The Civic Potential of Video Games
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Simcity 2000 Manual
™ THE ULTIMATE CITY SIMULATOR USER’S MANUAL Title Pages 3/25/98 12:00 PM Page 1 ª THE ULTIMATE CITY SIMULATOR USER MANUAL by Michael Bremer On the whole I’d rather be in Philadelphia. – W.C. Fields (1879-1946) Credits The Program Designed By: Fred Haslam and Will Wright IBM Programming: Jon Ross, Daniel Browning, James Turner Windows Programming: James Turner, Jon Ross Producer: Don Walters Art Director: Jenny Martin Computer Art: Suzie Greene (Lead Artist), Bonnie Borucki, Kelli Pearson, Eben Sorkin Music: Sue Kasper, Brian Conrad, Justin McCormick Sound Driver: Halestorm, Inc. Sound Effects: Maxis Sample Heds, Halestorm, Inc. Technical Director: Brian Conrad Newspaper Articles: Debra Larson, Chris Weiss Special Technical Assistance: Bruce Joffe (GIS Consultant), Craig Christenson (National Renewable Energy Laboratory), Ray Gatchalian (Oakland Fire Department), Diane L. Zahm (Florida Department of Law Enforcement) The Manual Written By: Michael Bremer Copy Editors: Debra Larson, Tom Bentley Documentation Design: Vera Jaye, Kristine Brogno Documentation Layout: David Caggiano Contributions To Documentation: Fred Haslam, Will Wright, Don Walters, Kathleen Robinson Special Artistic Contributions: John “Bean” Hastings, Richard E. Bartlett, AIA, Margo Lockwood, Larry Wilson, David Caggiano, Tom Bentley, Barbara Pollak, Emily Friedman, Keith Ferrell, James Hewes, Joey Holliday, William Holliday The Package Package Design: Jamie Davison Design, Inc. Package Illustration: David Schleinkofer The Maxis Support Team Lead Testers: Chris Weiss, Alan -
Download Simcity Buildit Mod Apk Android 1 Simcity Buildit MOD APK 1.38.0.99752 (Unlimited Money) Simcity Buildit MOD APK Is a Free City Simulation Game for Android
download simcity buildit mod apk android 1 SimCity BuildIt MOD APK 1.38.0.99752 (Unlimited Money) SimCity BuildIt MOD APK is a free city simulation game for Android. This is a famous game in EA’s SimCity series. You can download the original APK file and MOD versions of this game via the links we placed below the article. Introduce about SimCity BuildIt. SimCity BuildIt is a simulation game of the publisher Electronic Arts, a familiar name if you often play games on mobile. They are famous for the Plants vs Zombies game series and some sports games like Real Racing 3. This is the first time, EA tried with a simulation game. And the effect of this game is amazing. Up to the present time, the game has reached more than 50 million installs on Google Play with many 5-star reviews. Gameplay. Launched in the late 1980s, the SimCity series has been the best friend of many generations of gamers and has made incredible strides since then. This latest version feels brighter and more polished from the beginning, and when you take a closer look, you’ll see unexpected details. The basic principles of SimCity remain the same. However, the view from above and the square shapes of the old days have changed, becoming a three- dimensional world that you can build. Soon, the worry that takes over your mind will be to meet high-class needs rather than essential needs. Sooner or later, you will have a donut shop. Then you will think of shopping malls and casinos. -
Examining Female Gamers' Perceptions and Attitudes of Behaviors in the Gaming Community
Running head: FEMALE GAMERS AND SEXUAL HARASSMENT 1 Examining Female Gamers’ Perceptions and Attitudes of Behaviors in the Gaming Community Michele Desirée Evanson Marietta College A Thesis Submitted to the Faculty of Marietta College Psychology Department In Partial Fulfillment of the Requirements for the Degree of Master of Arts in Psychology May 2017 FEMALE GAMERS AND SEXUAL HARASSMENT 2 FEMALE GAMERS AND SEXUAL HARASSMENT 3 Abstract In recent years video games have grown into a mainstream pastime. The internet and use of social media have made it easier for gamers to interact, and have made communications open to the public. Recent public displays of harassment have led to discussions of sexism in gaming culture. Gaming is generally considered a male dominated culture, and previous research on the impact of video games on problematic behavior predominantly focused on males. We now know female gamers are a prominent demographic (ESA, 2015; Stuart, 2014), and since they are often the target of sexual harassment