Analysis of Gender and Queer Representation in Outlast II Margret
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Xbox Cheats Guide Ght´ Page 1 10/05/2004 007 Agent Under Fire
Xbox Cheats Guide 007 Agent Under Fire Golden CH-6: Beat level 2 with 50,000 or more points Infinite missiles while in the car: Beat level 3 with 70,000 or more points Get Mp model - poseidon guard: Get 130000 points and all 007 medallions for level 11 Get regenerative armor: Get 130000 points for level 11 Get golden bullets: Get 120000 points for level 10 Get golden armor: Get 110000 points for level 9 Get MP weapon - calypso: Get 100000 points and all 007 medallions for level 8 Get rapid fire: Get 100000 points for level 8 Get MP model - carrier guard: Get 130000 points and all 007 medallions for level 12 Get unlimited ammo for golden gun: Get 130000 points on level 12 Get Mp weapon - Viper: Get 90000 points and all 007 medallions for level 6 Get Mp model - Guard: Get 90000 points and all 007 medallions for level 5 Mp modifier - full arsenal: Get 110000 points and all 007 medallions in level 9 Get golden clip: Get 90000 points for level 5 Get MP power up - Gravity boots: Get 70000 points and all 007 medallions for level 4 Get golden accuracy: Get 70000 points for level 4 Get mp model - Alpine Guard: Get 100000 points and all gold medallions for level 7 ghðtï Page 1 10/05/2004 Xbox Cheats Guide Get ( SWEET ) car Lotus Espirit: Get 100000 points for level 7 Get golden grenades: Get 90000 points for level 6 Get Mp model Stealth Bond: Get 70000 points and all gold medallions for level 3 Get Golden Gun mode for (MP): Get 50000 points and all 007 medallions for level 2 Get rocket manor ( MP ): Get 50000 points and all gold 007 medalions on first level Hidden Room: On the level Bad Diplomacy get to the second floor and go right when you get off the lift. -
Video Game Archive: Nintendo 64
Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 Table of Contents…………………………………………………………………………………………. 3 Table of Figures……………………………………………………………………………………………5 Acknowledgements……………………………………………………………………………………….. 7 Executive Summary………………………………………………………………………………………. 8 1-Introduction…………………………………………………………………………………………….. 9 2-Background………………………………………………………………………………………… . 11 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 2.2 - The Console and its Competitors:………………………………………………………………. 16 Development of the Console……………………………………………………………………...16 -
University of Pardubice Faculty of Arts and Philosophy Figurative
University of Pardubice Faculty of Arts and Philosophy Figurative Language in Online Game Reviews Petr Merkl Bachelor thesis 2019 Prohlašuji: Tuto práci jsem vypracoval samostatně. Veškeré literární prameny a informace, které jsem v práci využil, jsou uvedeny v seznamu použité literatury. Byl jsem seznámen s tím, že se na moji práci vztahují práva a povinnosti vyplývající ze zákona č. 121/2000 Sb., autorský zákon, zejména se skutečností, že Univerzita Pardubice má právo na uzavření licenční smlouvy o užití této práce jako školního díla podle § 60 odst. 1 autorského zákona, a s tím, že pokud dojde k užití této práce mnou nebo bude poskytnuta licence o užití jinému subjektu, je Univerzita Pardubice oprávněna ode mne požadovat přiměřený příspěvek na úhradu nákladů, které na vytvoření díla vynaložila, a to podle okolností až do jejich skutečné výše. Souhlasím s prezenčním zpřístupněním své práce v Univerzitní knihovně. V Pardubicích dne 10. 6. 2019 Petr Merkl Chtěl bych poděkovat především Mgr. Evě Novákové a PhDr. Zuzaně Nádraské, PhD za veškerou zpětnou vazbu kterou mi při tvorbě této práce poskytovaly. Dále pak mé rodině, která mi poskytovala veškerou podporu v době mého studia, i mimo něj. Také všem svým přátelům a kolegům za morální podporu a povzbuzení. TITLE Figurative Language in Online Video Game Reviews ANNOTATION This bachelor thesis deals with figure of speech known as metaphor and its occurrence in the genre of online game reviews. The figure is defined according to the conceptual theory. Special importance is ascribed to the differences in the way these figures are used in reviews for different age groups. -
2018 – Volume 6, Number
