1 Before the U.S. COPYRIGHT OFFICE, LIBRARY of CONGRESS
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2K Sports Announces College Hoops 2K6 Now Available; College Hoops
2K Sports Announces College Hoops 2K6 Now Available; College Hoops 2K6 Captures the Tradition, Pageantry and Competitive Spirit of College Basketball with Multiple Feature Firsts November 23, 2005 9:19 AM ET NEW YORK--(BUSINESS WIRE)--Nov. 23, 2005--2K Sports, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), announced today that College Hoops 2K6 for the Xbox(R) video game and entertainment system from Microsoft is now available at retailers across North America. 2K Sports' highly acclaimed college basketball franchise returns to deliver the most realistic collegiate experience yet, featuring an enhanced Legacy mode, underclassmen recruiting, high school camps, virtual coaches and an unprecedented five in-game commentators. "Fans love college basketball because it portrays basketball in its purest state; where solid coaching, strong teamwork and school spirit prevail," said Greg Thomas, president of Visual Concepts, a 2K Sports studio. "College Hoops 2K6 incorporates this by introducing new features that make it the most comprehensive college basketball game, delivering the emotion and drama of the college experience like never before." Bringing personality to the franchise mode are the coaches and multiple commentators. College Hoops 2K6 breaks new ground by featuring real college coaches, including Roy Williams, Tubby Smith, Jim Boeheim, and Lute Olson. College Hoops 2K6 gives gamers in-depth game coverage, enhanced by insightful commentary from Verne Lundquist as the play-by-play announcer, Bill Raftery for color commentary, Bonnie Bernstein reporting from the sidelines and Greg Gumbel and Clark Kellogg as tournament presenters. "This is the first time that a video game company has obtained the licensing right to use a large number of college coaches within the body of the video game," said David Kirkpatrick, vice president of non-apparel marketing, The Collegiate Licensing Company. -
Media Violence Do Children Have Too Much Access to Violent Content?
Published by CQ Press, an Imprint of SAGE Publications, Inc. www.cqresearcher.com media violence Do children have too much access to violent content? ecent accounts of mass school shootings and other violence have intensified the debate about whether pervasive violence in movies, television and video R games negatively influences young people’s behavior. Over the past century, the question has led the entertain ment media to voluntarily create viewing guidelines and launch public awareness campaigns to help parents and other consumers make appropriate choices. But lawmakers’ attempts to restrict or ban con - tent have been unsuccessful because courts repeatedly have upheld The ultraviolent video game “Grand Theft Auto V” the industry’s right to free speech. In the wake of a 2011 Supreme grossed more than $1 billion in its first three days on the market. Young players know it’s fantasy, Court ruling that said a direct causal link between media violence some experts say, but others warn the game can negatively influence youths’ behavior. — particularly video games — and real violence has not been proved, the Obama administration has called for more research into the question. media and video game executives say the cause of mas shootings is multifaceted and c annot be blamed on the enter - I tainment industry, but many researchers and lawmakers say the THIS REPORT N industry should shoulder some responsibility. THE ISSUES ....................147 S BACKGROUND ................153 I CHRONOLOGY ................155 D CURRENT SITUATION ........158 E CQ Researcher • Feb. 14, 2014 • www.cqresearcher.com AT ISSUE ........................161 Volume 24, Number 7 • Pages 145-168 OUTLOOK ......................162 RECIPIENT Of SOCIETY Of PROfESSIONAL JOURNALISTS AwARD fOR BIBLIOGRAPHY ................166 EXCELLENCE N AmERICAN BAR ASSOCIATION SILvER GAvEL AwARD THE NEXT STEP ..............167 mEDIA vIOLENCE Feb. -
GUÍA De Creación De Personaje CTHULHU
