Programming Descriptions 2019
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BA Thesis an Overview of Stereotyped Portrayals of LGBT+ People In
BA thesis in Japanese Language and Culture An Overview of Stereotyped Portrayals of LGBT+ People in Japanese Fiction and Literature Analysis of the historical evolution and commercialization of BL and yuri genres, and social practice of its consumer culture Bára B.S. Jóhannesdóttir Supervisor Kristín Ingvarsdóttir May 2021 FACULTY OF LANGUAGES AND CULTURES Háskóli Íslands Hugvísindasvið Japanskt Mál og Menning An Overview of Stereotyped Portrayals of LGBT+ People in Japanese Fiction and Literature Analysis of the historical evolution and commercialization of BL and yuri genres, and social practice of its consumer culture Ritgerð til BA-prófs 10 ECTS Bára B.S. Jóhannesdóttir Kt.: 210496-2039 Leiðbeinandi: Kristín Ingvarsdóttir Maí 2021 1 Abstract This essay will explore the history of the portrayal of LGBT+ people in Japanese fiction, starting from The Tale of Genji, a novel from the early 11th century that is widely considered to be the first classic in history, and to the proper establishment of what is known as the BL (boys’ love) and yuri genres. BL, as the name suggests, is a genre that features the relationship between two male characters, usually in a romantic and/or sexual nature, while yuri is between two female characters. There will be a short examination of LGBT+ portrayal in historical literary works and art before moving onto a more detailed recounting of modern fiction and television. Some ancient literature will be reviewed, comparing real-life societal norms to their fictional counterparts. The focus will mainly be on the introduction of the BL genre, the historical evolution of it, the commercial start of it, the main components that make up the genre, and why it is as popular as it is, a well as an examination of the culture surrounding the fans of the genre. -
The Otaku Phenomenon : Pop Culture, Fandom, and Religiosity in Contemporary Japan
University of Louisville ThinkIR: The University of Louisville's Institutional Repository Electronic Theses and Dissertations 12-2017 The otaku phenomenon : pop culture, fandom, and religiosity in contemporary Japan. Kendra Nicole Sheehan University of Louisville Follow this and additional works at: https://ir.library.louisville.edu/etd Part of the Comparative Methodologies and Theories Commons, Japanese Studies Commons, and the Other Religion Commons Recommended Citation Sheehan, Kendra Nicole, "The otaku phenomenon : pop culture, fandom, and religiosity in contemporary Japan." (2017). Electronic Theses and Dissertations. Paper 2850. https://doi.org/10.18297/etd/2850 This Doctoral Dissertation is brought to you for free and open access by ThinkIR: The University of Louisville's Institutional Repository. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of ThinkIR: The University of Louisville's Institutional Repository. This title appears here courtesy of the author, who has retained all other copyrights. For more information, please contact [email protected]. THE OTAKU PHENOMENON: POP CULTURE, FANDOM, AND RELIGIOSITY IN CONTEMPORARY JAPAN By Kendra Nicole Sheehan B.A., University of Louisville, 2010 M.A., University of Louisville, 2012 A Dissertation Submitted to the Faculty of the College of Arts and Sciences of the University of Louisville in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Humanities Department of Humanities University of Louisville Louisville, Kentucky December 2017 Copyright 2017 by Kendra Nicole Sheehan All rights reserved THE OTAKU PHENOMENON: POP CULTURE, FANDOM, AND RELIGIOSITY IN CONTEMPORARY JAPAN By Kendra Nicole Sheehan B.A., University of Louisville, 2010 M.A., University of Louisville, 2012 A Dissertation Approved on November 17, 2017 by the following Dissertation Committee: __________________________________ Dr. -
Heggan Happenings for Teens and Tweens
