Yorba Times: Global Issues Noah Asher Golden Chapman University, [email protected]
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A Research on Civil Engineering Students' Past Video Game Playing
Journal of Engineering Research and Applied Science Available at www.journaleras.com Volume 4 (2), December 2015, pp 296-302 ISSN 2147-3471 © 2015 A research on civil engineering students’ past video game playing experiences S.A.Yildizel1, G.Kaplan2, E.Dogan1, Y.Arslan3,a, A.U.Ozturk1 1Celal Bayar University, Civil Engineering, Manisa, Turkey. 2Kastamonu University, Duzce Vocational Schools, Kastamonu, Turkey. 3Duzce University, Duzce Vocational Schools, Duzce, Turkey. Accepted 05 September 2015 Abstract Within the scope of this paper, past video game playing experiences of civil engineering students is investigated in order to identify the most preferred video game classifications that were played as an engineer candidate and its contribution to their education. A questionnaire practice is chosen and questions are randomly distributed to the civil engineering students. This technique is applied to 200 civil engineer candidates to figure out their past video game preferences before becoming a member of civil engineering department. The analysis of the questionnaire results indicates that the top three game classes in the interest of civil engineering students are: Strategy, Sports and Simulation. On the other hand, it is also observed that the less played genres are: Art Games, Action – Adventure and music games. Furthermore, results of the analysis are compared with the students weighted points. Outcomes are striking that there is a stable correlation between the students playing strategy games and their success points. Keywords: Video games, video game genres, students, civil engineering students, past video experiences. 1. Introduction Video Games (Vg) have progressively been preferred background, a randomly distributed questionnaire as indispensable and stable part of human life in method is applied to 200 civil engineering students. -
Post-Postmodernisms, Hauntology and Creepypasta Narratives As Digital
Spectres des monstres: Post-postmodernisms, hauntology and creepypasta narratives as digital fiction ONDRAK, Joe Available from Sheffield Hallam University Research Archive (SHURA) at: http://shura.shu.ac.uk/23603/ This document is the author deposited version. You are advised to consult the publisher's version if you wish to cite from it. Published version ONDRAK, Joe (2018). Spectres des monstres: Post-postmodernisms, hauntology and creepypasta narratives as digital fiction. Horror Studies, 9 (2), 161-178. Copyright and re-use policy See http://shura.shu.ac.uk/information.html Sheffield Hallam University Research Archive http://shura.shu.ac.uk Spectres des Monstres: Post-postmodernisms, hauntology and creepypasta narratives as digital fiction Joe Ondrak, Sheffield Hallam University Abstract Horror has always been adaptable to developments in media and technology; this is clear in horror tales from Gothic epistolary novels to the ‘found footage’ explosion of the early 2000s via phantasmagoria and chilling radio broadcasts such as Orson Welles’ infamous War of the Worlds (1938). It is no surprise, then, that the firm establishment of the digital age (i.e. the widespread use of Web2.0 spaces the proliferation of social media and its integration into everyday life) has created venues not just for interpersonal communication, shared interests and networking but also the potential for these venues to host a new type of horror fiction: creepypasta. However, much of the current academic attention enjoyed by digital horror fiction and creepypasta has focused on digital media’s ability to remediate a ‘folk-like’ storytelling style and an emulation of word-of-mouth communication primarily associated with urban legends and folk tales. -
Reader Agency and Intimacy in Contemporary Horror Fiction