Foundation for Archeological Research Guía para nuevos miembros Una guía no-oficial para crear investigadores para el juego de rol “La Llamada de Cthulhu” ” publicado en España por Edge Entertainment bajo licencia de Chaosium. Para ser utilizado principalmente en “Los Misterios de Bloomfield”-“The Bloomfield Mysteries”, una adaptación de “La Sombra de Saros”, campaña escrita por Xabier Ugalde, para su uso en las aulas de Primaria en las áreas de Ciencias Sociales, Lengua Castellana y Lengua Extranjera: Inglés Adaptado para Educación Primaria por: ÓscarRecio Coll [email protected] https://jueducacion.com/ El Copyright de las ilustraciones de La Llamada de Cthulhu y de La Sombra de Saros además de otras presentes en este material así como la propiedad intelectual/comercial/empresarial y derechos de las mismas son exclusiva de sus autores y/o de las compañías y editoriales que sean propietarias o hayan comprado los citados derechos sobre las obras y posean sobre ellas el derecho a que se las elimine de esta publicación de tal manera que sus derechos no queden vulnerados en ninguna forma o modo que pudiera contravenir su autoría para particulares y/o empresas que las hayan utilizado con fines comerciales y/o empresariales. Esta compilación no tiene ningún uso comercial ni ánimo de lucro y está destinada exclusivamente a su utilización dentro del ámbito escolar y su finalidad es completamente didáctica como material de desarrollo y apoyo para la dinamización de contenidos en las diferentes áreas que componen la Educación Primaria. Bienvenidos/as a la F.A.R. (Fundación de Investigaciones Arqueológicas), en este sencillo manual encontrarás las instrucciones para ser parte de nuestra fundación y completar tu registro como miembro. -
2K Unveils Stellar Video Game Line
2K Unveils Stellar Video Game Line-up for 2006 Electronic Entertainment Expo; Line-up Includes Highly- Anticipated Titles such as The Da Vinci Code(TM), Prey, Sid Meier's Civilization IV: Warlords and NBA 2K7 May 10, 2006 8:31 AM ET NEW YORK--(BUSINESS WIRE)--May 10, 2006--2K and 2K Sports, publishing labels of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), today announced a strong line-up for Electronic Entertainment Expo 2006 (E3) taking place at the Los Angeles Convention Center from May 10-12, 2006. From 2K, the line-up includes titles based on blockbuster entertainment brands such as The Da Vinci Code(TM) and Family Guy and popular comic book franchises The Darkness and Ghost Rider, as well as original next generation games such as Prey and BioShock. 2K is also featuring highly-anticipated titles from Firaxis Games, including Sid Meier's Civilization IV: Warlords and Sid Meier's Railroads! as well as the Firaxis and Firefly Studios collaboration title CivCity: Rome. Other eagerly awaited titles include Stronghold Legends(TM) along with Dungeon Siege II(R): Broken World(TM) and Dungeon Siege: Throne of Agony(TM), based on the acclaimed Dungeon Siege(R) franchise. In addition, the 2K Sports line-up features the next installments from top-rated franchises such as NHL 2K7, NBA 2K7 and College Hoops 2K7. 2K Line-up Includes: BioShock BioShock is an innovative role-playing shooter from Irrational Games who was named IGN's 2005 Developer of the Year. BioShock immerses players into a war-torn underwater utopia, where mankind has abandoned their humanity in their quest for perfection. -
Bachelor Thesis
BACHELOR THESIS “How does Sound Design Impact the Players Perception of the Level of Difficulty in a First Person Shooter Game?” Sebastian Darth 2015 Bachelor of Arts Audio Engineering Luleå University of Technology Department of Arts, Communication and Education 1 “How does sound design impact the players perception of the level of difficulty in a first person shooter game?” Sebastian Darth 2015 Bachelor of Science Audio Engineering Luleå University of Technology Department of Arts, Communication and Education 2 Abstract This research paper explore if a games sound design have an impact on a games perceived difficulty from a players point of view. The game industry produces many game titles that are similar in terms of mechanics and controls, for example, first person shooter games. This thesis investigates if the differences in sound design matter. Where many first person shooter games are very similar in terms of gameplay, controls and sound design, these sound designs are similar though not identical. With new information on how players use sound when they play games, interesting new games styles, mechanics and kinds of game-play could be explored. This study found that players use the sounds of his or her allies in the game more than any other sound when presented different tasks in games. It was also shown that players use the sound of weapon fire to know where their targets are and when they need to take cover to avoid defeat. Finally it was suggested that loud weapons might impact the perceived difficulty as it might cover the sounds of the various voices. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Sony Corporation Announces Signing of a Definitive Agreement for the Acquisition of Equity Interest in Insomniac Games, Inc
