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The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Earnings Release for Fiscal Year Ended March 2018 Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2014 FY3/2015 FY3/2016 FY3/2017 FY3/2018 Net sales 571,726 549,780 504,459 489,095 1,055,682 Cost of sales 408,506 335,196 283,494 290,197 652,141 Gross profit 163,219 214,584 220,965 198,898 403,540 (Gross profit ratio) (28.5%) (39.0%) (43.8%) (40.7%) (38.2%) Selling, general and administrative expenses 209,645 189,814 188,083 169,535 225,983 Operating profit -46,425 24,770 32,881 29,362 177,557 (Operating profit ratio) (-8.1%) (4.5%) (6.5%) (6.0%) (16.8%) Non-operating income 53,136 46,043 14,550 28,593 23,509 (of which foreign exchange gains) (39,287) (34,051) ( - ) ( - ) ( - ) Non-operating expenses 624 283 18,641 7,591 1,710 (of which foreign exchange losses) ( - ) ( - ) (18,356) (5,256) (766) Ordinary profit 6,086 70,530 28,790 50,364 199,356 (Ordinary profit ratio) (1.1%) (12.8%) (5.7%) (10.3%) (18.9%) Extraordinary income 4,922 3,737 407 64,775 3,240 Extraordinary losses 79 2,176 1,482 409 1,507 Profit before income taxes 10,929 72,091 27,715 114,730 201,090 Income taxes 34,132 30,228 11,197 12,147 60,144 Profit -23,202 41,862 16,518 102,582 140,945 Profit attributable to non-controlling interests 20 18 13 8 1,354 Profit attributable to owners of parent -23,222 41,843 16,505 102,574 139,590 (Profit attributable to (-4.1%) (7.6%) (3.3%) (21.0%) (13.2%) owners of parent ratio) - 1 - Nintendo Co., Ltd. -
Who Are These 5Th Grade Tiger Times Contributors? Answers at the Bottom of This Page!
tiger times The Voice of Dewey Elementary School • Evanston, IL • Spring 2018 Guess Who!? Who are these 5th Grade Tiger Times Contributors? Answers at the bottom of this page! A B C D E F G H I J K L M N O P Q R S T U V W X Camp Timber-lee By Frances Hammer, Signe Harris, Chloe Boynton-Henderson, Reece Karnes and Asha Rogers Y Let’s start off by telling you that Camp Tim- Life, Leather, Farm Animals, Animal Encounter, ber-lee is a fun experience, that you will never Wilderness Survival, GPS, Aquatics Study, and forget! You will have a variety of classes that you More! We can say that all of our favorite classes would not have on a typical school day. You will were leather making! It was so much fun. You Field Trips bond with your classmates, while having a TON could make keychains and bracelets and more! of fun! There for, let’s get on to learning about We think that you will have a ton of fun doing By Max Matsis the one and only, Camp Timber-lee!!! the classes when you come. Every year, we all get whisked off on a new field trip. So I asked 5th graders what their favorite field Let’s start with the bus ride there! We are warn- All the meals were good. They served French trip was. The contestants were Camp Timberlee, the Apple store, Shedd Aquarium, Freedom Riders, ing you that there will be a lot, no, two and a toast, subs, chicken, hot dogs, and chili. -
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ii Copyright 2016 By Susan Forsyth iii Funding Acknowledgement This dissertation was supported by: • The University of California, San Francisco Graduate Dean’s Health Science Fellowship • The Eugene Cota Robles Doctoral Fellowship • Dissertation award from the Tobacco-Related Disease Research Program (TRDRP), grant #22DT-0003. iv Acknowledgments I would first like to thank the participants who gave freely of their time and stories. Without them this dissertation would never have been written. I knew almost nothing about video games before I started this and their patient explanations of things most obvious was greatly appreciated. I would also like to thank my advisor, Dr. Ruth Malone. In 2008, when I sat in my first graduate class, I was not sure if I even belonged. Dr. Malone encouraged me and helped me believe in myself as a person and as a scholar. She opened doors for me that I did not know even existed. Ruth has mentored me for the last eight years, and for this I am honored and grateful. I would also like to thank my dissertation committee, Dr. Ruth Malone (chair), Dr. Kit Chesla and Dr. Roberta Rehm. Their gentle and careful guidance has seen me safely through one of the most challenging journeys of my life. I would like to thank my qualifying exam committee, Dr. Christine Kennedy (chair), Dr. Ruth Malone, Dr. Roberta Rehm and Dr. Susan Kools. Through your expertise and direction this project was shaped into what it is today. I would also like to thank Dr. Lisa Bero and Dr. Donna Odierna. I joined their reasearch group for ten weeks and stayed five years. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Financial Results Briefing for Fiscal Year Ended March 2014 (Briefing Date: 5/8/2014) Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2010 FY3/2011 FY3/2012 FY3/2013 FY3/2014 Net sales 1,434,365 1,014,345 647,652 635,422 571,726 Cost of sales 859,131 626,379 493,997 495,068 408,506 Gross profit 575,234 387,965 153,654 140,354 163,219 (Gross profit ratio) (40.1%) (38.2%) (23.7%) (22.1%) (28.5%) Selling, general and administrative expenses 218,666 216,889 190,975 176,764 209,645 Operating income 356,567 171,076 -37,320 -36,410 -46,425 (Operating income ratio) (24.9%) (16.9%) (-5.8%) (-5.7%) (-8.1%) Non-operating income 11,082 8,602 9,825 48,485 53,136 (of which foreign exchange gains) ( - ) ( - ) ( - ) (39,506) (39,287) Non-operating expenses 3,325 51,577 33,368 1,592 624 (of which foreign exchange losses) (204) (49,429) (27,768) ( - ) ( - ) Ordinary income 364,324 128,101 -60,863 10,482 6,086 (Ordinary income ratio) (25.4%) (12.6%) (-9.4%) (1.6%) (1.1%) Extraordinary income 5,399 186 84 2,957 4,922 Extraordinary loss 2,282 353 98 3,243 79 Income before income taxes and minority interests 367,442 127,934 -60,877 10,197 10,929 Income taxes 138,896 50,262 -17,659 3,029 34,132 Income before minority interests - 77,671 -43,217 7,168 -23,202 Minority interests in income -89 50 -13 68 20 Net income 228,635 77,621 -43,204 7,099 -23,222 (Net income ratio) (15.9%) (7.7%) (-6.7%) (1.1%) (-4.1%) - 1 - Nintendo Co., Ltd. -
Wii U – DER GUIDE
Wii U – DER GUIDE Hardware, Spiele, Features: Wii U is a trademark of Nintendo. © 2012 Nintendo. Das musst du über die neue Nintendo TV-Konsole wissen! Wii U – DER GUIDE Wii U – DER GUIDE DAS HAST DU NOCH NICHT GESEHEN! Iwata fragt Die kann was! Gewicht der Konsole: 1,5 kg Bereit für die Zukunft der Videospiele? Dann kann das Zeitalter der Wii U beginnen! Speicher: Interner Flash-Speicher, erweiterbar mit SD-Karten oder externen USB-Laufwerken ie Wii U verknüpft die hoch entwickel- Video: 1080p/i, 720p, 480p/i (HDMI, D-Terminal, Komponentenanschluss, RGB, S-Video Stereo AV, AV) Dte Hardware einer stationären Konso- Audio: 6-Kanal-PCM via HDMI-Anschluss oder analoge Ausgabe via AV-Multi- le mit den Errungenschaften, die sonst nur Out-Anschluss ein Handheld wie der 3DS bietet – etwa Netzwerk: 4 USB-Anschlüsse (2 vorne, 2 hinten), Wireless-Verbindung (IEEE MEHR INFOS 802.11b/g/n) TV-ungebundene Handhabung und beste- Zubehör: Anschließbar sind bis zu zwei Wii U GamePads, bis zu vier Wii-Fern- chend hoch aufgelöster Bildschirm. All das Satoru Iwata, der Präsident von Nintendo, bedienungen und bis zu vier Wii U Pro Controller. Außerdem ist Wii-Zubehör (Nunchuk, Balance Board, etc.) weiterhin mit der Wii U verwendbar. macht eine perfekte Spielerfahrung mög- nimmt sich in dieser Rubrik unter www.nin- tendo.de. regelmäßig die Zeit, mit Nintendo- Extras: Kommunikationsnetzwerk „Miiverse“, eShop (Virtual Console, lich, wie man sie nur von Nintendo kennt. Software-Downloads), Video-Chat, Fernbedienung, erweiterbare Kanäle Angestellten über die Entstehung aktueller Kostprobe gefällig? Mit der Wii U kannst Produkte zu sprechen. -
Beyond Bayonetta's Barbie Body
Selected Papers of Internet Research 16: The 16th Annual Meeting of the Association of Internet Researchers Phoenix, AZ, USA / 21-24 October 2015 BEYOND BAYONETTA'S BARBIE BODY Todd Harper University of Baltimore Introduction In recent history, there have been few video game characters as divisive, hotly contested, or controversial as Bayonetta, the star of the game series of the same name from developer Platinum Games. Following in the footsteps of predecessors like Devil May Cry, Bayonetta is a “character brawler;” a third person action game of over the top violence where the iconic main character is a significant selling point. Bayonetta herself, at first glance, seems to be everything wrong with the design of women main characters in video games today: her physical proportions are highly exaggerated, emphasizing traditionally sexualized characteristics such as a large bust and a long, thin, slightly S-curved body that’s mostly leg. Platinum character designer Mari Shimazaki has discussed the ways in which she tried to make Bayonetta “more appealing as an action game character by adjusting her proportions and extending her limbs” (Shimazaki, 2009). A recurring in-game gimmick for Bayonetta is that she magically conjures giant fists or feet to attack her enemies that are formed from her long hair, which also forms her outfit; the result is that, when she uses such attacks, she is left mostly naked. Unsurprisingly, both the character and the games have come under fire from critics for this sexualized representation, particularly from some feminist critics who argue that she is yet another in a long line of problematic women characters served up for heterosexual male consumption. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Earnings Release for the Nine-Month Period Ended December 2018 Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2015 FY3/2016 FY3/2017 FY3/2018 FY3/2019 Apr.-Dec.'14 Apr.-Dec.'15 Apr.-Dec.'16 Apr.-Dec.'17 Apr.-Dec.'18 Net sales 442,920 425,664 311,121 857,012 997,295 Cost of sales 269,976 242,364 171,055 530,707 588,222 Gross profit 172,944 183,299 140,065 326,305 409,073 (Gross profit ratio) (39.0%) (43.1%) (45.0%) (38.1%) (41.0%) Selling, general and administrative expenses 141,339 140,814 113,750 169,842 189,043 Operating profit 31,604 42,485 26,315 156,462 220,029 (Operating profit ratio) (7.1%) (10.0%) (8.5%) (18.3%) (22.1%) Non-operating income 60,949 12,993 23,837 38,874 20,469 (of which foreign exchange gains) (51,089) (1,801) (1,405) (20,264) (4,349) Non-operating expenses 197 183 1,043 772 230 (of which foreign exchange losses) ( - ) ( - ) ( - ) ( - ) ( - ) Ordinary profit 92,356 55,295 49,110 194,563 240,268 (Ordinary profit ratio) (20.9%) (13.0%) (15.8%) (22.7%) (24.1%) Extraordinary income 3,608 404 63,756 3,240 1 Extraordinary losses 2,294 940 193 1,428 703 Profit before income taxes 93,669 54,759 112,673 196,375 239,566 Income taxes 34,164 14,196 9,693 59,253 70,384 Profit 59,505 40,563 102,979 137,122 169,182 Profit attributable to non-controlling interests -10 4 10 1,957 396 Profit attributable to owners of parent 59,515 40,558 102,969 135,165 168,785 (Profit attributable to (13.4%) (9.5%) (33.1%) (15.8%) (16.9%) owners of parent ratio) - 1 - Nintendo Co., Ltd. -
Understanding the Player-Game Relationship Through Challenges and Cognitive & Motor Abilities
Understanding the Player-Game Relationship through Challenges and Cognitive & Motor Abilities. Jacques Carette Sasha Soraine McMaster University McMaster University Hamilton, Ontario, Canada Hamilton, Ontario, Canada [email protected] [email protected] ABSTRACT to better tailor the gameplay to the abilities of the player. Our We explore the relationship between a player’s cognitive and short-term goals for exploring this relationships are to: motor abilities, and the abilities necessary for completing spe- 1. explore novel motor experiences in games, and cific challenges. Existing engineering-focused work does not treat the player on the same footing as the game. We view 2. have a method to formally discuss and categorize game- (the mechanical part of) games as a system of systems com- play. posed of the game mechanics (including challenges), and the player via their cognitive and motor abilities. In particular, we would like to create new challenges based on under-exploited abilities. In particular, we incorporate a player model in the definition of what makes challenges the same. This allows us to define Our aim is to systematically describe the (mechanical) player- a typology of challenges and of abilities specific to games. game relationship; however, such a discussion of design Our motivation is to better understand the relation of abili- choices requires a lot of space — similar work required over ties to the mechanical parts of players’ game experiences, and 300 pages to communicate their ideas [59]. Thus we present thence to better craft them. For space reasons, we focus on a a representative part of our work. At a high level, we will subset of challenges and abilities. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Earnings Release for the Nine-Month Period Ended December 2017 Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2014 FY3/2015 FY3/2016 FY3/2017 FY3/2018 Apr.-Dec.'13 Apr.-Dec.'14 Apr.-Dec.'15 Apr.-Dec.'16 Apr.