September 2019 HEGGAN HAPPENINGS FOR TEENS AND TWEENS The Teen Video Game Night Advisory BoArd presents: @ the Library TEEN & TWEEN CUISINE Monday, September 30 • 6:30 p.m. Wednesday, September 18 • 5:00 p.m. Then(ish) and Now(ish) Learn to make delicious dishes and Star Fox scrumptious snacks during this hands-on cooking experience! Tuesday, September 24 • 6:00 p.m. How have your favorite games Teen & Tween Cuisine is open to Heggan By Teens, for Teens—Teens Supporting Teens changed over time? Library cardholder Teens & Tweens This month we’ll compare an from 5th-12th grade only. Advance The Margaret Heggan Library offers a safe place for teens to just be! older Star Fox installment registration is required. with a more recent release by No Pressure—No Stress—Just Talk playing both Star Fox 64 and . and snacks! Star Fox Zero. Find out if Fox LOCKER CRAFTS Heggan Library cardholder Teens only. McCloud’s adventures through for Teens & Tweens Registration required. the Lylat system matured for Rock your locker for the school year! better or for worse! Create a customized duct tape pencil case, TAB GAME TIME Both Star Fox 64 and make locker magnets, and decorate picture Star Fox Zero are rated E10 or mirror frames. Tuesday, September 17 • 6:00 p.m. for Everyone 10 and up by Tuesdays, September 3 and 10 Come play PuyoPuyo Tetris! the ESRB 5:30 p.m. TAB Game Time is open to Heggan Library Video Game Night is open to adults and children. Children under 10 must be Advance registration required. -
Managing the Story of Non-Linear Inter- Active Story Game
Sara Lindo Managing the story of non-linear inter- active story game Metropolia University of Applied Sciences Bachelor of Engineering Information and communication technology Smart Systems 09 November 2020 Abstract Author Sara Lindo Title Managing non-linear interactive story game Number of Pages 35 pages Date 09 November 2020 Degree Bachelor of Engineering Degree Programme Information and Communications Technology Professional Major Smart Systems Instructors Antti Laiho, Project Manager Kimmo Sauren, Principal Lecturer This thesis is about non-linear interactive story games. The idea of non-linear games origi- nated from a book genre called choose your own adventure. These books let the reader choose the way the story would go with multiple options within the books. Non-linear games change every time they are played. Interactive games are a type of non- linear game that gives the player choices to move the story toward different directions. The player’s actions determine the direction of the plot. In this final year project, an interactive story game called “Road trip” was created. It is a simple example to demonstrate how an interactive story game controller works. It also has certain traits of open world games, which allows the player to explore freely around the area. The game was created with Unity and the logic of the game used the tree-diagram as a base. Along with object-oriented programming, the controller of the game uses triggers as their base for the game logic. The triggers are invisible 3D-objects that detect the player and trigger the codes attached to it. These codes contained, for example, the choices that the player would come across while playing. -
Catalogo Paolo Barbieri Lavora Da Più Di Quindici Anni Per Il XVI Ed
IN COLLABORAZIONE CON: CON IL CONTRIBUTO DI: CON IL PATROCINIO DI: PARTNER: A PARTNER TECNICI: I R O G E T A C www.eurocosplay.com championships MAIN MEDIA PARTNER: MEDIA PARTNER: BENVENUTI ALLA XIX EDIZIONE DI ROMICS! GOLDRAKE, DRAGHI E METALUPO ATTERRANO A ROMICS Il regno della creatività Il fumetto è un veicolo eccezionale di espressione e una passione che aggrega tantissime persone, soprattutto ragazzi. Da qui nasce il successo di Romics, la parola agli autori : maestri internazionali in Romics e la scelta della Regione Lazio di un programma fittissimo di appuntamenti, per sostenere questa grande manifestazione. conoscere proprio tutti i segreti della matita! Siamo onorati di annunciare la presenza di Go Nagai, Romics , per noi, è un’occasione straordinaria per il papà di Goldrake, con lui sono cresciute tre incontrare i giovani e per presentare le generazioni di appassionati e di autori di fumetto e opportunità che la Regione Lazio mette loro a animazione. La storia del manga in persona varca la disposizione. Crediamo nelle nuove ‘generAzioni’ e investiamo nella creatività, nella soglia di Romics! capacità dei ragazzi di produrre innovazione, visioni e nuove letture del mondo. Accanto a lui, sempre premiati con i Romics d’Oro: William Simpson , leader storyboard artist della serie A tutti coloro che entreranno nel mondo di Romics auguro di divertirsi e di condividere cult Il Trono di Spade - Game of Thrones ; Averardo lo spirito di un grande evento internazionale che dimostra quanto la creatività sia un Ciriello , tra i più prolifici illustratori italiani, con oltre 70 anni di carriera. L’Arte del Fumetto e dell’illustrazione sono celebrate con splendide mostre : un grande ! elemento centrale e indispensabile per la nostra società. -
