Mario and Sonic at the Olympic Games: Consuming the Olympics Through Video Gaming
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Video and Computer Games As Grounding Experiences for Learning
Black, J.B., Khan, S.A.and Huang,S.C.D.(2014) Video games as grounding experiences for learning. In F. C. Blumberg (Ed.) Learning by playing: Frontiers of videogaming in education. New York: Oxford University Press Video and Computer Games as Grounding Experiences for Learning John B. Black, Saadia A. Khan and Shih-Chieh Doug Huang Teachers College, Columbia University Abstract A powerful role for games and simulations is providing rich, perceptually- grounded experience with the content being learned, which when combined with more formal learning activities, provides deeper more robust learning that transfers. Research with an historical simulation game found that grappling with historical dynamics via game play prepared students to learn more from reading a difficult chapter from a college history text. Similarly, interpreting observations in an archaeological site simulation increased students’ ability to interpret and argue using such observations. Other research showed that having learners use avatars to role play historical actors and events in a virtual world simulation of the history increased learning, understanding and transfer of historical knowledge acquired from reading about the history. Further research found that increasing the perceptual richness of grounding physics experiences with a simulation game providing force feedback increased student learning and understanding of concepts in physics. Keywords: Grounded Cognition, Embodied Cognition, Experience, Learning, Transfer 1 Most of learning in school is thin and shallow: it is not understood very deeply, is quickly forgotten and does not really become part of the way the learners think about the world. As Dewey (1938) pointed out, learning without experiencing what is being learned is not meaningful. -
Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
Rétro Gaming
ATARI - CONSOLE RETRO FLASHBACK 8 GOLD ACTIVISION – 130 JEUX Faites ressurgir vos meilleurs souvenirs ! Avec 130 classiques du jeu vidéo dont 39 jeux Activision, cette Atari Flashback 8 Gold édition Activision saura vous rappeler aux bons souvenirs du rétro-gaming. Avec les manettes sans fils ou vos anciennes manettes classiques Atari, vous n’avez qu’à brancher la console à votre télévision et vous voilà prêts pour l’action ! CARACTÉRISTIQUES : • 130 jeux classiques incluant les meilleurs hits de la console Atari 2600 et 39 titres Activision • Plug & Play • Inclut deux manettes sans fil 2.4G • Fonctions Sauvegarde, Reprise, Rembobinage • Sortie HD 720p • Port HDMI • Ecran FULL HD Inclut les jeux cultes : • Space Invaders • Centipede • Millipede • Pitfall! • River Raid • Kaboom! • Spider Fighter LISTE DES JEUX INCLUS LISTE DES JEUX ACTIVISION REF Adventure Black Jack Football Radar Lock Stellar Track™ Video Chess Beamrider Laser Blast Asteroids® Bowling Frog Pond Realsports® Baseball Street Racer Video Pinball Boxing Megamania JVCRETR0124 Centipede ® Breakout® Frogs and Flies Realsports® Basketball Submarine Commander Warlords® Bridge Oink! Kaboom! Canyon Bomber™ Fun with Numbers Realsports® Soccer Super Baseball Yars’ Return Checkers Pitfall! Missile Command® Championship Golf Realsports® Volleyball Super Breakout® Chopper Command Plaque Attack Pitfall! Soccer™ Gravitar® Return to Haunted Save Mary Cosmic Commuter Pressure Cooker EAN River Raid Circus Atari™ Hangman House Super Challenge™ Football Crackpots Private Eye Yars’ Revenge® Combat® -
Please Please Don't Buy This Game Like I Did. I
“Please please don't buy this game like I did. I feel terrible and wish I could return it!”: A corpus-based study of professional and consumer reviews of video games Andrew Kehoe and Matt Gee (Birmingham City University, UK) Background This paper is a corpus-based comparison of professional and consumer reviews of video games. Professional video games journalism is a well-established field, with the first dedicated publications launched in 1981 (Computer and Video Games in the UK, followed by Electronic Games in the US). Over the next 30 years, such publications were highly influential in the success of particular video games, often leading to accusations of conflicts of interest, with the publishers of the games under review also paying substantial amounts of money to advertise their products in the same video games magazines. The rapid growth of the web since the early 2000s has seen a decline in all traditional print media, and games magazines are no exception. Such publications have now been largely replaced by professional video games review sites such as IGN.com, established in 1996 as the Imagine Games Network. However, the influence of professional review sites such as IGN appears to be waning, with a recent report by the Entertainment Software Association suggesting that only 3% of consumers rely on professional reviews as the most important factor when making a decision on which game to purchase (ESA 2015). The decline of professional games reviews does not reflect the state of the video games industry in general. It has been estimated (Newzoo 2016) that the industry generated almost $100 billion of revenue worldwide during 2016. -