it is important to examine their perspective of these behaviors. This study surveyed female gamers in order to identify their general attitudes towards and perceptions of sexual harassment. Similarly to previous research, attitudes and perceptions of sexual harassment were negatively related; greater tolerance towards sexual harassment led to identifying fewer behaviors as sexual harassment. The hypothesis that participants who predominantly played Mature rated games would lead to more tolerant attitudes of sexual harassment was not upheld. Exploratory analysis found that the role-playing and sports genres were significantly related to general sexual harassment attitudes. Interest in the sports genre was positively related to tolerant attitudes of sexual harassment. -
Casual Resistance: a Longitudinal Case Study of Video Gaming's Gendered
Running Head: CASUAL RESISTANCE Casual resistance: A longitudinal case study of video gaming’s gendered construction and related audience perceptions Amanda C. Cote This is an Accepted Manuscript of an article published by Oxford Academic in Journal of Communication on August 4, 2020, available online: https://doi.org/10.1093/joc/jqaa028 . Abstract: Many media are associated with masculinity or femininity and male or female audiences, which links them to broader power structures around gender. Media scholars thus must understand how gendered constructions develop and change, and what they mean for audiences. This article addresses these questions through longitudinal, in-depth interviews with female video gamers (2012-2018), conducted as the rise of casual video games potentially started redefining gaming’s historical masculinization. Analysis shows that participants have negotiated relationships with casualness. While many celebrate casual games’ potential for welcoming new audiences, others resist casual’s influence to safeguard their self-identification as gamers. These results highlight how a medium’s gendered construction may not be salient to consumers, who carefully navigate divides between their own and industrially-designed identities, but can simultaneously reaffirm existing power structures. Further, how participants’ views change over time emphasizes communication’s ongoing need for longitudinal audience studies that address questions of media, identity, and inclusion. Keywords: Video games, gender, game studies, feminist media studies, hegemony, casual games, in-depth interviews, longitudinal audience studies CASUAL RESISTANCE 2 Casual resistance: A longitudinal case study of video gaming’s gendered construction and related audience perceptions From comic books to soap operas, many media are gendered, associated with masculinity or femininity and with male or female audiences. -
Simcity 4 Tips for Success
National Engineers Week Future City® Competition SimCity 4 Tips for Success Jean Eason Regional Coordinator [email protected] www.dfwfuturecity.org Agenda Before you start • Downloading SimCity • Using the default region • Terra-forming Starting your city • Tips for success Importance of transportation As your city grows • Addressing problems Rubric General comments Where to go for more info North Texas Future City Competition 2 Downloading SimCity (PC version) 1. Receive SimCity product code – After registration – Email from FC National 2. Download Origin (EA’s gaming platform) – www.origin.com/ca/about – Download and install Origin 3. Create an Origin account – Select Origin ID, password, avatar, privacy settings 4. Download SimCity 4 – From the “My Games” screen – Redeem your SimCity product code – 1.4 GB file – may require long time • Detailed instructions and webinar on FC website North Texas Future City Competition 3 Download Medium Region 1. Download zip file – www.futurecity.org – “Resources” 2. Unzip and store in: – Documents > SimCity 4 > Regions 3. Start SimCity 4 4. Load “Medium City” region 5. Start your new city North Texas Future City Competition 4 Before playing…you should have a plan (write it down) • Where your city is located: – Geography, terrain, climate – Special city features • Basic layout: – Downtown area, farms, industry – Features and services – Major roads, transportation • City name North Texas Future City Competition 5 Before playing…terraforming • “God mode” • Reconcile edges – Match region geography -
Visions of the Information Industry - Dreams Or Nightmares?