“This Is Not For You” Reader Agency and Intimacy in Contemporary Horror Fiction Aslak Rustad Hauglid A Thesis Presented to The Department of Literature, Area Studies and European Languages In Partial Fulfillment of the Requirements For the Master of Arts Degree UNIVERSITETET I OSLO Spring 2016 II “This Is Not For You” Reader Agency and Intimacy in Contemporary Horror Fiction Aslak Rustad Hauglid A Thesis Presented to The Department of Literature, Area Studies and European Languages University of Oslo In Partial Fulfillment of the Requirements For the Master of Arts Degree Spring 2016 III © Aslak Rustad Hauglid 2016 “This Is Not For You”: Reader Agency and Intimacy in Contemporary Horror Fiction Aslak Rustad Hauglid http://www.duo.uio.no/ Print: Reprosentralen, Universitetet i Oslo IV Abstract This thesis examines how recent/contemporary horror fiction uses the establishment of reader intimacy and challenges to reader agency in order to create experiences of horror. The discussion focuses on a selection of horror texts from different media published between 2000 and 2016. The thesis argues that these two techniques have come to be increasingly important horror tropes over this period, and examines how they are applied in order to propose a new perspective for understanding how contemporary horror operates. Two central arguments structure this discussion. The first argument is a claim that the aesthetic, narrative and in some case interactive dimensions of the examined horror texts illustrate how these texts seek to shorten the distance between reader and author, while simultaneously questioning the power the reader possesses in relation to the text. All of this takes place in the pursuit of creating an effective experience of horror. -
Video Game Trader Magazine & Price Guide
Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates! -
Computer Entertainer / Video Game Update
ComputerEntertainer INCLUDES TiHii Wiidi© Cams Update > 5916 Lemona Avenue, Van Nuys, CA 91411 ©July, 1989 Volume 8, Number 4 $3.50 v ...CJE.S. News Continues! In This Issue... We Visit Accolade Epyx Goes to the Movies C.E.S. Wrap-Up Continues Stepping into the Epyx booth at CES gave sho wgoers a bit of the feeling of attending a Hollywood REVIEWS Include... movie premiere. The company showcased its lineup of new games with an entertaining video done Qix in the style of a movieland newsreel. Apropos of the newsreel presentation, Epyx showed SNOW ..../or Commodore 64 STRIKE, a flight simulation game with a theme as current as today's headlines. This action and DeathBringer strategy game for MS-DOS (MSR $44.95) and Commodore 64/128 ($34.95) puts players in the i Total Eclipse Fast Break cockpit of a fighter jet for a series of ten missions to destroy the heavily defended fields, refineries ...for Amiga and seagoing transport of South American drug lords. The missions take place over land and sea, MegaMan 2 as players must master aircraft carrier and airstrip takeoffs and landings, operate machine guns and Friday the 13th A/ heat-seeking missiles, and learn to maneuver over mountainous terrain in uncertain ...for Nintendo AT ATS Time Solders weather conditions while defending against local navy and air forces that support the drug kingpins. Alex Kidd: High-Tech World Epyx also showed underwater action that was realistic, current and believable in PROJECT ...for Sega NEPTUNE, a game that appeared to be a re-worked and refined version of the game previewed at the January CES under the title of "Undersea Commando." PROJECT NEPTUNE, which is TOP 15 COMPUTER GAMES involves 1. -
Evolution of the Youtube Personas Related to Survival Horror Games
Toniolo EVOLUTION OF THE YOUTUBE PERSONAS RELATED TO SURVIVAL HORROR GAMES FRANCESCO TONIOLO CATHOLIC UNIVERSITY OF MILAN ABSTRACT The indie survival horror game genre has given rise to some of the most famous game streamers on YouTube, especially titles likes Amnesia: The Dark Descent (Frictional Games 2010), Slender: The Eight Pages (Parsec Productions 2012), and Five Nights at Freddy’s (Scott Cawthon 2014). The games are strongly focused on horror tropes including jump scares and defenceless protagonists, which lend them to displays of overemphasised emotional reactions by YouTubers, who use them to build their online personas in a certain way. This paper retraces the evolution of the relationship between horror games and YouTube personas, with attention to in-game characters and gameplay mechanics on the one hand and the practices of prominent YouTube personas on the other. It will show how the horror game genre and related media, including “Let’s play” videos, animated fanvids, and “creepypasta” stories have influenced prominent YouTuber personas and resulted in some changes in the common processes of persona formation on the platform. KEY WORDS Survival Horror; Video Game; YouTube; Creepypasta; Fanvid; Let’s Play INTRODUCTION Marshall & Barbour (2015, p. 7) argue that “Game culture consciously moves the individual into a zone of production and constitution of public identity”. Similarly, scholars have studied – with different foci and levels of analysis – the relationships between gamers and avatars in digital worlds or in tabletop games by using the concept of “persona” (McMahan 2003; Waskul & Lust 2004; Isbister 2006; Frank 2012). Often, these scholars were concerned with online video games such as World of Warcraft (Filiciak 2003; Milik 2017) or famous video game icons like Lara Croft from the Tomb Raider series (McMahan 2008). -