Playstation 4
PLAYSTATION 4 7 DAYS TO DIE DRAGONBALL XENOVERSE 2 LEGO DC SUPERVILLAINS A WAY OUT DRAGONS DAWN OF NEW RID LEGO MARVEL AVENGERS AC EZIO COLLECTION DYNASTY WARRIORS 8 XTRE LEGO MARVEL SUPERHERO 2 AC ODYSSEY DYNASTY WARRIORS 9 LEGO MOVIE 2 ACCEL WORLD VS SWORD AR EARTH DEFENSE FORCE 4.1 LEGO THE INCREDIBLES ACE COMBAT 7 EARTHFALL DE LOST SPHEAR AIR CONFLICTS SECRET ELEX MEGADIMENSION NEPTU VII AKIBAS TRIP UNDEAD & UN ELITE DANGEROUS METRO EXODUS ALL STAR FRUIT RACING F1 18 MONSTER ENERGY SUPERC 2 AMAZING SPIDERMAN 2 FAIRY FENCER F ADF MONSTER ENERGY SUPERCRO ANTHEM FAR CRY NEW DAWN MONSTER HUNTER WORLD AO INTERNATIONAL TENNIS FATE EXTELLA LINK MORTAL KOMBAT XL ARK SURVIVAL EVOLVED FIFA 19 MOTO GP 18 ASSASSINS CREED 3 REMAS FINAL FANTASY X/X MX VS ATV ALL OUT ASSETTO CORSA UE FIRE PRO WRESTLING WORL MXGP PRO ASTROBOT RESCUE MISSION VR FISHING SIM WORLD MY HERO ONES JUSTICE ATELIER SOPHIE ALCHEMIS FIST OF THE NORTH STAR NARUTO SUNS TRILOGY ATTACK ON TITAN 2 FLAT OUT 4 TI NARUTO TO BORUTO SHIN S ATTACK ON TITAN GALGUN 2 NBA LIVE 18 BATTLEFIELD 5 GENERATION ZERO NELKE & THE LEG ALCHEM BLAZBLUE CROSS TAG BATT GENERATION ZERO XB1 NHL 19 BLOODBORNE GOTY GENESIS ALPHA ONE NIER AUTOMATA CALL OF CTHULHU GHOSTBUSTERS NIOH CARS 3 DRIVEN GOAT SIMULATOR NO HEROES ALLOWED VR COD BLACK OPS 4 GOD EATER 3 ODIN SPHERE LEIFTH COD MW REMASTERED GOD OF WAR OMEGA LABYRINTH Z CONSTRUCTOR HD GOD WARS FUTURE PAST ONE PIECE BURNING CRASH BANDICO NSANE TRI GRAND AGES MEDIEVAL ONE PIECE WORLD SEEKER CYBERDIMENSION NEPTUN 4 GRIP OUTLAST TRINITY DAKAR 18 GUILTY GEAR -
Japanese Animation Guide: the History of Robot Anime
Commissioned by Japan's Agency for Cultural Affairs Manga, Animation, Games, and Media Art Information Bureau Japanese Animation Guide: The History of Robot Anime Compiled by Mori Building Co., Ltd. 2013 Commissioned by Japan's Agency for Cultural Affairs Manga, Animation, Games, and Media Art Information Bureau Japanese Animation Guide: The History of Robot Anime Compiled by Mori Building Co., Ltd. 2013 Addition to the Release of this Report This report on robot anime was prepared based on information available through 2012, and at that time, with the exception of a handful of long-running series (Gundam, Macross, Evangelion, etc.) and some kiddie fare, no original new robot anime shows debuted at all. But as of today that situation has changed, and so I feel the need to add two points to this document. At the start of the anime season in April of 2013, three all-new robot anime series debuted. These were Production I.G.'s “Gargantia on the Verdurous Planet," Sunrise's “Valvrave the Liberator," and Dogakobo and Orange's “Majestic Prince of the Galactic Fleet." Each was broadcast in a late-night timeslot and succeeded in building fanbases. The second new development is the debut of the director Guillermo Del Toro's film “Pacific Rim," which was released in Japan on August 9, 2013. The plot involves humanity using giant robots controlled by human pilots to defend Earth’s cities from gigantic “kaiju.” At the end of the credits, the director dedicates the film to the memory of “monster masters” Ishiro Honda (who oversaw many of the “Godzilla” films) and Ray Harryhausen (who pioneered stop-motion animation techniques.) The film clearly took a great deal of inspiration from Japanese robot anime shows. -
Danganronpa Trilogy