August 19, 2019 Sony Corporation Sony Corporation Announces Signing of a Definitive Agreement for the Acquisition of Equity Interest in Insomniac Games, Inc. by its Wholly-owned Subsidiary August 19, 2019 (Pacific Standard Time) – Sony Interactive Entertainment LLC (“SIE”), a wholly-owned subsidiary of Sony Corporation (“Sony”), today announced that SIE has entered into definitive agreements to acquire the entire equity interest in Insomniac Games, Inc. Completion of the acquisition is subject to regulatory approvals and certain other closing conditions. Financial terms of this transaction are not disclosed due to contractual commitments. For further details, please refer to the attached press release. This transaction is not anticipated to have a material impact on Sony's forecast for its consolidated financial results for the fiscal year ending March 31, 2020. SONY INTERACTIVE ENTERTAINMENT TO ACQUIRE INSOMNIAC GAMES, DEVELOPER OF PLAYSTATION®4 TOP-SELLING MARVEL’S SPIDER-MAN, RATCHET & CLANK ~Highly-acclaimed Game Creators to Join Sony Interactive Entertainment’s Worldwide Studios to Deliver Extraordinary Gaming Experiences~ SAN MATEO, Calif., August 19, 2019 - Sony Interactive Entertainment (“SIE”) announced today that SIE has entered into definitive agreements to acquire Insomniac Games, Inc. (“Insomniac Games”), a leading game developer and long-time partner of SIE, in its entirety. Insomniac Games is the developer of PlayStation®4’s (PS4™) top-selling Marvel’s Spider-Man and the hugely popular PlayStation® Ratchet & Clank franchise. Upon completion of the acquisition, Insomniac Games will join the global development operation of Sony Interactive Entertainment Worldwide Studios (“SIE WWS”). Insomniac Games is the 14th studio to join the SIE WWS family. -
Defining Sex
04595_01_ch01_p001-024 8/11/06 12:57 PM Page 1 1 Defining Sex In This Chapter Defining Sex So What Is Sex in Games? Sexually Themed Content Sexy Images & Avatars Sex in the Industry Sex in Marketing & Advertising Sex in Spite of . What Isn’t Sex? DEFINING SEX The Merriam-Webster Dictionary defines sex as “1 : either of the two major forms of individuals that occur in many species and that are distinguished respectively as fe- male or male, 2 : the sum of the structural, functional, and behavioral characteris- tics of living things that are involved in reproduction by two interacting parents and that distinguish males and females, 3 a : sexually motivated phenomena or behav- ior, b : sexual intercourse and 4 : genitalia. [Webster01].” Not exactly a definition for sex in games. SO WHAT IS SEX IN GAMES? It should be an easy question to answer. Yet listening to participants at the “Sexu- ality in Games: What’s Appropriate?” roundtable at the 2005 Game Developers 1 04595_01_ch01_p001-024 8/11/06 12:57 PM Page 2 2 Sex in Video Games Conference, it’s clear that “sex in games” means a great many things to a great many people. “Can you show masturbation in a game?” asked one. “Is kissing all right in an E-rated game?” “How does one handle reproduction in a game like Zoo Tycoon®?” “I’d like to talk about the portrayal of female characters in games.” “What about the booth babes?” In its first session—roundtables run once a day for three days—the roundtable raised more questions than it answered. -
Download Games from Playstation Store to Psp
Download games from playstation store to psp The item will download to your PSP system. Once the content has been copied go to [Games] or [Video]* > [Memory Stick] to install or view your. If the game that you have downloaded (as a purchase or for free) from (PlayStation®Store) is compatible with the PSP™ system, you can copy the game to play it. The native PSN storefront on PSP is closing down, Sony has announced. or download content by accessing the PlayStation Store on their PSPs. PSP titles is quite a draw – especially for fans of classic games and JRPGS. Then go to PSN store on your PSP and check the games that you purchased on SEN (sony entertainment network) in the "downloads list " and. Transferring a PlayStation Store Game to a PSP from a PC. 1. Download and. PSP-How to get free games (demos) at the playstation store - Duration: MrFunny 19, views · 8. Only a short while ago, if you wanted to access the PlayStation Store and all the PSP games and other goodies that it offered for download, you. Why are PSP games on Playstation store, can you buy and download them and play them on your ps3? List of download-only PlayStation 3 games · List of PlayStation 3 disc games released for download List of PlayStation Store TurboGrafx games · List of PlayStation 2 Classics for PlayStation 3 · List of PlayStation 2 games PSP games. PlayStation Store Will Not Be Supported By Media Go From October 24th This will affect those who still use their PSPs to play games and watch videos. -
Noroff University College Interactive Media Games Beak and Plunder