Master Thesis
1 Master Thesis THE VALUE OF METACRITIC AND ITS RELATIONSHIP WITH VIDEO GAME SALES FLAVIO TONA SHNEIDER MIKE-E January, 2020 2 3 Contents 1 INTRODUCTION ................................................................................................................................ 5 2 LITERATURE REVIEW ..................................................................................................................... 8 3 MARKET ANALYSIS ....................................................................................................................... 13 3.1 METASCORE ............................................................................................................................ 14 3.1.1 GRADE CONVERSION .................................................................................................... 17 3.2 HARDWARE MARKET ............................................................................................................ 19 3.3 SOFTWARE MARKET ............................................................................................................. 20 4 - VALUE ..................................................................................................................................................... 21 4.1 CONSUMER ....................................................................................................................................... 21 4.2 - VALUE FOR THE INDUSTRY AND USAGE ......................................................................................... 22 4 METHODOLOGY -
The Adaptation of the Cultural and Creative Industries Cluster Policy In
The Adaptation of the Cultural and Creative Industries Clusters Policies in Eastern Asian Cities: The Case Studies in Taiwan By PEI-LING, LIAO A thesis submitted to the University of Birmingham For the degree of Doctor of Philosophy Department of Management Birmingham Business School College of Social Sciences University of Birmingham June 2014 University of Birmingham Research Archive e-theses repository This unpublished thesis/dissertation is copyright of the author and/or third parties. The intellectual property rights of the author or third parties in respect of this work are as defined by The Copyright Designs and Patents Act 1988 or as modified by any successor legislation. Any use made of information contained in this thesis/dissertation must be in accordance with that legislation and must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the permission of the copyright holder. Acknowledgments This thesis is dedicated to my parents and brother, who gave up so much for me to complete this work. Thank you to my first supervisor Dr. Caroline Chapain, and second supervisor Dr. Lauren Andres, my examiners Professor Graeme Evans, Dr. Christopher Collinge and my Chair Dr. John Gibney, without your supervision, support and encouragement, I will not able to complete this thesis and my study. I express gratitude to my friends , especially Jung-Chen, Jennifer, Chun-Ting, Liang-Ting and Ya-Hui, and my colleagues Kong, Li-Yun, Chun, Jin-I, Bing, Yanan and David, no matter where you are, you gives me many support and power to complete my work. To the professionals and academicians who help with my research and deserve credit for encouraging me to enter the Doctoral program, I express my sincere thanks. -
THQ Online Manual
INSTRUCTION BOOKLET LIMITED WARRANTY THQ (UK) LIMITED warrants to the original purchaser of this THQ (UK) LIMITED product that the medium on which the computer program is recorded is free from defects in materials and workmanship for a period of ninety (90) days from the date of purchase. This THQ (UK) LIMITED software is sold ”as is“, without express or implied warranty of any kind resulting from use of this program. THQ (UK) LIMITED agrees for a period of ninety (90) days to either repair or replace, at its option, free of charge, any THQ (UK) LIMITED product, postage paid, with proof of purchase, at its Customer Service centre. Replacement of this Game Disc, free of charge to the original purchaser is the full extent of our liability. Please mail to THQ (UK) LIMITED, Ground Floor; Block A, Dukes Court, Duke