Comment Les Jeux Font-Ils Société ?
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Voided Certificate of Employee Information Reports
Public Contracts Equal Employment Opportunity Compliance Monitoring Program Voided Certificate of Employee Information Report Report run on: June 6, 2017 3:22 PM Name of Company Cert Street City State Zip (PC) 2 HD 37407 245 EAST 30TH NEW YORK CITY NY 10016 1515 BOARDWALK, INC 18317 121 WASHINGTON ST TOMS RIVER NJ 08753 174 NEWARK AVENUE ASSOCIATES, LP 34742 103 EISENHOWER PARKWAY ROSELAND NJ 07068 1993-N2 PROPERTIES, NO. 3 LIMITED PARTNERSHI 19621 12100 WILSHIRE BLVD LOS ANGELES CA 90025 1ST CALL PAINTING CONTRACTORS, LLC 37000 980-B DEHART PLACE ELIZABETH NJ 07202 3-2-1 QUALITY PRINTING 21779 100 JERSEY AVENUE NEW BRUNSWICK NJ 08901 3-D MFG.-DBA- AMERICAN LA-FRANCE 2831 500 S. AIRPORT ROAD SHAWANO WI 54166 4 FRONT VIDEO DESIGN INC. 22299 1500 BROADWAY #509 NEW YORK NY 10036 55 WASHINGTON STREET LLC 28132 P.O. BOX 66 CLOSTER NJ 07624 9-15 SOUTH MAIN STREET CORP. 20587 1125 ATLANTIC AVE., SUITE 617 ATLANTIC CITY NJ 08401 A & A ENGINEERING 9780 300 CORPORATE CENTER DRIVE MANALAPAN NJ 07726 A & B WIPER SUPPLY, INC. 6848 116 FOUNTAIN ST. PHILADELPHIA PA 19127 A & E CARPENTRY, INC. 8048 584 STUDIO RD. RIDGEFIELD NJ 07657 A & L UNIFORMS, L L C 37818 2605 SOUTH BROAD STREET TRENTON NJ 08610 A & P TUTORING, LLC 34701 4201 CHURCH ROAD #242 MT. LAUREL NJ 08054 A & R AUTO SUPPLY, INC. 7169 300 ATLANTIC CITY BLVD. TOMS RIVER NJ 08757 A & S FUEL OIL CO. INC. 25667 95 CALAIS ROAD PO BOX 22 IRONIA NJ 07845 A & W TECHNICAL SALES, INC. 33404 420 COMMERCE LANE, SUITE 3 WEST BERLIN NJ 08091 A AND C LABORATORIES, INC 17387 168 W. -
Représentation Et Valeur Politique Du Conflit Ethnique En Ex-Yougoslavie Dans Tactics Ogre De Sarajevo À Baramus
REVUE DE SCIENCES SOCIALES Représentation et valeur politique du conflit ethnique en ex-Yougoslavie dans Tactics Ogre De Sarajevo à Baramus Sébastien Wit Émulations - Revue de sciences sociales 2019, n° 30, « Comment les jeux font-ils société. Contenus, pratiques et médiations ludiques ». Article disponible à l’adresse suivante https://ojs.uclouvain.be/index.php/emulations/article/view/wit Pour citer cet article Sébastien Wit, « Représentation et valeur politique du conflit ethnique en ex- Yougoslavie dans Tactics Ogre. De Sarajevo à Baramus », Émulations, n° 30, Mise en ligne le 3 septembre 2019. DOI : 10.14428/emulations.030.05 Distribution électronique : Université catholique de Louvain (Belgique) : ojs.uclouvain.be Ó Cet article est mis à disposition selon les termes de la Licence Creative Commons Attribution, Pas d’Utilisation Commerciale 4.0 International. http://creativecommons.org/licenses/by-nc/4.0/ Éditeur : Émulations – Revue de sciences sociales / Presses universitaires de Louvain https://ojs.uclouvain.be/index.php/emulations ISSN électronique : 1784-5734 Représentation et valeur politique du confit ethnique en ex-Yougoslavie dans Tactics Ogre De Sarajevo à Baramus Sébastien Wit1 [Résumé] Avec Tactics Ogre: Let Us Cling Together sorti en 1995 sur la Super Famicom de Nintendo, Quest propose un jeu vidéo ambitieux sur le plan narratif, et directement inspiré des guerres ethniques faisant rage en ex-Yougoslavie. L’horreur d’une tuerie potentiellement instrumentalisée comme celle de Sarajevo en février 1994 devrait rendre sa transposition dans le médium ludique particulièrement délicate. Comment transformer un crime de guerre en dispositif narratif ? Dans ces conditions, quel rôle la vérité historique joue-t-elle ? Quel rapport se tisse entre l’actualité et la fction vidéolu- dique ? Partant de ces interrogations, il s’agira de voir dans cet article le type de discours que le jeu vidéo est en mesure de tenir sur la question de l’ethnicité, prise à la fois dans sa dimension politique et sociale. -
REPLY COMMENTSOF the MUSEUMOF ART and DIGITALENTERTAINMENT Item A. Commenter Information Museum of Art and Digital Entertainmen