Noroff University College Interactive Media Games Beak and Plunder Project Report Ole-Kristian Johannesson Andreas Nordbø IMG3 Studio 3 Bachelor Project Supervisors: Joshua Griffin & Filipe Pais Study year: 2018/19 1 Declaration Noroff University College Academic year 2018-2019 2 Abstract During the span of this project we have created a game called Beak and Plunder, the purpose of this project was to develop a game for our studio 3 course at Noroff University college, while also learning more about the process of making a game. We also wanted to work on something new, that we have not tried before. The project has gone through planning, research and conceptualization phases that are elaborated in this report. Development has consisted of programming, design, testing and distribution phases. Beak and Plunder is a Action Adventure Platformer Game where you play as a fat drunk pirate cat and his sidekick a robot parrot from the future, together these two characters are tasked with saving the world from the future and the past being merged together into one. The final product is a playable game demo of the game that can be found at www.tiny.cc/bnpdemo Acknowledgements Jani Juhani Mattinen Joshua Griffin Filipe Pais Nicolay Celius Gilgamesh Rugsveen Noroff University College Academic year 2018-2019 3 Index Introduction 4 Literature Review / Inspirations & References 5 Ratchet and Clank: 5 Jak and Daxter: 6 Boxi: 6 Spyro: 7 Game Story / Detailed description of project 7 Summarized Game Features: 8 Defining The Audience 8 The Team 8 Andreas -
Herzog E Lovecraft Em Três Documentários1 Revista FAMECOS: Mídia, Cultura E Tecnologia, Vol
Revista FAMECOS: mídia, cultura e tecnologia ISSN: 14-15-0549 ISSN: 1980-3729 Pontifícia Universidade Católica do Rio Grande do Sul Mello, Jamer Guterres de; Reis Filho, Lúcio; Cánepa, Laura Loguercio Lições das trevas: Herzog e Lovecraft em três documentários1 Revista FAMECOS: mídia, cultura e tecnologia, vol. 25, núm. 2, ID28490, 2018, Maio-Agosto Pontifícia Universidade Católica do Rio Grande do Sul DOI: 10.15448/1980-3729.2018.2.28490 Disponível em: http://www.redalyc.org/articulo.oa?id=495557631009 Como citar este artigo Número completo Sistema de Informação Científica Redalyc Mais informações do artigo Rede de Revistas Científicas da América Latina e do Caribe, Espanha e Portugal Site da revista em redalyc.org Sem fins lucrativos acadêmica projeto, desenvolvido no âmbito da iniciativa acesso aberto Revista ISSN: 1415-0549 e-ISSN: 1980-3729 mídia, cultura e tecnologia DOI: http://dx.doi.org/10.15448/1980-3729.2018.2.28490 CINEMA Lições das trevas: Herzog e Lovecraft em três documentários1 Lessons of darkness: Herzog and Lovecraft in three documentaries Jamer Guterres de Mello Lúcio Reis Filho Laura Loguercio Cánepa Universidade Anhembi Morumbi Universidade Anhembi Morumbi Universidade Anhembi Morumbi <[email protected]> <[email protected]> <[email protected]> Como citar este artigo (How to cite this article): MELLO, Jamer Guterres de; REIS FILHO, Lúcio; CÁNEPA, Laura Loguercio. Lições das Trevas: Herzog e Lovecraft em três documentários. Revista Famecos, Porto Alegre, v. 25, n. 2, p. 1-20, maio, junho, julho e agosto -
This May Be the Author's Version of a Work That Was Submitted/Accepted for Publication in the Following Source: Tichon, Jennif
This may be the author’s version of a work that was submitted/accepted for publication in the following source: Tichon, Jennifer & Makaresz, Sandra (2019) Influencing young adult social and personal identity through video-game narratives. Asia Pacific Journal of Advanced Business and Social Studies, 5(1), pp. 116-129. This file was downloaded from: https://eprints.qut.edu.au/127148/ c 2019 APIAR. This work is covered by copyright. Unless the document is being made available under a Creative Commons Licence, you must assume that re-use is limited to personal use and that permission from the copyright owner must be obtained for all other uses. If the docu- ment is available under a Creative Commons License (or other specified license) then refer to the Licence for details of permitted re-use. It is a condition of access that users recog- nise and abide by the legal requirements associated with these rights. If you believe that this work infringes copyright please provide details by email to [email protected] Notice: Please note that this document may not be the Version of Record (i.e. published version) of the work. Author manuscript versions (as Sub- mitted for peer review or as Accepted for publication after peer review) can be identified by an absence of publisher branding and/or typeset appear- ance. If there is any doubt, please refer to the published source. https://doi.org/10.25275/apjabssv5i1ss11 INFLUENCING YOUNG ADULT SOCIAL AND PERSONAL IDENTITY THROUGH VIDEO-GAME NARRATIVES Jennifer Tichona, Sandra Makareszb aCARRS-Q, Queensland University of Technology, Brisbane, Australia.