Street, Woking, Surrey, GU21 5BH. Please allow 28 days from dispatch for return of your Game Disc. This warranty is not applicable to normal wear and tear. This warranty shall not be applicable and shall be void if the defect in the THQ (UK) LIMITED product has arisen through abuse, unreasonable use, mistreatment or neglect. THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES AND NO OTHER REPRESENTATIONS OR CLAIMS OF ANY NATURE SHALL BE BINDING OR OBLIGATE THQ (UK) LIMITED. ANY IMPLIED WARRANTIES OF APPLICABILITY TO THIS SOFTWARE PRODUCT, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED TO THE NINETY (90) DAY PERIOD DESCRIBED ABOVE. IN NO EVENT WILL THQ (UK) LIMITED BE LIABLE FOR ANY SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE OR MALFUNCTION OF THIS THQ (UK) LIMITED PRODUCT. -
Gaming Catalogue (MEERMAN)
Table of Contents Sony Playstation 2 Slim 2 Nintendo DSi XL 3 Nintendo Game Boy Colour 5 Nintendo Game Boy games 8 Nintendo GameCube w/ GAMEBOY Player 9 Nintendo GameCube w/ broadband adaptor 10 Nintendo GameCube Modem adaptor 11 Nintendo GameCube Wavebird (wireless controller) 12 Nintendo GameCube memory cards (x5) 13 Nintendo GameCube PS2 and PS/2 adapter 14 USB adaptor for Nintendo GameCube 14 Nintendo GameCube Games 15 Nintendo DS 17 Nintendo DS Games 17 Nintendo Wii 18 Nintendo 64 Console 21 Nintendo 64 Games (unboxed) 22 Microsoft Xbox 360 Elite (120 GB) 23 Microsoft Xbox 360: External HD-DVD drive 24 Microsoft Xbox 360 Kinect 25 Microsoft Xbox 360 official remote control 26 Microsoft Xbox 360 games (boxed) 27 Sony Playstation 2 Slim Condition Working Good Includes Playstation 2 Slim unit (Colour: Hot Pink) 2x Dual Shock Controllers One as new (unopened) 8 MB memory card UK power adaptor Composite output cable (Yellow, White, Red RCA) Composite to SCART adaptor Excludes Protective packaging within box (box is bare inside) Nintendo DSi XL Condition Working Excellent Includes DSi XL unit (colour: Wine Red) UK power adaptor Bundled stylus (in unit) Original packaging Club Nintendo pull string carry bag, felt, blue Excludes SD card Nintendo Game Boy Pocket Condition Working Colour: Silver Minor scratch in lower left of screen Worn paint around rear edges (front OK) Excludes Battery cover (missing) Packaging / Box Game (listed separately) Batteries (just to prove functionality) Nintendo Game Boy Colour Condition Colour: Purple Working Generally fair/good Minor scratches around screen, but screen itself is OK Product sticker on rear is a worn Battery cover is not original, and bright green Excludes Packaging Game (listed separately) (Batteries) Nintendo Game Boy Advance x3 1: Special edition (GameBoy Advance SP) Working (Clam shell design with backlight) Blue Good condition, screen scratch free. -
Need for Speed SHIFT Console Demo Available October 1
Need for Speed SHIFT Console Demo Available October 1 Taste the True Driver's Experience in This Year's Most Critically Acclaimed Racing Game REDWOOD CITY, Calif., Sep 29, 2009 (BUSINESS WIRE) -- Electronic Arts Inc. (NASDAQ:ERTS) today announced that the console demo of the highly-rated Need for Speed SHIFT will be available for download on October 1 on PlayStation(R)Network and Xbox LIVE. The demo gives players a chance to see for themselves just how SHIFT delivers on the Need for Speed promise of speed, adrenaline and precision racing. Need for Speed SHIFT has been commended by AOL GameDaily as "one of 2009's best racing games" and as "outstanding" by IGN. Players will sample this year's most intense authentic racing game by pushing one of four cars to its limits on the world-famous Circuit de Spa-Francorchamps and the tight city circuit of London River. Players that dominate each track and collect enough stars will also unlock the ultimate racing machine; the Pagani Zonda F. Jump into the cockpit of one of these five cars and find out how Need for Speed SHIFT combines real-world physics with perception based G-forces to deliver a supercharged on-the-track experience. 1. BMW M3 (E46) 2. 2008 Dodge Viper SRT10 3. 2006 Lotus Elise 111R 4. 2008 Nissan GT-R 5. 2006 Pagani Zonda F (unlockable) The PC demo is currently available for download at www.needforspeed.com. The game introduces a brutal first-person crash dynamic that creates an unparalleled immersive experience. The signature cockpit view delivers a true driver's experience. -
Sonic 2: Bigger Than Madonna Jeux Vidéos Pour Enfants