Danganronpa Trilogy Experience the full hope and deep despair of three murder mysteries in Danganronpa Trilogy ! Uncover the plots of sinister masterminds in this three game saga spanning two discs. About Danganronpa: Trigger Happy Havoc : Enter Hope's Peak Academy, a prestigious high school reserved for the nation's "ultimate" students. Things take a twisted turn when Monokuma, a maniacal bear, takes them all prisoner in his deadly game of despair. Enjoy English and Japanese voices and English text. Not Final Cover Art About Danganronpa 2: Goodbye Despair : With a brand new cast of Ultimates mysteriously Street Date Tue 3/26/19 trapped on Jabberwock Island in their own life-or-death game, having fun in the sun with this twisted teddy requires more than just a bit of wit to survive. Enjoy English and Japanese System PS4 voices and English text. Adventure / Genre Murder Mystery About Danganronpa V3: Killing Harmony : Set in a “psycho-cool” environment, a new cast of 16 characters find themselves kidnapped and imprisoned in a school. Inside, some will kill, some ESRB M will die, and some will be punished. Reimagine what you thought high-stake, fast-paced investigation was as you unravel twisted murder cases, and condemn your new Developer Spike Chunsoft Co., Ltd. friends to death. Enjoy English and Japanese voices and English and French text. Publisher NIS America, Inc. The Ultimate Students – From maids to magicians, artists to astronauts, the unwilling contestants of Monokuma’s killing game will have to overcome the odds, as well as each other, if they have any hope of surviving! With so many different talents, agendas, and secrets MSRP PS4 $59.99 US / $79.99 CA gathered in one place, this bizarre assortment of “Ultimate” students may be the only ones who can save hope...or destroy it forever! UPC PS4 8-10023-03281-6 Murder Mysteries - Engage in mind-bending logic puzzles, minigames, and verbal clashes to SKU PS4 DA-03281-6 unveil the truth behind each murder. -
Game Changer: Investing in Digital Play to Advance Children’S Learning and Health, New York: the Joan Ganz Cooney Center at Sesame Workshop
Game 2 changer: June 2009 Investing in digital play to advance children's learning and health Ann My Thai David Lowenstein Dixie Ching David Rejeski The Joan Ganz Cooney Center at Sesame Workshop © The Joan Ganz Cooney Center !""#. All rights reserved. The mission of the Joan Ganz Cooney Center at Sesame Workshop is to foster innovation in children’s learning through digital media. The Center supports action research, encourages partnerships to connect child development experts and educators with interactive media and technology leaders, and mobilizes public and private investment in promising and proven new media technologies for children. For more information, visit www.joanganzcooneycenter.org. The Joan Ganz Cooney Center is committed to disseminating useful and timely research. Working closely with our Cooney Fellows, national advisers, media scholars, and practitioners, the Center publishes industry, policy, and research briefs examining key issues in the $eld of digital media and learning. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, or any information storage and retrieval system, without permission from The Joan Ganz Cooney Center at Sesame Workshop. A full-text PDF of this document is available for free download from www.joanganzcooneycenter.org. Individual print copies of this publication are available for %&' via check, money order, or purchase order sent to the address below. Bulk-rate prices are available on request. For permission to reproduce excerpts from this report, please contact: Attn: Publications Department The Joan Ganz Cooney Center Sesame Workshop One Lincoln Plaza New York, NY &""!( p: !&! '#' ()'* f: !&! +,' ,("+ [email protected] Suggested citation: Thai, A., Lowenstein, D., Ching, D., & Rejeski, D. -
Cyberagent, Inc. All Rights Reserved. 0 Table of Contents
CyberAgent, Inc. All Rights Reserved. 0 Table of Contents 1 Overview of Quarterly Consolidated Financial Results 2 Business Forecast for FY2014 3 Internet Advertisement Business 4 Game and Other Media Businesses 5 Investment Development Business 6 Ameba Business 7 Summary 0 CyberAgent, Inc. All Rights Reserved. 1 Overview of Quarterly Consolidated Financial Results Overview of Consolidated Financial Results for 3Q (April 2014-June 2014) 1 CyberAgent, Inc. All Rights Reserved. 