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FINAL August 15 2017-18 D2-3 All Academic Team.Xlsx
Name Year Position School Hometown Commonwealth Coast Conference Becker Ryan Clifford Freshman Goaltender Becker College Coventry, Rhode Island MacGregor Howey Senior Forward Becker College Grosse Ile, Michigan Connor Jones Junior Forward Becker College Lake Placid, New York Nikolas Nasby Senior Defenseman Becker College Newberg, Oregon Corey Schafer Junior Forward Becker College Johnstown, Pennsylvania James Wallace Senior Forward Becker College Levittown, Pennsylvania Curry Frank Cundiff Freshman Goaltender Curry College Oceanside, New York Joe DiBenedetto Sophomore Forward Curry College Anchorage, Alaska Zoltan Eross Freshman Forward Curry College Budapest, Hungary Ryan Fitzgerald Senior Forward Curry College Cary, North Carolina Mack Heisinger Junior Defenseman Curry College Winnipeg, Manitoba Viktor Jansson Freshman Forward Curry College Stockholm, Sweden Phil Kiss Senior Defenseman Curry College Burlington, Ontario Kasper Kjellkvist Freshman Forward Curry College Vaxjo, Sweden Jarret Kup Senior Defenseman Curry College Rosseau, Ontario Tyler Lindstrom Freshman Defenseman Curry College Brooklyn Park, Minnesota Lio Mauron Junior Forward Curry College Lausanne, Switzerland Alec Mono Sophomore Defenseman Curry College Las Vegas, Nevada Tristan Morin Freshman Forward Curry College Unionville, Connecticut Shane Tracy Senior Forward Curry College Bow, New Hampshire Anthony Trujillo Sophomore Forward Curry College Toronto, Ontario Jordan Williamson Sophomore Forward/DefeCurry College Okotoks, Alberta Endicott Josh Bowes Junior Forward Endicott -
Nordic Game Is a Great Way to Do This
2 Igloos inc. / Carcajou Games / Triple Boris 2 Igloos is the result of a joint venture between Carcajou Games and Triple Boris. We decided to use the complementary strengths of both studios to create the best team needed to create this project. Once a Tale reimagines the classic tale Hansel & Gretel, with a twist. As you explore the magical forest you will discover that it is inhabited by many characters from other tales as well. Using real handmade puppets and real miniature terrains which are then 3D scanned to create a palpable, fantastic world, we are making an experience that blurs the line between video game and stop motion animated film. With a great story and stunning visuals, we want to create something truly special. Having just finished our prototype this spring, we have already been finalists for the Ubisoft Indie Serie and the Eidos Innovation Program. We want to validate our concept with the European market and Nordic Game is a great way to do this. We are looking for Publishers that yearn for great stories and games that have a deeper meaning. 2Dogs Games Ltd. Destiny’s Sword is a broad-appeal Living-Narrative Graphic Adventure where every choice matters. Players lead a squad of intergalactic peacekeepers, navigating the fallout of war and life under extreme circumstances, while exploring a breath-taking and immersive world of living, breathing, hand-painted artwork. Destiny’s Sword is filled with endless choices and unlimited possibilities—we’re taking interactive storytelling to new heights with our proprietary Insight Engine AI technology. This intricate psychology simulation provides every character with a diverse personality, backstory and desires, allowing them to respond and develop in an incredibly human fashion—generating remarkable player engagement and emotional investment, while ensuring that every playthrough is unique. -
Walking Tour 290
DIRECTIONS BLACKSTONE RIVER VALLEY NATIONAL HERITAGE CORRIDOR LEICESTER, MA From downtown Worcester, follow Park Avenue, 190 290 Route 9 west into Leicester. 495 Walking Tour 290 Alternately, from 146 N or S, WORCESTER 9 9 Leicester 122 follow Route 20 West for LEICESTER, MA 90 7.5 miles. Turn right onto Grafton 90 Upton Route 56. Continue 6 miles to Millbury 395 146 Leicester center at the junc- Sutton Northbridge Hopedale 16 495 tion of Route 9. Staying on Mendon Uxbridge Millville 16 Route 56, turn right at this 122 Blackstone B lac Douglas ksto ne Ri ver intersection, then turn at CONNECTICUT MASSACHUSETTS 395 RHODE ISLAND Woonsocket the first left. (Signs indicate 102 146 Cumberland Burrillville N. Smithfield Becker College.) At the town 295 Glocester 295 95 common, take the first right. Smithfield Lincoln 44 Central Falls Pawtucket There is free public parking 146 East 44 Providence 102 behind the Leicester Town PROVIDENCE Hall on the left-hand side. ALONG THE WAY ❑ Restrooms are available during business hours at the Leicester Town Hall. ❑ Tour the Becker College campus by picking up a free campus map at the Borger Academic Center at 9 Washburn Square (directly behind the Marsh Hall building). 508-791-9241. ❑ Learn more about Leicester’s industrial past. Worcester Historical Museum, 30 Elm Street, Worcester, MA. Admission fee for nonmembers. Tuesday-Saturday, 10AM-4PM, and Sunday, 1-4 PM. 508-753-8278. All it takes is a little “Common” sense to ❑ For information on events, restaurants and lodging in Leicester, call or visit the Worcester County Convention and Visitors Bureau, ground floor of parking enjoy Leicester’s historic town green. -