Visions of the Information Industry - Dreams or Nightmares? Tina Cary, PhD ASPRS Past President "The new source of cessing yields informa- funded, and built. The just 20 ground stations? power is not money in tion; the accumulation number of Earth observa- The trend toward per- the hands of a few but and processing of infor- tion satellites being sonal computers for information in the hands mation leads to knowl- planned for launch in ground station use is in of many," John Naisbitt edge. And, we hope, the the next five to seven its infancy. So one pos- (Megatrends, 1984). In accumulation of knowl- years is more than five sibility is that we each 1985, Rutherford Rogers edge leads to the appli- dozen. Some of the sat- have our own antenna said in the New York cation of knowledge for ellites have several pay- and ground receiving Times "We're drowning the benefit of all. We loads, others focus spe- station. The increase in in information and starv- can envision this as a cifically on oceans or number of countries and ing for knowledge." pyramid, with Lots of agriculture. And, while companies launching Where are we today? data forming the base, some of the satellites are Earth observation satel- Where might we be in then information, mov- research oriented, a lites raises the possibil- the first half of the 21st ing up to a smaller number of them are be- ity that open architec- century? amount of knowledge, ing developed for opera- ture may be coming to This leads to other, with benefits at the pin- tional applications. -
Will Wright: the Mayor of Simcity
Will Wright: The Mayor of SimCity The innovative computer game SimCity has been overhauled. Now it's called SimCity 2000. By Kevin Kelly Wired: I gather that many fans of SimCity are fanatical players who know more about its population of sims than you, its designer, do. Wright: Yeah, a lot of people like the control aspect. To them it's sort of "I'm a god, you're my sim, obey me." But the sims don't obey. That's what makes it fun. If they obeyed you, what fun would that be? You're trying to keep this city together, but it keeps falling apart. That's what makes most really good games fun: When you have a certain amount of control, but then there's a certain amount of entropy in the system, and it's balanced just right between the two. It's life at the edge of chaos. Shit happens. Wired: Does your new version, SimCity 2000, have that ontheedge quality as well? Wright: I sure hope so. But of course I don't have a variable in there called "the chaos variable." So, to tune it I have to engineer a lot of little lowlevel variables to try and get the emergent behavior that will give me that edge of chaos to keep it from getting boring. Wired: Why go through all the trouble of another version? What's new in SimCity 2000 besides cooler visuals? Wright: In the old SimCity, you started with all the technology at once, but in this one you have to wait for things to become invented. -
News Briefs Simcity to Simfarm Shredded Paper Mulch Better Than
News Briefs New software Ohio State University study SimCity to SimFarm Shredded paper mulch The software producer Maxis has introduced a new companion title to its already successful SimCity and better than wheat straw SimAnt software packages. Called SimFarm, the new A recent study from Ohio State University has shown software was devised with the help of farming experts to that a new mulch has positive results when used in horticul- offer players the opportunity to succeed in their agribusiness tural and agricultural situations. The new mulch produced careers or lose their farms to the auctioneer's gavel. The higher yields, warmed the soil better, provided adequate players choose the equipment, buildings, seed, fertilizer, weed suppression and was environmentally friendly when pesticides and practices that they will need in their quest to compared to the control material, wheat straw. The new, battle the elements, in the forms of floods, droughts, and improved, low-cost mulch was made from shredded re- violent storms, to