THE POPULAR CULTURE STUDIES JOURNAL VOLUME 6 NUMBER 2 & 3 2018 Editor NORMA JONES Liquid Flicks Media, Inc./IXMachine Managing Editor JULIA LARGENT McPherson College Assistant Editor GARRET L. CASTLEBERRY Mid-America Christian University Copy Editor KEVIN CALCAMP Queens University of Charlotte Reviews Editor MALYNNDA JOHNSON Indiana State University Assistant Reviews Editor JESSICA BENHAM University of Pittsburgh Please visit the PCSJ at: http://mpcaaca.org/the-popular-culture- studies-journal/ The Popular Culture Studies Journal is the official journal of the Midwest Popular and American Culture Association. Copyright © 2018 Midwest Popular and American Culture Association. All rights reserved. MPCA/ACA, 421 W. Huron St Unit 1304, Chicago, IL 60654 Cover credit: Cover Artwork: “Bump in the Night” by Brent Jones © 2018 Courtesy of Pixabay/Kellepics EDITORIAL ADVISORY BOARD ANTHONY ADAH PAUL BOOTH Minnesota State University, Moorhead DePaul University GARY BURNS ANNE M. CANAVAN Northern Illinois University Salt Lake Community College BRIAN COGAN ASHLEY M. DONNELLY Molloy College Ball State University LEIGH H. EDWARDS KATIE FREDICKS Florida State University Rutgers University ART HERBIG ANDREW F. HERRMANN Indiana University - Purdue University, Fort Wayne East Tennessee State University JESSE KAVADLO KATHLEEN A. KENNEDY Maryville University of St. Louis Missouri State University SARAH MCFARLAND TAYLOR KIT MEDJESKY Northwestern University University of Findlay CARLOS D. MORRISON SALVADOR MURGUIA Alabama State University Akita International -
WITH OUR DEMONS a Thesis Submitted By
1 MONSTROSITIES MADE IN THE INTERFACE: THE IDEOLOGICAL RAMIFICATIONS OF ‘PLAYING’ WITH OUR DEMONS A Thesis submitted by Jesse J Warren, BLM Student ID: u1060927 For the award of Master of Arts (Humanities and Communication) 2020 Thesis Certification Page This thesis is entirely the work of Jesse Warren except where otherwise acknowledged. This work is original and has not previously been submitted for any other award, except where acknowledged. Signed by the candidate: __________________________________________________________________ Principal Supervisor: _________________________________________________________________ Abstract Using procedural rhetoric to critique the role of the monster in survival horror video games, this dissertation will discuss the potential for such monsters to embody ideological antagonism in the ‘game’ world which is symptomatic of the desire to simulate the ideological antagonism existing in the ‘real’ world. Survival video games explore ideology by offering a space in which to fantasise about society's fears and desires in which the sum of all fears and object of greatest desire (the monster) is so terrifying as it embodies everything 'other' than acceptable, enculturated social and political behaviour. Video games rely on ideology to create believable game worlds as well as simulate believable behaviours, and in the case of survival horror video games, to simulate fear. This dissertation will critique how the games Alien:Isolation, Until Dawn, and The Walking Dead Season 1 construct and themselves critique representations of the ‘real’ world, specifically the way these games position the player to see the monster as an embodiment of everything wrong and evil in life - everything 'other' than an ideal, peaceful existence, and challenge the player to recognise that the very actions required to combat or survive this force potentially serve as both extensions of existing cultural ideology and harbingers of ideological resistance across two worlds – the ‘real’ and the ‘game’. -
Threat Simulation in Virtual Limbo Preprint
This is a preprint of the article “Threat simulation in virtual limbo: An evolutionary approach to horror video games” by Jens Kjeldgaard-Christiansen and Mathias Clasen, Aarhus University. The final, published version has been published in the Journal of Gaming and Virtual Worlds and is available at https://doi.org/10.1386/jgvw.11.2.119_1. Page 2 of 33 Threat Simulation in Virtual Limbo: An Evolutionary Approach to Horror Video Games Keywords: horror, Limbo, game studies, evolution, simulation, evolutionary psychology Abstract Why would anyone want to play a game designed to scare them? We argue that an alliance between evolutionary theory and game studies can shed light on the forms and psychological functions of horror video games. Horror games invite players to simulate prototypical fear scenarios of uncertainty and danger. These scenarios challenge players to adaptively assess and negotiate their dangers. While horror games