The First but Hopefully Not the Last: How the Last of Us Redefines the Survival Horror Video Game Genre
The College of Wooster Open Works Senior Independent Study Theses 2018 The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre Joseph T. Gonzales The College of Wooster, [email protected] Follow this and additional works at: https://openworks.wooster.edu/independentstudy Part of the Other Arts and Humanities Commons, and the Other Film and Media Studies Commons Recommended Citation Gonzales, Joseph T., "The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre" (2018). Senior Independent Study Theses. Paper 8219. This Senior Independent Study Thesis Exemplar is brought to you by Open Works, a service of The College of Wooster Libraries. It has been accepted for inclusion in Senior Independent Study Theses by an authorized administrator of Open Works. For more information, please contact [email protected]. © Copyright 2018 Joseph T. Gonzales THE FIRST BUT HOPEFULLY NOT THE LAST: HOW THE LAST OF US REDEFINES THE SURVIVAL HORROR VIDEO GAME GENRE by Joseph Gonzales An Independent Study Thesis Presented in Partial Fulfillment of the Course Requirements for Senior Independent Study: The Department of Communication March 7, 2018 Advisor: Dr. Ahmet Atay ABSTRACT For this study, I applied generic criticism, which looks at how a text subverts and adheres to patterns and formats in its respective genre, to analyze how The Last of Us redefined the survival horror video game genre through its narrative. Although some tropes are present in the game and are necessary to stay tonally consistent to the genre, I argued that much of the focus of the game is shifted from the typical situational horror of the monsters and violence to the overall narrative, effective dialogue, strategic use of cinematic elements, and character development throughout the course of the game. -
Please Biofeed the Zombies: Enhancing the Gameplay and Display of a Horror Game Using Biofeedback
Please Biofeed the Zombies: Enhancing the Gameplay and Display of a Horror Game Using Biofeedback Andrew Dekker Erik Champion Interaction Design, School of ITEE, Media Arts, COFA, UNSW, PO Box 259 University of Queensland, Ipswich, Australia Paddington, NSW 2021 Australia [email protected] [email protected] ABSTRACT commercial computer game, allowing for more dynamic, This paper describes an investigation into how real-time but unpredictable, but also more personalized and situated low-cost biometric information can be interpreted by game experiences. computer games to enhance gameplay without fundamentally changing it. We adapted a cheap sensor, (the The primary benefit of incorporating this technique into Lightstone mediation sensor device by Wild Divine), to computer games is that game developers can offer control record and transfer biometric information about the player over direction of game play and game events to the player. (via sensors that clip over their fingers) into a commercial Rather than the flow and progression within the game being game engine, Half-Life 2. linear and scripted [13], a series of events can be strung together in a sequence that better appeals to the individual. During game play, the computer game was dynamically modified by the player’s biometric information to increase For example, Rouse [12] agrees that allowing the system to the cinematically augmented “horror” affordances. These choose methods of conveying emotion dynamically rather included dynamic changes in the game shaders, screen then forcing players to take specific emotional journeys is a shake, and the creation of new spawning points for the fundamental aspect of enhancing computer games. -
Casual Resistance: a Longitudinal Case Study of Video Gaming's Gendered