bring in a profitable crop and stave off cycled paper. possible bank foreclosures. Cornell University study compares clippings yields Low maintenance turf growth rates compared Cornell University compared the average clippings bluegrass and fine fescues to all dwarf tall fescues, all yield per cutting of eight mixtures of commercially-avail- bluegrasses, and all fine fescues. Each area was established able seed blends and found that blends with high hard under the same excellent seed bed conditions so difference fescue content produced the least amount of clippings per in establishment characteristics were minimized. The table cutting. The eight blends ranged from mixtures of ryegrass, lists the seed blend and their average clippings yields. -
The Civic Potential of Video Games
The Civic Potential of Video Games This report was made possible by grants from the John D. and Catherine T. MacArthur Foundation in connection with its grant making initiative on Digital Media and Learning. For more information on the initiative visit www.macfound.org. The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning The Future of Learning Institutions in a Digital Age by Cathy N. Davidson and David Theo Goldberg with the assistance of Zoë Marie Jones Living and Learning with New Media: Summary of Findings from the Digital Youth Project by Mizuko Ito, Heather Horst, Matteo Bittanti, danah boyd, Becky Herr-Stephenson, Patricia G. Lange, C. J. Pascoe, and Laura Robinson with Sonja Baumer, Rachel Cody, Dilan Mahendran, Katynka Z. Martínez, Dan Perkel, Christo Sims, and Lisa Tripp Young People, Ethics, and the New Digital Media: A Synthesis from the Good Play Project by Carrie James with Katie Davis, Andrea Flores, John M. Francis, Lindsay Pettingill, Margaret Rundle, and Howard Gardner Confronting the Challenges of Participatory Culture: Media Education for the 21st Century by Henry Jenkins (P.I.) with Ravi Purushotma, Margaret Weigel, Katie Clinton, and Alice J. Robison The Civic Potential of Video Games by Joseph Kahne, Ellen Middaugh, and Chris Evans The Civic Potential of Video Games Joseph Kahne, Ellen Middaugh, and Chris Evans The MIT Press Cambridge, Massachusetts London, England © 2009 Massachusetts Institute of Technology All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher. -
Video Games Aren't Just Entertainment. They're Driving
PLAY NVideo gamesATION aren’t just entertainment. They’re driving computer technology, challenging conventions of storytelling, and finding their way into the classroom. By Karen McCally ’02 (PhD) t was mid-summer, and Kedar Shashidhar ’15, ’16 (KEY) had hit a creative roadblock. He was leading a group, mostly of fellow students, in the development of a vid- eo game plotline, and the protagonist that he’d created seemed cookie-cutter. They were aiming for a psychologi- cal thriller, and got started, Shashidhar says, with “a typical kind of disgruntled, middle-aged, white male protagonist.” It felt flat. “None of us could buy it.” IWhen they scrapped the male protagonist for an older female lead, the story—and hence the game—started to take shape. It cen- ters around Courtney Mayhall, a veteran police officer, and her adult daughter, who followed her mother’s career path. The two are thrust into a working relationship in pursuit of a serial killer haunting the backwoods of Georgia. They’re captured. And you, the player, as Courtney, have a set of decisions to make. There are tactical decisions about how to escape. But those decisions have consequences, com- pelling Courtney to make moral choices as well. And complicating matters further is the tension between Courtney, a sober and sassy veteran of the force, and her fresh-eyed and feisty daughter, Ava. If you’re over 40, if the last video game you played was Pac-Man, or if video games conjure up images of greasy-scalped tween boys shooting cartoon rifles for hours upon hours in dark basement playrooms, then you might want to pause right here. -
BAB I PENDAHULUAN A. Latar Belakang Budaya Populer Jepang