thereby instil negative emotion, they also entice players with stimulating challenges of fearful coping. Players who brave these challenges expand their emotional and behavioural repertoire and experience a sense of mastery, explaining the genre’s paradoxical appeal. We end by illustrating our evolutionary approach through an in-depth analysis of Playdead’s puzzle-horror game Limbo. Page 3 of 33 Introduction Imagine this: You are a little boy, lost somewhere deep in the woods at night. You do not know how you got there or how to get out. All you know is that your sister is out there, somewhere, possibly in great danger. You have to find her. The ambiance is alive with animal calls, the flutter of branches and bushes and a welter of noises that you cannot quite make out. -
Magisterarbeit / Master's Thesis
MAGISTERARBEIT / MASTER’S THESIS Titel der Magisterarbeit / Title of the Master‘s Thesis „Player Characters in Plattform-exklusiven Videospielen“ verfasst von / submitted by Christof Strauss Bakk.phil. BA BA MA angestrebter akademischer Grad / in partial fulfilment of the requirements for the degree of Magister der Philosophie (Mag. phil.) Wien, 2019 / Vienna 2019 Studienkennzahl lt. Studienblatt / UA 066 841 degree programme code as it appears on the student record sheet: Studienrichtung lt. Studienblatt / Magisterstudium Publizistik- und degree programme as it appears on Kommunikationswissenschaft the student record sheet: Betreut von / Supervisor: tit. Univ. Prof. Dr. Wolfgang Duchkowitsch 1. Einleitung ....................................................................................................................... 1 2. Was ist ein Videospiel .................................................................................................... 2 3. Videospiele in der Kommunikationswissenschaft............................................................ 3 4. Methodik ........................................................................................................................ 7 5. Videospiel-Genres .........................................................................................................10 6. Geschichte der Videospiele ...........................................................................................13 6.1. Die Anfänge der Videospiele ..................................................................................13 -
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! -
Evaluating Player Immersion in Survival Horror Video Game Design 1
EVALUATING PLAYER IMMERSION IN SURVIVAL HORROR VIDEO GAME DESIGN A THESIS SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS BY MELODIE GRIFFIN DR. JENNIFER PALILONIS - ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA MAY 2019 EVALUATING PLAYER IMMERSION IN SURVIVAL HORROR VIDEO GAME DESIGN 1 ABSTRACT THESIS: Evaluating Player Immersion in Survival Horror Video Games STUDENT: Melodie Griffin DEGREE: Master of Arts COLLEGE: College of Communication, Information, Media DATE: May 2019 PAGES: 66 While survival horror video games develop at a rapid pace, a gap in user experience research continues to widen alongside their development. More specifically, this study seeks to understand how perspective and narrative affect player immersion in survival horror video games by performing a comparative study of player experience during gameplay with and without virtual reality enhancement. By evaluating how players interact with the gameplay experience, this study will identify how differing player perspective provokes or affects player immersion. Based on these findings, this study recommends a less restrictive game structure that limits the use of narrative cutscenes, provides more than one way to complete game challenges/objectives, and allows for virtual reality enhancement options. EVALUATING PLAYER IMMERSION IN SURVIVAL HORROR VIDEO GAME DESIGN 2 ACKNOWLEDGEMENT I’d like to express sincere gratitude to my advisor, mentor, and friend-- Dr. Jennifer Palilonis. My thesis committee Dr. Johnny Sparks and Dr. Tim Huang also deserve my gratitude. In addition, a great many thanks goes to the Emerging Media Design and Development faculty and students. Their support and kindness has strengthened my research. -
Gamepro Media and Princeton Review Once Again Awarded the California University the Two Top Prizes in Their "Top Schools for Video Game Design Study."