REPLY COMMENTS OF THE MUSEUM OF ART AND DIGITAL ENTERTAINMENT Item A. Commenter Information Museum of Art and Digital Entertainment Represented by Alex Handy Samuelson Law, Technology & Public Policy Clinic 3400 Broadway Univ. of California, Berkeley, School of Law Oakland, CA 94611 Rob Walker (510) 282-4840 Brookes Degen [email protected] Michael Deamer 334 Boalt Hall, North Addition Berkeley, CA 94720 (510) 664-4875 [email protected] The Museum of Art and Digital Entertainment (the “MADE”) is a 501(c)(3) non-profit organization in Oakland, California dedicated to the preservation of video game history. The MADE supports the technical preservation of video games, presents exhibitions concerning historically significant games, and hosts lectures, tournaments, and community events. The MADE has personal knowledge and experience regarding this exemption through past participation in the sixth tri- ennial rulemaking relating to access controls on video games. The MADE is represented by the Samuelson Law, Technology & Public Policy Clinic at the Univer- sity of California, Berkeley, School of Law (“Samuelson Clinic”). The Samuelson Clinic is the lead- ing clinical program in technology and public interest law, dedicated to training law and graduate students in public interest work on emerging technologies, privacy, intellectual property, free speech, and other information policy issues. ITEM B. PROPOSED CLASS ADDRESSED Proposed Class 8: Computer Programs—Video Game Preservation ITEM C. OVERVIEW 1. Introduction From 1912 to -
Table of Contents
Table of Contents FEBRUARY 2001 VOL.5 NO.11 4 Editor’s Notebook Am I ready for this? 5 Letters: [email protected] GAMING 7 The Next Big Drive: Gaming Transforms Itself Again Jacquie Kubin delves into gaming. From its history to its future, she discusses the brink that gam- ing is getting ready to leap, and yes, film industry, you should be looking over your shoulder… 13 What’s A Digital Media Futurist? Upon seeing Joan Van Tassel’s title, Heather Kenyon decides to investigate just what a digital media futurist is and what she has to say about this supposed digital future of ours. 19 A One Stop Digital Shop: Data Design Interactive and Artworld UK Paul Younghusband visits Data Design Interactive and Artworld UK to reveal how they are going beyond gaming by leveraging their digital assets across many outlets. ADDITIONAL FEATURES 22 Heroes Wanted: Stan Lee Media Struggles to Stay Afloat 2001 How could one of the most promising Internet animation companies come to such a crashing defeat? Brett D. Rogers investigates the unraveling of Stan Lee Media and the growing chorus crying foul. 27 My Generation? While Turner Broadcasting System’s Boomerang is titled to draw the Baby Boom generation is seems that maybe they’ve missed the spot marked X. Martin “Dr. Toon” Goodman explains. 31 The Animation Pimp What’s wrong with Ring of Fire and Night of the Carrots? The Animation Pimp sees nothing offen- sive here; this month Chris Robinson takes on a few feminist nay-sayers. STUDENT CORNER 33 Sketching on Location:Texture as Planes in Space Renowned drawing instructor Glenn Vilppu continues with his fifth installment discussing how to use texture to create depth and perspective while sketching on location. -
Fire Emblem: Analisi Di Una Localizzazione
Corso di Laurea Magistrale in Lingue, economie e istituzioni dell'Asia e dell'Africa mediterranea Tesi di Laurea Fire Emblem: Analisi di una localizzazione Relatore Dott. Pierantonio Zanotti Correlatrice Dott.ssa Caterina Mazza Laureando Jacopo Vanin Matricola 842637 Anno Accademico 2018/2019 Sommario 要旨………………………………………………………………………………………………………….……………………………………4 Introduzione……………………………………………………………………………………………….………………………….………9 Capitolo 1 – La localizzazione……………………………………………………………………………………….……………….14 Nascita e scopo della localizzazione…………………………………………………….…………………………….15 Livelli di localizzazione dei videogiochi…………………………………………………….………….…………….18 Internazionalizzazione………………………………………………………………………………….…………………..21 Culturalizzazione………………………………………………………………………………………….…………………..24 Organi di rating………………………………………………………………………………………….……………………..27 Domesticazione, straniamento, ibridizzazione…………………………………………….……….……………30 Strategie di traduzione funzionalistica……………………………………………………………..………………..32 Transcreazione e agency…………………………………………………………………………………..……………….36 Riscrittura e patrocinato……………………………………………………………………….…………….…………….39 “Nipponicità” nella localizzazione………………………………………………………………………….………….42 Conclusioni…………………………………………………………………………………………………………….…………45 Capitolo 2 – Storia del franchise……………………………………………………………………………………………………47 Periodo Famicom – 1990-1992………………………………………………………………………………………….48 Periodo Super Famicom – 1994-1999………………………………………………………………………………..55 Periodo Game Boy Advance - 2002-2004………………………………..………………………………………….61 Periodo GameCube-Nintendo