ASp la revue du GERAS 2 | 1993 Actes du 14e colloque du GERAS Sonic 2: bigger than Madonna Jeux vidéos pour enfants Catherine Hillman-Steven Electronic version URL: http://journals.openedition.org/asp/4326 DOI: 10.4000/asp.4326 ISSN: 2108-6354 Publisher Groupe d'étude et de recherche en anglais de spécialité Printed version Date of publication: 1 October 1993 Number of pages: 371-387 ISSN: 1246-8185 Electronic reference Catherine Hillman-Steven, « Sonic 2: bigger than Madonna », ASp [Online], 2 | 1993, Online since 07 March 2014, connection on 19 April 2019. URL : http://journals.openedition.org/asp/4326 ; DOI : 10.4000/asp.4326 This text was automatically generated on 19 April 2019. Tous droits réservés Sonic 2: bigger than Madonna 1 Sonic 2: bigger than Madonna Jeux vidéos pour enfants Catherine Hillman-Steven Introduction 1 The Daily Mirror described the new video game Sonic 2 thus: It’s new, it’s mega, it’s bigger than Madonna! 2 The video games company Sega launched its advertising campaign for the sale of its second video game featuring its already famous hero, Sonic 2, in November 1992. Within a week sales had surpassed even the wildest predictions and the Daily Mirror ran a front page advertisement to win a Sonic game carrying the following extravagant headline: Sonic 2, we’ve got 50 to give away 3 The headlines of the same page resume the preoccupation of the public to counter- balance the ill effects of the recession, carrying stories of the Royal Family and their unwillingness to pay tax or the repair bills for Windsor Castle (cf. -
“Hardcore” Video Game Culture Joseph A
Proceedings of the New York State Communication Association Volume 2013 Proceedings of the 71st New York State Article 7 Communication Association 2014 The aH rdcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture Joseph A. Loporcaro St. John Fisher College, [email protected] Christopher R. Ortega [email protected] Michael J. Egnoto [email protected] Follow this and additional works at: http://docs.rwu.edu/nyscaproceedings Part of the Mass Communication Commons Recommended Citation Loporcaro, Joseph A.; Ortega, Christopher R.; and Egnoto, Michael J. (2014) "The aH rdcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture," Proceedings of the New York State Communication Association: Vol. 2013, Article 7. Available at: http://docs.rwu.edu/nyscaproceedings/vol2013/iss2013/7 This Conference Paper is brought to you for free and open access by the Journals at DOCS@RWU. It has been accepted for inclusion in Proceedings of the New York State Communication Association by an authorized administrator of DOCS@RWU. For more information, please contact [email protected]. Loporcaro et al.: The Hardcore Scorecard The Hardcore Scorecard: Defining, Quantifying and Understanding “Hardcore” Video Game Culture Joseph A. Loporcaro, Christopher R. Ortega, Michael J. Egnoto St. John Fisher College __________________________________________________________________ The goal of the current study is to further conceptualize and define the term “hardcore” as it relates to video game culture. Past research indicates that members of cultural subdivisions favor their own group versus others due to perceived commonalities (Durkheim, 1915; Tajfel, 1970). In gaming culture, the subdivisions of “hardcore” and “casual” games/gamers have become especially salient in recent years. -
Building a Video Game Collection: Resources to Help You Get Started Philip Hallman Ambassador Books and Media, [email protected]
Against the Grain Volume 20 | Issue 5 Article 33 November 2008 Media Minder -- Building a Video Game Collection: Resources to Help you Get Started Philip Hallman Ambassador Books and Media, [email protected] Follow this and additional works at: https://docs.lib.purdue.edu/atg Part of the Library and Information Science Commons Recommended Citation Hallman, Philip (2008) "Media Minder -- Building a Video Game Collection: Resources to Help you Get Started," Against the Grain: Vol. 20: Iss. 5, Article 33. DOI: https://doi.org/10.7771/2380-176X.5211 This document has been made available through Purdue e-Pubs, a service of the Purdue University Libraries. Please contact [email protected] for additional information. As I See It! from page 78 Media Minder — Building a Video So what do we potential customers do? We Game Collection: Resources to default to Google, and Google Scholar. Google is a starting point for much serious Help you Get Started research. It is free of charge. And it is good enough for most initial searches, given that we Column Editor: Philip Hallman (Ambassador are otherwise priced out of the market. We may Books and Media) <[email protected]> also visit a nearby university library on occasions where a generalist search engine is simply not y interest in video games began, Re- good enough. There, we might simply use Web and subsequently ended, with the sponding of Science or Scopus. Mrelease of Pong. It was Christmas, to the frenzy, Speaking personally, my search engine of 1975, and my eldest brother bought a system colleges and universities have joined the choice is Google/Google Scholar.