framework for Digital Game History Hans-Joachim Backe IT University of Copenhagen, Denmark [email protected] Abstract Ecocriticism of digital games has so far engaged with a rather small corpus of examples, often prescriptively and with a quite limited methodological toolkit. This essay systematizes and historicizes some of these commonly found limitations of past research and proposes methods for a more historically and generically diverse exploration of ecological thinking vis-à-vis digital games. The majority of discussions of games from an ecocritical perspective has applied concepts and frameworks borrowed from literature and film studies, thus privileging surface semiotics over game mechanics. More methodically aware studies have oriented themselves toward the popular framework of procedural rhetoric (Bogost 2007), resulting both in a selection bias towards serious games and an author-centric, intentionalist slant inherent in the approach. In general, the discussion revolves around a small number of games with apparent ecocritical potential, such as Myst (Cyan 1993) or Farmville (Zynga 2009), resulting in a selective, a-historic and therefore distorted discussion of ecology in the diverse medium of digital games. This essay discusses strategies for dealing with a larger corpus of digital games through a descriptive matrix for identifying and analyzing the ecological dimension of digital games. It proposes an extension of the ecocritical toolkit by including a more user-centered, ethics-based theoretical framework based on Sicart’s Ethics of Computer Games (2009). The gain of engaging with representation and simulation of the natural environment in mainstream computer game history will be demonstrated in an analysis of two paradigmatic games. -
The United States and Japan in Global Context: 2013
THE EDWIN O. REISCHAUER CENTER FOR EAST ASIAN STUDIES THE UNITED STATES AND JAPAN IN GLOBAL CONTEXT: 2013 THE PAUL H. NITZE SCHOOL OF ADVANCED INTERNATIONAL STUDIES THE JOHNS HOPKINS UNIVERSITY Washington, D.C. THE EDWIN O. REISCHAUER CENTER FOR EAST ASIAN STUDIES THE UNITED STATES AND JAPAN IN GLOBAL CONTEXT: 2013 THE PAUL H. NITZE SCHOOL OF ADVANCED INTERNATIONAL STUDIES THE JOHNS HOPKINS UNIVERSITY Washington, D.C. Edwin O. Reischauer (Oct. 15, 1910 – Sept. 1, 1990) Yearbook Class of 2013 Sean Cate, Yuki Onogi, Curtis Yibing Che, David Wells, James Bisbee, Tina Zhe Liu, Professor William Brooks, Yaowaluk Suthimanus, Haitham Jendoubi, and Yun Han 1 TABLE OF CONTENTS Introduction ................................................................................................................................................... 2 William L. Brooks Brash Idealism and the Futenma Issue: Democratic Participation and New Security Perspectives in Japan .................................................................................................................................................................... 26 James Bisbee The Impact of Japan's Territorial Dispute with China on the U.S.’ Rebalancing toward Asia ................... 55 Yun Han Japan’s Economic Partner of Choice: The United States or China? ........................................................... 74 Sean Cate Implications of Abenomics for the U.S.-Japan Relationship ...................................................................... 98 Haitham Jendoubi Abe’s Risky -
Several Developers About Their Own Opinions On
Index About the Project and KeenGamer ….....……………………………………………………. 1 Past and Present An Introduction to the Future of Gaming ………...……………...…… 3 Chapter 1 The Future of Video Games Distribution .…...………….……………. 8 Chapter 2 The Future of Virtual Reality Games ….…………………………….. 27 Chapter 3 The Future of Gaming for Social Good ……………………………... 41 Chapter 4 The Future of Video Game Platforms .................................................. 51 Chapter 5 The Future of eSports ........................................................................... 59 Chapter 6 11 Companies that May Build the Road to the Future ......................... 75 Chapter 7 Additional Interviews ........................................................................... 90 Afterword ............................................................................................................. 106 Credits ............................................................................................................. 