BAB I PENDAHULUAN A. Latar Belakang Budaya populer Jepang merupakan sebuah budaya yang berasal dari Jepang yang diakui, dinikmati, disebarluaskan dan merupakan jalan hidup mayoritas masyarakat Jepang secara umum. Budaya populer Jepang meliputi manga, anime, game, cosplay, dorama, j-pop, dan sebagainya. Manga merupakan suatu media yang di dalamnya terdapat sekumpulan gambar yang mengandung cerita yang bermacam-macam variasinya. Pada umumnya manga dicetak dalam warna hitam-putih dan terkadang ada beberapa bagian yang dicetak berwarna. Di Jepang, manga pada umumnya dicetak dalam majalah yang berukuran sebesar buku telepon dan sering terdiri dari berbagai cerita yang bersambung pada episode berikutnya. Budaya populer Jepang lainnya yaitu anime. Anime adalah produksi animasi Jepang yang menampilkan hasil gambar animasi melalui tangan maupun komputer. Istilah anime merupakan bahasa serapan dari bahasa Inggris “animation”. Dalam bahasa Inggris, istilah ini didefinisikan sebagai penyebarluasan gaya animasi Jepang yang pada umumnya dicirikan dengan grafis yang warna-warni, karakter yang bersemangat dan tema yang terkadang tidak masuk akal. Selain manga dan anime, cosplay juga termasuk ke dalam budaya populer Jepang. Cosplay adalah kata-kata bahasa Jepang yang dibuat dari menggabungkan dua kata dari bahasa Inggris "costume" dan "play". Cosplay merupakan sebuah pertunjukan seni di mana para pesertanya menggunakan kostum dan aksesori yang menunjukkan secara spesifik suatu karakter atau ide. Pada umumnya cosplay mengacu pada manga dan anime, manga, dan video game. Penduduk Jepang merupakan masyarakat penyuka game. Budaya Jepang yang disiplin dan pekerja keras menyebabkan masyarakat Jepang menyukai game sebagai salah satu sarana hiburan karena dengan bermain game masyarakat Jepang dapat mendapatkan kesenangan, menyegarkan kembali pikiran yang jenuh dengan pekerjaannya dan dapat membayangkan dirinya sebagai karakter game yang dimainkannya. -
Constance Steinkuehler, Curriculum Vitae 1
Constance Steinkuehler, Curriculum Vitae 1 Constance Steinkuehler Assistant Professor, University of Wisconsin-Madison 225 North Mills Street, Madison WI 53706 telephone: 608.263.4669; email: [email protected] Formal Education Ph.D. Curriculum & Instruction 2005 University of Wisconsin-Madison Advisor: Dr. James Paul Gee Major: Literacy Studies Minor: Cognitive Science Applied to Education Doctoral Thesis: Cognition & Learning in Massively Multiplayer Online Games: A Critical Approach M.S. Educational Psychology 2000 University of Wisconsin – Madison Major: Cognitive Science Applied to Education B.A. Mathematics 1993 B.A. English B.A. Religious Studies University of Missouri–Columbia Positions Held Senior Policy Analyst 2011-present Office of Science and Technology Policy, Executive Office of the President Senior Policy Analyst, Game Design & Development 2011 Morgridge Institute for Research, University of Wisconsin-Madison Assistant Professor, Educational Communication & Technology 2005-present Curriculum and Instruction; Educational Psychology on leave University of Wisconsin-Madison Project Assistant 2002-2005 Videogames & Literacy Project, University of Wisconsin-Madison Associate Lecturer, Human Abilities & Learning 2003, 2004 Educational Psychology, University of Wisconsin-Madison Research Assistant 1998-2002 Secondary Teacher Education Project, University of Wisconsin-Madison Consultant 2001 Asynchronous Learning Network, New Jersey Institute of Technology, Newark NJ Grader, Language & Social Interaction 2001 Sociology, University of Wisconsin-Madison Constance Steinkuehler, Curriculum Vitae 2 Teaching Assistant, Human Abilities & Learning 1998 Educational Psychology, University of Wisconsin-Madison Homebound Instructor & Substitute Teacher 1997-1998 Jefferson City School District, Jefferson City MO Grader, General Chemistry 1996 Chemistry, University of Missouri-Columbia Instructor, Sign Language 1991-1996 Columbia Area Adult Education, Columbia MO Instructor, Sign Language 1993 Medical School, University of Missouri-Columbia Books & Reports 1.