-Dec.'17 Net sales 499,120 442,920 425,664 311,121 857,012 Cost of sales 349,825 269,976 242,364 171,055 530,707 Gross profit 149,294 172,944 183,299 140,065 326,305 (Gross profit ratio) (29.9%) (39.0%) (43.1%) (45.0%) (38.1%) Selling, general and administrative expenses 150,873 141,339 140,814 113,750 169,842 Operating profit -1,578 31,604 42,485 26,315 156,462 (Operating profit ratio) (-0.3%) (7.1%) (10.0%) (8.5%) (18.3%) Non-operating income 57,570 60,949 12,993 23,837 38,874 (of which foreign exchange gains) (48,122) (51,089) (1,801) (1,405) (20,264) Non-operating expenses 425 197 183 1,043 772 (of which foreign exchange losses) ( - ) ( - ) ( - ) ( - ) ( - ) Ordinary profit 55,566 92,356 55,295 49,110 194,563 (Ordinary profit ratio) (11.1%) (20.9%) (13.0%) (15.8%) (22.7%) Extraordinary income 1,422 3,608 404 63,756 3,240 Extraordinary losses 53 2,294 940 193 1,428 Profit before income taxes 56,936 93,669 54,759 112,673 196,375 Income taxes 46,743 34,164 14,196 9,693 59,253 Profit 10,192 59,505 40,563 102,979 137,122 Profit attributable to non-controlling interests -3 -10 4 10 1,957 Profit attributable to owners of parent 10,195 59,515 40,558 102,969 135,165 (Profit attributable to (2.0%) (13.4%) (9.5%) (33.1%) (15.8%) owners of parent ratio) - 1 - Nintendo Co., Ltd. -
Gender, Power, and the Gamic Gaze: Re-Viewing Portal and Bayonetta
***THIS IS AN UNPUBLISHED DRAFT. PLEASE DO NOT CITE OR CIRCULATE. IF YOU DID NOT RECEIVE THIS DIRECTLY FROM THE AUTHOR, PLEASE CONTACT [email protected] FOR AN UPDATED VERSION. Gender, Power, and the Gamic Gaze: Re-Viewing Portal and Bayonetta The Persistence of the Gaze in Gaming This chapter begins, as so many accounts of gender and gaming do, with Lara Croft. Though she was not the first action heroine in gaming, the star of Tomb Raider was an early focal point for the feminist critique of video games. An international media sensation, Croft was a digital iteration of the action heroines that emerged in 1990’s cinema. Crude polygon resolution, which made it difficult to render human figures in photorealistic detail, meant that markers of the action hero/ine—sweaty hair, “bulging biceps and striated shoulders”1—were not feasible except in cartoon style, requiring exaggerated proportions and lighting details. Tomb Raider, which followed the rest of the industry in pursuing photorealism in conjunction with three-dimensional graphics, opted to represent Croft’s femininity visually and her masculine power procedurally: she had famously large breasts, a small waist, and wide hips, but also the ability to drag giant stone blocks, climb sheer cliffs, and blast dinosaurs into oblivion with dual- wielded pistols. The gamic camera in the original Tomb Raider remains in a voyeuristic position: a few feet behind Lara, with her buttocks featured in the frame, relentlessly pursuing as she moves in response to the gamer’s control (See Figure 1). Her physical design, too, appeals to a sexualizing gaze that undermines her credibility as an action hero exploring ancient ruins: short shorts, thigh-mounted pistol harnesses, ample bosom straining at a small white tank top. -
Bluray/DVD Combo
Black Butler - Season 2 - Classic - Bluray/DVD Combo Key Selling Points • On-going graphic novel releases from Yen Press, new volumes regularly appear in the New York Times • #4, Top 25 Manga Properties – Fall/Holiday 2013 – ICv2 • More than 18 million volumes in print worldwide, published in 42 countries and territories! • FUNKO Pop Vinyl Figures Coming Summer 2014 to retail • A range of merchandised goods in a variety of categories currently on sale at Hot Topic • From Aniplex who brought you Fullmetal Alchemist! • From the studio that brought you Fairy Tail and Sword Art Online • Franchise has branched into the mainstream with a mention in the Season Three premiere episode of TNT’s Falling Skies Synopsis When last we saw dear Sebastian, he was poised to feast on the ripened soul of his young master. Unfortunately for the debonair demon, there’s a new butler in town… [ Watch Trailer ] Studio: FUNimation Enter Claude Faustus, a malevolent manservant uninspired by the drab flavor of his own Street Date: 10/14/2014 contracted master, Alois Trancy. This pedestrian lad holds no allure for Claude, so the Pre-Order: 9/9/2014 bespectacled butler sets his sights on a finer delicacy from the menu of the damned. None other Catalogue #: FN-05939 than Ciel Phantomhive. And so begins a devilish dance of death starring crow and spider. The Material #: 8120576 demonic duel rages beyond the limits of good taste, culminating in a debaucherous maze of UPC: 704400059391 madness pitting butler against butler. Sebastian and Claude: two ravenous rakehells filled with SRP: $39.98 the power of darkness and locked in a macabre battle for the soiled soul of the young master Run Time (min): 450 they so long to savor/devour.