Running Head: CASUAL RESISTANCE Casual resistance: A longitudinal case study of video gaming’s gendered construction and related audience perceptions Amanda C. Cote This is an Accepted Manuscript of an article published by Oxford Academic in Journal of Communication on August 4, 2020, available online: https://doi.org/10.1093/joc/jqaa028 . Abstract: Many media are associated with masculinity or femininity and male or female audiences, which links them to broader power structures around gender. Media scholars thus must understand how gendered constructions develop and change, and what they mean for audiences. This article addresses these questions through longitudinal, in-depth interviews with female video gamers (2012-2018), conducted as the rise of casual video games potentially started redefining gaming’s historical masculinization. Analysis shows that participants have negotiated relationships with casualness. While many celebrate casual games’ potential for welcoming new audiences, others resist casual’s influence to safeguard their self-identification as gamers. These results highlight how a medium’s gendered construction may not be salient to consumers, who carefully navigate divides between their own and industrially-designed identities, but can simultaneously reaffirm existing power structures. Further, how participants’ views change over time emphasizes communication’s ongoing need for longitudinal audience studies that address questions of media, identity, and inclusion. Keywords: Video games, gender, game studies, feminist media studies, hegemony, casual games, in-depth interviews, longitudinal audience studies CASUAL RESISTANCE 2 Casual resistance: A longitudinal case study of video gaming’s gendered construction and related audience perceptions From comic books to soap operas, many media are gendered, associated with masculinity or femininity and with male or female audiences. -
CLASS of 2020 Guilford High School Announces the Following
CLASS OF 2020 Guilford High School announces the following information regarding the Class of 2020, which recently graduated on June 17, 2020. Of the 279 graduates, approximately 88% will be pursuing some form of post-secondary education. There will be 222 seniors who will be attending four-year colleges or universities and 13 seniors will be pursuing their studies at two-year institutions. 8 seniors will be attending technical/prep school programs, 3 seniors will be joining the armed forces and 33 seniors will be either traveling, are undecided, taking a gap year or will be joining the workforce. (Note: This list does not include all graduates, as some students, due to confidentiality, have chosen not to publicize their post plans and/or name) Name Detail Ahlefeld, Devlin Edwin West Virginia University Alm, Isabella Khai University of San Francisco Alviti, Jack Henry Southern Connecticut State University Amter, Gregory John University of Connecticut Anderson, Shane Eli Angkatavanich, Anna Caroline Tufts University Antwi-Boasiako, Julia New York University Audet, McKenzie Paige Central Connecticut State University Auger, Nicole Hailey Roger Williams University Banning, Grace Dorothy University of New England Barbetti, Samuel Mason Arcadia University Barcello, Joseph Edwin Binghamton University Barham, T-Jauni Lance Claire Brinna Trinity College Barnes, Deanna Patricia Basil, Quinn Alexander University of Maine Beedle, Christopher Joseph Connecticut School of Broadcasting(Sports) Beedle, Hailey Teresa Gateway Community College Berube, -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
A Casual Game Benjamin Peake Worcester Polytechnic Institute
Worcester Polytechnic Institute Digital WPI Major Qualifying Projects (All Years) Major Qualifying Projects April 2016 Storybook - A Casual Game Benjamin Peake Worcester Polytechnic Institute Connor Geoffrey Porell Worcester Polytechnic Institute Nathaniel Michael Bryant Worcester Polytechnic Institute William Emory Blackstone Worcester Polytechnic Institute Follow this and additional works at: https://digitalcommons.wpi.edu/mqp-all Repository Citation Peake, B., Porell, C. G., Bryant, N. M., & Blackstone, W. E. (2016). Storybook - A Casual Game. Retrieved from https://digitalcommons.wpi.edu/mqp-all/2848 This Unrestricted is brought to you for free and open access by the Major Qualifying Projects at Digital WPI. It has been accepted for inclusion in Major Qualifying Projects (All Years) by an authorized administrator of Digital WPI. For more information, please contact [email protected]. Storybook - A Casual Game Emory Blackstone, Nathan Bryant, Benny Peake, Connor Porell April 27, 2016 A Major Qualifying Project Report: submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science by Emory Blackstone Nathan Bryant Benny Peake Connor Porell Date: April 2016 Approved: Professor David Finkel, Advisor Professor Britton Snyder, Co-Advisor This report represents the work of one or more WPI undergraduate students. Submitted to the faculty as evidence of completion of a degree requirement. WPI routinely publishes these reports on its web site without editorial -
What Is Casual Gaming?