109 www.keengamer.com © KeenGamer s.r.o. About the Project and KeenGamer I am sure that you are wondering what KeenGamer is and who wrote this eBook. And why should you read it, am I right? Firstly, you are already reading it, which is great and we thank you for your interest. Let‘s be short here and let you dive into more interesting chapters than this one. KeenGamer is just a website for gamers, where you can find all the things you would expect: news, reviews, guides, interviews and much more around great AAA games but also about unknown indie titles. One day, we asked ourselves with the team about what else we could do to enrich our content and differentiate us from our competitors. And because we love games and are all keen to know the future, we realized that everyone is asking all the time what the heck will happen in gaming in few years from now. Certainly there are many theories. That is where we stepped in and tried to provide the most optimistic, pessimistic and realistic points of view on several aspects of the gaming industry. -
Bomberman Ultra Ps3 Iso Download Bomberman 94 PSN (USA) PS3 PKG
bomberman ultra ps3 iso download Bomberman 94 PSN (USA) PS3 PKG. BOMBERMAN has arrived to restore peace on the planet, which has been split into five parts by an evil hand! In addition to the nine members of the Bomber Family, the character ROOI shows up to lend a hand. Jump on the EGGS that appear from destroyed SOFT BLOCKS, and you can ride one of five types of ROOI. Each ROOI has different special abilitiesuse these well and youll ride to victory! Bombs that turn according to arrows and other new gimmicks have been added to BATTLE GAME, increased to ten stages. Tag-team matches are now possible, ensuring that this game will be a blast! Bomberman Ultra PSN (USA) PS3 PKG. Fans of the popular series will be able to compete with the best Bomberman players worldwide, as Bomberman Ultra delivers frantic 8-player multiplayer battles online in 14 exotic arenas, as well as 4-player local multiplayer. Players can customize their own Bomberman characters with more than 50 character costumes, resulting in more than 150,000 possible combinations! Bomberman Ultra delivers frantic, explosive action, motivating players to remain competitive and fight to prove that they are the best Bomberman player in the world. Utilizing the leaderboards, players can track their ranking to see just how they good they really are, and what they need in order to bomb their way to the top of the chart! 11 Exclusive PS3 Games You Need To Download Before The Store Gets Shut Down. With the imminent closure of the PlayStation 3 store, there is only so much time for console owners to download these great exclusives. -
Ludic Dysnarrativa: How Can Fictional Inconsistency in Games Be Reduced? by Rory Keir Summerley a Thesis Submitted in Partial F
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Falmouth University Research Repository (FURR) Ludic Dysnarrativa: How Can Fictional Inconsistency In Games Be Reduced? by Rory Keir Summerley A Thesis submitted in partial fulfilment of the requirements for the Degree of Doctor of Philosophy (PhD) at the University of the Arts London In Collaboration with Falmouth University December 2017 Abstract The experience of fictional inconsistencies in games is surprisingly common. The goal was to determine if solutions exist for this problem and if there are inherent limitations to games as a medium that make storytelling uncommonly difficult. Termed ‘ludic dysnarrativa’, this phenomenon can cause a loss of immersion in the fictional world of a game and lead to greater difficulty in intuitively understanding a game’s rules. Through close textual analysis of The Stanley Parable and other games, common trends are identified that lead a player to experience dysnarrativa. Contemporary cognitive theory is examined alongside how other media deal with fictional inconsistency to develop a model of how information (fictional and otherwise) is structured in media generally. After determining that gaps in information are largely the cause of a player feeling dysnarrativa, it is proposed that a game must encourage imaginative acts from the player to prevent these gaps being perceived. Thus a property of games, termed ‘imaginability’, was determined desirable for fictionally consistent game worlds. Many specific case studies are cited to refine a list of principles that serve as guidelines for achieving imaginability. To further refine these models and principles, multiplayer games such as Dungeons and Dragons were analysed specifically for how multiple players navigate fictional inconsistencies within them. -
Videogames and the Sublimation of Nature