Fan Studies Network Australasia Conference 2017 Program
FAN STUDIES NETWORK AUSTRALASIA CONFERENCE 2017 PROGRAM CONTENTS Pg. TIMETABLE 2-3 PANELS 4-5 ABSTRACTS 6- USEFUL INFORMATION 36 1 FSNA Timetable THURSDAY 30TH NOVEMBER 08:30 – 09:15 REGISTRATION (Building 67 Foyer) 09:15 – 09:30 ACKNOWLEDGEMENT OF COUNTRY (67.104) Welcome from the Organisers 09:30 – 11:00 KEYNOTE Professor Matt Hills 11:00 – 11:15 BREAK (Building 67 Foyer) 11:15 – 12:30 PARALLEL PANELS Panel A: Technology and Gaming (67.101) Panel B: Fandom and Feminism (67.102) 12:30 – 13:30 LUNCH (Building 67 Foyer) 13:30 – 15:00 PARALLEL PANELS Panel C: Defining Fans (67.101) Panel D: Fandom and Youth Culture (67.102) 15:00 – 15:30 BREAK (Building 67 Foyer) 15:30 – 16:30 SPEEDGEEKING (67.101) 17:00 – 19:00 WINE RECEPTION - The Gardens (Building 67 Balcony) 19:30 CONFERENCE DINNER VENUE: Samara's Restaurant 123 Corrimal St, Wollongong NSW 2500 2 FRIDAY 1ST DECEMBER 09:00 – 09:30 REGISTRATION (Building 67 Foyer) 09:30 – 11:00 KEYNOTE (67.104) Dr Ika Willis 11:00 – 11:15 BREAK (Building 67 Foyer) 11:15 – 12:30 PARALLEL PANELS Panel E: Gender and Identity (67.101) Panel F: Representations (67.102) 12:30 – 13:30 LUNCH (Building 67 Foyer) 13:30 – 15:00 PARALLEL PANELS Panel G: Literary Fandom (67.102) Panel H: Acceptable Fandom (67.101) 15:00 – 15:15 BREAK (Building 67 Foyer) 15:15 – 16:45 PARALLEL PANELS Panel I: Television and Fandom (67.102) Panel J: Comics and Fandom (67.101) 16:45 – 17:00 CLOSE 3 FSNA 2017 panels Day 1: Panel A: Technology and Gaming (Chair: Liam Burke) Hui Jun Heng Tessa Dwyer Jess Balanzategui Panel B: Fandom and -
Exercise 2 (Flow Control) – Text-Based Artillery Game / Spring 2012
ITGM 315 / Fowler/ Exercise 2 (Flow Control) – Text-Based Artillery Game / Spring 2012 Exercise 2 - Text-Based Artillery Game DATE DUE: start of class 7 Hand in through the Dropbox Make sure your files are working with Visual Studio 2010! The turn-based artillery genre, popularized by the Worms series of games (which were based on the PC game Scorched Earth before them), involve players trying to shoot each other in a two- dimensional side-scrolling world with physics. On a player’s turn, he or she chooses a direction to shoot at and the initial speed of the shot. The player’s goal is to hit one of the other players. The earliest games of this genre were actually played on mainframes with text displays. We will create a simple version similar to these early games. An online version of the game written in java can be played at the Scorched Earth 2000 website. Single Shot, No Opponent First we’ll ask the player for an initial angle (of type int) and speed (of type float), and then calculate how far away the shot lands. We will need to make sure the player enters legal values for the numbers (this is called validation), and keep asking the player again until he or she gets it right. Specifically, the angle must be one of the following values: 15, 30, 45, 60 or 75 (smaller angles shoot straight ahead, while larger angles shoot straight up) and speed must be between 1 and 10. HINT: You may use a do-while loop to ask for the input, and validate it in the while condition. -
What Makes the Foundation Seem So Realistic? How Is T
It seems to me that the SCP articles themselves are structured What about the How is the Foundation similarly to declassified If you were to describe In your opinion, what What makes the Name or Foundation first unique from government documents, with the Foundation as a is the most fascinating Foundation seem so username attracted your creepypasta and redacted information. How do you real place, how would aspect of the realistic? attention? urban legends? think this aesthetic choice effects you describe it? Foundation? the Foundation's 'persona' and sense of realism? Zyn (site The combination of The clinical tone the From my experience, I'm an author on the SCP wiki and I The Foundation is a How regular humans moderator) science fiction and documents are creepypasta and personally don't redact much worldwide-power (Foundation scientists, horror was what first written in evoke a urban legends tend to information in my works, but as a shadow organization regular bystanders, intrigued me, as well sense of realism and be shorter and less stylistic tool it works well for both operating out of victims of anomalies) as the Foundation suspension of rooted in an extended indicating which parts of an article various esoteric interact with the universe being built on disbelief about some canon, and with less are sensitive enough to be hidden, scientific facilities that anomalous has a unique flash-fiction- of the most "wiggle room" for a inspiring curiosity and imagination contain anomalous always fascinated me. with-clinical-tone style. unbelievable things. reader or author to and a sense of "there's something objects, entities, It makes it easy for Also the picture of envision themselves bigger going on here, but only phenomena, and one to envision SCP-173 stuck in my within the universe certain people need to know that". -
REALITY and NARRATOLOGICAL STRATEGY in HORROR FICTION Z Oi 4 Master Of
METAFICTIONAL MONSTERS AND FOUND-FICTION NIGHTMARES: REALITY AND NARRATOLOGICAL STRATEGY IN HORROR FICTION A Thesis submitted to the faculty of San Francisco State University % In partial fulfillment of Z oi4 the requirements for 6 M L the Degree Master of Arts In English: Literature by Zoe Elizabeth Dumas San Francisco, California January 2019 Copyright by Zoe Elizabeth Dumas 2019 CERTIFICATION OF APPROVAL I certify that I have read METAFICTIONAL MONSTERS AND FOUND-FICTION NIGHTMARES: REALITY AND NARRATOLOGICAL STRATEGY IN HORROR FICTION by Zoe Elizabeth Dumas, and that in my opinion this work meets the criteria for approving a thesis submitted in partial fulfillment of the requirement for the degree Master of Arts in English: Literature at San Francisco State University. Associate Professor Geoffrey Green, Ph.D. Associate Professor METAFICTIONAL MONSTERS AND FOUND-FICTION NIGHTMARES: REALITY AND NARRATOLOGICAL STRATEGY IN HORROR FICTION Zoe Elizabeth Dumas San Francisco, California 2019 As technology becomes ever-prevalent in modem society and our lives are documented for all to see on a daily basis, it is more important than ever that we understand the role of narrative in our media. This project explores works of horror fiction that work upon the conceit of being a found text that is in some way representative of the real world. I argue that these texts, rather than just being an adrenaline rush, are able to teach us how to be better readers of the world around us. I study a breadth of horror texts, focusing specifically on the film The Blair Witch Project, the novel House o f Leaves, and the Twitter story “Dear David.” Each text ushers in a new mode of horror, in which we never know who—or what—we can trust. -
Modul Mengatasi Kecanduan Permainan Daring Elektronik (Pde Disorder)
MODUL MENGATASI KECANDUAN PERMAINAN DARING ELEKTRONIK (PDE DISORDER) LAYANAN BIMBINGAN SOSIAL BAGI SISWA KATA PENGANTAR Segala puji syukur penyusun panjatkan kehadirat Allah SWT atas segala rahmat dan hidayahNya, sehingga penyusun dapat menyelesaikan modul tentang Mengatasi Kecanduan Permainan Daring Elelktronik (Online Game Disorder) dengan baik. Harapan penyusun semoga degan adanya modul ini, membantu bagi para siswa khususnya mengenal dan memahami berbagai macam jenis permainan eleltronik dengan dampak- dampak yang ditimbulkannya. Akhir kata denngan segala kerendahan hati penyusun ucappkan kepada semua pihak atas egala bantuan dan dukungan yang telah diberikan dalam penyusunan modul ini. Penyusun menyadari masih jauuh dari sempurna, meskipun demikian semoga dapat bermanfaat bagi semua pihak. DAFTAR ISI KATA PENGANTAR ................................................................................. DAFTAR ISI................................................................................................. PENDAHULUAN......................................................................................... BAB IMENGENAL BEBAGAI MACAM GAME...................................... BAB II DAMPAK POSITIF GAME........................................................... a. Gme Membuat Orang Pintar b. Game Meningkatan Konsentrasi c. Ketajaman mata yang lebih cepat. d. Meningkatkan kinerja otak dan memacu otak dalam menerima cerita. e. Meningkatkan kemampuan membaca. f. BAB III DAMPAK NEGATIF GAME....................................................... -
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