GamePro Media and Princeton Review once again awarded the California university the two top prizes in their "Top Schools for Video Game Design Study." Wed, 2 Mar 2011 SAN FRANCISCO -- While the top game designers, programmers and artists gather at the world's largest Game Developers Conference at the San Francisco Moscone Convention Center this week, many of the top minds in interactive entertainment are coming through the University of California's undergraduate and graduate video game design programs. For the second year in a row, GamePro Media and The Princeton Review awarded USC the two top prizes in their "Top Schools for Video Game Design Study for 2011." The ranking, now in its second year, recognizes the top 10 undergraduate and top 10 graduate programs for video game design out of approximately 150 surveyed in North America. USC ranked highest in both categories. The university's video game design programs are interdisciplinary, involving the Interactive Media Division of the USC School of Cinematic Arts and the GamePipe program in the Department of Computer Science at the USC Viterbi School of Engineering. "In the short span of five years since its inception, the USC GamePipe program has become the national leader in education and professional game development," said Dean Yannis C. Yortsos of the USC Viterbi School. "It is a testament to the program quality, its leadership and the interdisciplinary strength at USC, which combines computer science, cinematic arts and fine arts in a unique partnership." The survey, which included more than 50 questions, covered a wide range of topics, from academics and faculty credentials to graduates' employment and career achievements. -
Video Games As Free Speech
The University of Maine DigitalCommons@UMaine Honors College 5-2014 Video Games as Free Speech Benjamin Cirrinone University of Maine - Main Follow this and additional works at: https://digitalcommons.library.umaine.edu/honors Part of the Political Theory Commons Recommended Citation Cirrinone, Benjamin, "Video Games as Free Speech" (2014). Honors College. 162. https://digitalcommons.library.umaine.edu/honors/162 This Honors Thesis is brought to you for free and open access by DigitalCommons@UMaine. It has been accepted for inclusion in Honors College by an authorized administrator of DigitalCommons@UMaine. For more information, please contact [email protected]. VIDEO GAMES AS FREE SPEECH by Benjamin S. Cirrinone A Thesis Submitted in Partial Fulfillment of the Requirements for a Degree with Honors (Political Science) The Honors College University of Maine May 2014 Advisory Committee: James E.Gallagher, Associate Professor of Sociology Emeritus & Honors Faculty Mark D. Brewer, Associate Professor of Political Science Richard J. Powell, Associate Professor, Department of Political Science/Leadership Studies Sol Goldman, Adjunct Assistant Professor of Political Science Mark Haggerty, Rezendes Professor for Civic Engagement, Honors College Copyright © 2014 Benjamin Cirrinone All rights reserved. This work shall not be reproduced in any form, except for the inclusion of brief quotations in review, without permission in written form from the author. Abstract The prevalence of video game violence remains a concern for members of the mass media as well as political actors, especially in light of recent shootings. However, many individuals who criticize the industry for influencing real-world violence have not played games extensively nor are they aware of the gaming community as a whole. -
La Série Outlast Dans Le Renouveau De L'horreur Vidéoludique
Document generated on 09/26/2021 4:03 p.m. Loading The Journal of the Canadian Game Studies Association Regarder la peur dans les yeux La série Outlast dans le renouveau de l’horreur vidéoludique Looking at Fear Right in the Eye The Outlast Series in the Revival of the Horror Videoludic Jean-Charles Ray Le jeu vidéo au Québec Article abstract The Video Game in Quebec The aim of this paper is to study the production of the Montreal studio Red Volume 14, Number 23, 2021 Barrels so as to grasp its value and how it is exemplary of the recent renewal in horror video games through an articulation of sight and space producing an URI: https://id.erudit.org/iderudit/1078730ar enticing trap. With Outlast in 2013 and a year later with its extension Outlast: DOI: https://doi.org/10.7202/1078730ar Whistleblower, this independent studio revived some of the great themes of the horror genre: one can recognize in their derelict psychiatric hospital Noël Carroll’s « drama of corridors », Mikhaïl Bakhtine’s castle chronotope and fear See table of contents as an emotional drive for the player’s progression, as theorized by Bernard Perron. Yet, these games also took part in the First-person avoider trend that bloomed in the 2010s by removing all combat mechanics and leaving the main Publisher(s) character with nothing more than a camera allowing him to temporarily see in the dark; the main goal being to remain unseen while seeing. In these games Canadian Game Studies Association that reconnect with the idea of a transgressive gaze of which Medusa is the antique archetype, the point is less to overcome monsters than one’s own fears.