PIXELATED FRONTIERS: VIDEOGAMES AND THE SUBLIMATION OF NATURE A Thesis submitted to the Faculty of the Graduate School of Arts and Sciences of Georgetown University in partial fulfillment of the requirements for the degree of Master of Arts in English By Bridget L. Sellers, B.A. Washington, D.C. April 18, 2019 Copyright 2019 by Bridget L. Sellers All Rights Reserved ii PIXELATED FRONTIERS: VIDEOGAMES AND THE SUBLIMATION OF NATURE Bridget L. Sellers, B.A. Thesis Advisor: Amanda Phillips, Ph.D. ABSTRACT Continuing a legacy begun with cyberspace’s metaphorical alignment with explorable “frontiers,” videogames (re)mediate environmental aesthetics and spatial experience. To examine this phenomenon, this thesis begins dissecting the trope of ecological recovery. This structuring logic redeploys Cartesian dualism and purity politics while addressing the player’s desire to enact a meaningful connection with “nature.” The subsequent analysis builds from this tension between the game’s structuring logics, which endorse violent rhetorics of mastery and control, and the player’s affective attachment to “greenness” as such. Chapter 1 defines the aesthetics of open world game design to unwind the ethical orientations this design model both inhibits and facilitates. This unwinding characterizes open world as a design practice that articulates unbounded freedom while occluding its own limitations. While the logic of open world instrumentalizes player exploration, this chapter positions the ambiguous practices of slow wandering as defiant of the violent consumption of space. To further untangle how games organize player desire and organize the player’s experience of space, Chapter 2 describes developments of map designs in the Legend of Zelda franchise as a case study. -
Contemporary Shibuya and Its Digital Worlds
Playing the City: Contemporary Shibuya and its Digital Worlds by Marlowe Gardiner-Heslin East Asian Studies McGill University, Montreal December, 2020 A thesis submitted to McGill University in partial fulfillment of the requirements of the degree of Doctor of Philosophy © 2020 Marlowe Gardiner-Heslin Table of Contents English Abstract 1 French Abstract 2 Acknowledgements 3 Author’s Note 5 Introduction 6 1. Shibuya and the Space of the City 26 2. Jet Set Radio and Pirate Spaces 60 3. The World Ends with You and Spaces of Modulation 93 4. 428: Shibuya Scramble and Agetopical Spaces 130 5. Persona 5 and Spaces of Encounter 164 Conclusion 206 Figures 212 Works Cited List 218 1 English Abstract This dissertation aims to offer an account of the spaces inherent to digital networks by analyzing how they are produced within local urban centres. Focusing on the neighbourhood of Shibuya at the beginning of the twenty-first century, which is characterized by dense flows of pedestrians, digital infrastructure, and a massive urban renewal project, I expose local “worlds” that are not fully absorbed into the operations of a homogenous network logic and, in fact, challenge the normative dimensions of movement yoked to commerce, retail consumption, and transit. Following the insistence of the philosopher Henri Lefebvre that space is primarily a social production constructed through the movements, perceptions, and imaginings of different societies and cultures, I examine these worlds as spatial pluralities produced by subcultural groups, creative communities, and local governing bodies. Strangely, it is digital games that are particularly well-suited to help us think about locally produced worlds. -
University of Florida Thesis Or Dissertation Formatting
SIMULATED SPECIES: THE QUESTION OF THE ANIMAL IN DIGITAL GAMES By MELISSA BIANCHI A DISSERTATION PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY UNIVERSITY OF FLORIDA 2018 © 2018 Melissa Bianchi To Crissy, my first and best Player 2 To my loving parents who always find time for playfulness To all the animals who mystify and inspire me ACKNOWLEDGMENTS This research was supported by the Department of English and the College of Liberal Arts and Sciences at the University of Florida. I would like to express my deepest appreciation to my committee chair, Dr. Terry Harpold, who has taught me more than I could ever say here. By his example, he has shown me what a good mentor, scholar, and person should be. This dissertation would not have been possible without his encouragement and understanding. I would also like to express my gratitude to my committee members, Dr. Sidney I. Dobrin, Dr. Susan Hegeman, and Dr. Susan deFrance. Through their extensive personal and professional guidance, I have learned a great deal about academic research, writing, publishing, and life in general. I am also grateful to my colleagues who devoted time and energy to provide me with thoughtful feedback on this work and related scholarship. The insights they have shared have played a significant role in shaping the direction of my research. And finally, last but by no means least, I thank my family, friends, and animal companions whose love inspired and sustained me throughout this process.