1 Overview of Quarterly Consolidated Financial Results Third Quarter Highlights (Apr. Jun. 2014) Consolidated To the multi-year harvest season Financial Sales: 51.2 billion yen 34.8% increase from the same quarter of the previous year Results Operating profit: 4.0 billion yen 2.5-time increase from the same quarter of the previous year Internet Sales growth rate remains high Advertisement Sales: 28.2 billion yen 42.8% increase from the same quarter of the previous year Business Operating profit: 2.2 billion yen 24.7% increase from the same quarter of the previous year Increase of top-ranked native games Game and Other Sales: 16.3 billion yen 15.1% increase from the same quarter of the previous year Media Businesses Operating profit: 1.6 billion yen 41.5% decrease from the same quarter of the previous year Ameba Sales: 9.6 billion yen 43.2% increase from the same quarter of the previous year Business Operating profit: 0.2 billion yen -2.6 billion yen → 2.9 billion increase from the same quarter of the previous year 2 CyberAgent, Inc. All Rights Reserved. 1 Overview of Quarterly Consolidated Financial Results Quarterly Consolidated Sales Sales for the 3Q FY2014: 51.2 billion yen (up 34.8% from the same quarter of the previous year) Sales have been going up steadily, although there was a recoil after the ad demand period in Mar (Unit: billion yen) Quarterly Consolidated Sales 52.4 Sales of CyberAgent FX, Inc. -
2019 Annual Report
2019 Corporate Philosophy To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. Each of our customers has his or her own definition of happiness. The Square Enix Group provides high-quality content, services, and products to help those customers create their own wonderful, unforget- table experiences, thereby allowing them to discover a happiness all their own. Management Guidelines In working to make our Corporate Philosophy a reality, we will manage our Group with the following policies as our key guidelines. 1. We will strive to be a company that delivers unparalleled entertainment. Through our games, amusement offerings, publications, merchandising, and other contents and services, we will be steadfast in our efforts to deliver unpar- alleled entertainment to our customers. 2. We will value innovation and creativity. By giving rise to new expressions and ideas and creating experiences like none ever encountered before, we will deliver contents and services that surpass the expectations of our customers. We believe that it is in our unrelenting efforts to this end that our existential value and the value of our brand lie. 3. We will respond with sensitivity and flexibility to environmental changes. We are surrounded by an environment that is ever changing. We will stay attuned to those changes and be flexible in adapting the nature and format of our contents and services as well as our business models accordingly. In addition, we will stay at the forefront of change so that we can provide our customers with excitement and fun. -
Protoculture Addicts #61
Sample file CONTENTS 3 ○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○ PROTOCULTURE ✾ PRESENTATION ........................................................................................................... 4 STAFF WHAT'S GOING ON? ANIME & MANGA NEWS .......................................................................................................... 5 Claude J. Pelletier [CJP] — Publisher / Manager VIDEO & MANGA RELEASES ................................................................................................... 6 Martin Ouellette [MO] — Editor-in-Chief PRODUCTS RELEASES .............................................................................................................. 8 Miyako Matsuda [MM] — Editor / Translator NEW RELEASES ..................................................................................................................... 10 MODEL NEWS ...................................................................................................................... 47 Contributors Aaron Dawe Kevin Lilliard, James S. Taylor REVIEWS Layout LIVE-ACTION ........................................................................................................................ 15 MODELS .............................................................................................................................. 46 The Safe House MANGA .............................................................................................................................. 54 Cover PA PICKS ............................................................................................................................