CHAPTER ONE What Is Casual Gaming? Over the past several years, the term “ casual game ” has been bandied about quite a bit. It gets used to describe so many different types of games that the definition has become rather blurred. But if we look at all of the ways that “ casual ” gets used, we can begin to tease out common elements that inform the design of these games: ● Rules and goals must be clear. ● Players need to be able to quickly reach proficiency. ● Casual game play adapts to a player’s life and schedule. ● Game concepts borrow familiar content and themes from life. While all game design should take these issues into account, these elements are of particular importance if you want to reach a broad audience beyond traditional gamers. This book will look at elements that a wide array of casual games share and draw out common lessons for approaching game design. Hopefully it will be of use not just to casual game designers, but to all game designers and even general experience designers as well. Everywhere you look these days, you see impact of casual games. More than 200 million people play casual games on the Internet, according to the Casual Games Association. This audience generated revenues in excess of $2.25 billion in 2007. 1 This may seem meager compared to the $41 billion posted by the entire game indus- try worldwide,2 but casual games currently rank as one of the fastest growing sec- tors of the game industry. As growth in the rest of the industry stagnated, the casual downloadable market barreled ahead. -
Fighting Games, Performativity, and Social Game Play a Dissertation
The Art of War: Fighting Games, Performativity, and Social Game Play A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Todd L. Harper November 2010 © 2010 Todd L. Harper. All Rights Reserved. This dissertation titled The Art of War: Fighting Games, Performativity, and Social Game Play by TODD L. HARPER has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Mia L. Consalvo Associate Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT HARPER, TODD L., Ph.D., November 2010, Mass Communications The Art of War: Fighting Games, Performativity, and Social Game Play (244 pp.) Director of Dissertation: Mia L. Consalvo This dissertation draws on feminist theory – specifically, performance and performativity – to explore how digital game players construct the game experience and social play. Scholarship in game studies has established the formal aspects of a game as being a combination of its rules and the fiction or narrative that contextualizes those rules. The question remains, how do the ways people play games influence what makes up a game, and how those players understand themselves as players and as social actors through the gaming experience? Taking a qualitative approach, this study explored players of fighting games: competitive games of one-on-one combat. Specifically, it combined observations at the Evolution fighting game tournament in July, 2009 and in-depth interviews with fighting game enthusiasts. In addition, three groups of college students with varying histories and experiences with games were observed playing both competitive and cooperative games together. -
After Becker's Closing, Clark to Absorb Game Design, Esports Programs
March 29, 2021 After Becker's closing, Clark to absorb game design, esports programs Becker College will stop operations at the close of the spring semester, but a few of its best known programs will live on through a Worcester neighbor, Clark University. Clark said Monday — just hours after Becker announced it would close permanently — it is starting the Becker School of Design & Technology at Clark University, which will include two celebrated elements of Becker's video game studies: game design and esports, along with integrated graphic design. Clark has separately reached an agreement with Becker to allow students in business, criminology and computer science to complete their degrees at Clark. “We proudly welcome Becker students to Clark University, and we’re thrilled not only to continue these signature Becker programs, which are already among some of the best in the world, but also to expand them and broaden their scope,” Clark President David Fithian said in a statement. Becker created the country's first esports management program and was the first college in Massachusetts to offer scholarships to varsity esports student- athletes. Last year, its undergraduate video game design program was rated No. 2 in America by The Princeton Review publication. For at least the upcoming academic year, Clark said it intends to keep those programs on the Becker campus. Becker School of Design & Technology Dean Alan Ritacco and Associate Dean Paul Cotnoir will continue their leadership roles in the newly established school at Clark, as will faculty members, Clark said. Clark is also accepting students in business, computer science, criminal justice and sports management.