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Entwicklung Und Validierung Eines Fragebogens Zum Erleben Von Computerspielen: Untersuchung Von Transfereffekten Zwischen Virtueller Und Realer Welt
Entwicklung und Validierung eines Fragebogens zum Erleben von Computerspielen: Untersuchung von Transfereffekten zwischen virtueller und realer Welt Dissertation zur Erlangung des Doktorgrades der Philosophischen Fakultät der Christian-Albrechts-Universität zu Kiel vorgelegt von Dipl.-Psych. Stefanie Luthman Kiel (2008) Stefanie Luthman Fragebogen zum Erleben von Computerspielen Erstgutachter: Prof. Dr. Thomas Bliesener Zweitgutachter: Prof. Dr. Günter Köhnken Tag der mündlichen Prüfung: 12.11.2008 Durch die zweite Prodekanin oder den zweiten Prodekan, Prof. Dr. Rainer Zaiser zum Druck genehmigt am: 12.11.2008 2 Stefanie Luthman Fragebogen zum Erleben von Computerspielen DANKSAGUNG Mein herzlichster Dank gilt meinem Doktorvater Prof. Dr. Thomas Bliesener, der mir die Möglichkeit gab, meine bei ihm begonnene Forschung zu den Effekten von Computerspielen in Form einer Promotion fortzusetzen. Dafür, dass er jederzeit bei Fragen für mich ansprechbar war und mir mit interessanten Ideen und Anregungen in schwierigen Phasen weiterhalf, bin ich ihm in besonderem Maße dankbar. Herrn Prof. Dr. Günter Köhnken möchte ich danken, dass er sich freundlicherweise bereit erklärt hat, als Zweitgutachter diese Doktorarbeit zu begutachten. Des Weiteren möchte ich mich bei meinen Kollegen und Kolleginnen bedanken, die mich in den letzten drei Jahren bei meiner Promotion begleitet haben. Die lockere Atmosphäre in unseren beiden Abteilungen ist einer der Gründe, weshalb ich freien Herzens sagen kann: Ich bin wirklich gerne zur Arbeit gegangen. Besonderer Dank gilt dabei meinen (ehemaligen) Kolleginnen Marijana Rakuljic und Anna Matthes. Sie waren mir in schwierigen Zeiten wichtige Ansprechpartner, aber noch viel mehr sind sie mir wegen ihrer herzlichen und unkomplizierten Art gute Freundinnen geworden. Jana Schmidt danke ich ganz herzlich für ihren unermüdlichen Einsatz in administrativen Belangen rund um meine Arbeit und für den wunderbaren Austausch in allen Lebensbelangen. -
More Than a Game
More than a game prelims.p65 1 13/02/03, 13:59 For Diane and Eve – the people who really matter prelims.p65 2 13/02/03, 13:59 More than a game The computer game as fictional form Barry Atkins Manchester University Press Manchester and New York distributed exclusively in the USA by Palgrave prelims.p65 3 13/02/03, 13:59 Copyright © Barry Atkins 2003 The right of Barry Atkins to be identified as the author of this work has been asserted by him in accordance with the Copyright, Designs and Patents Act 1988. Published by Manchester University Press Oxford Road, Manchester M13 9NR, UK and Room 400, 175 Fifth Avenue, New York, NY 10010, USA www.manchesteruniversitypress.co.uk Distributed exclusively in the USA by Palgrave, 175 Fifth Avenue, New York, NY 10010, USA Distributed exclusively in Canada by UBC Press, University of British Columbia, 2029 West Mall, Vancouver, BC, Canada V6T 1Z2 British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library Library of Congress Cataloging-in-Publication Data applied for ISBN 0 7190 6364 7 hardback 0 7190 6365 5 paperback First published 2003 11 10 09 08 07 06 05 04 03 10 9 8 7 6 5 4 3 2 1 Typeset by Freelance Publishing Services, Brinscall, Lancs www.freelancepublishingservices.co.uk Printed in Great Britain by Bell and Bain Ltd, Glasgow prelims.p65 4 13/02/03, 13:59 Contents Acknowledgements page vi 1 The computer game as fictional form 1 The postmodern temptation 8 Reading game-fictions 21 2 Fantastically real: reading Tomb Raider 27 Lara Croft: -
Reproductions Supplied by EDRS Are the Best That Can Be Made from the Original Document
DOCUMENT RESUME ED 480 372 PS 031 481 TITLE Marketing Violent Entertainment to Children: A One-Year Follow-Up Review of Industry Practices in the Motion Picture, Music Recording and Electronic Game Industries. A Report to Congress. INSTITUTION Federal Trade Commission, Washington, DC. PUB DATE 2001-12-00 NOTE 101p.; For the Six Month Follow-Up Report, see ED 452 453. AVAILABLE FROM Federal Trade Commission, 600 Pennsylvania Avenue, NW, Washington, DC 20580. Tel: 877-FTC-HELP (Toll Free); Web site: http://www.ftc.gov. For full text: http://www.ftc.gov/os/2001/ 12/violencereportl.pdf. PUB TYPE Reports Evaluative (142) EDRS PRICE EDRS Price MF01/PC05 Plus Postage. DESCRIPTORS Adolescents; *Advertising; Children; *Compliance (Legal); Federal Regulation; *Film Industry; Influences; Mass Media; *Mass Media Role; Merchandising; Popular Music; Video Games; *Violence IDENTIFIERS Entertainment Industry; Federal Trade Commission; *Music Industry ABSTRACT In a report issued in September 2000, the Federal Trade Commission reported that the motion picture, music recording, and electronic game segments of the entertainment industry intentionally promoted products to children that warranted parent cautions. This report responds to the request of the Senate Commerce Committee by focusing on advertising placement in popular teen media and disclosure of rating and labeling information in advertising. The report details commission findings indicating that the movie and electronic game industries have taken steps to better communicate rating information to parents, and that the game industry and a number of movie studios ave placed some specific limits on ad placements to avoid targeting youth. The music industry is beginning to include the parental advisory in advertising, but has not taken steps to limit advertising to children. -
Powerplay, 31, Pp
! i For my father, who didn’t let getting blown up slow him down. ii "#$ I would like to thank all the people who made this thesis possible. There are simply too many to name them all here. However there are a number of people who deserve special mention. Without these individuals’ support and advice I would have never reached this point. Firstly, I’d like to thank my supervisors. Over the course of my candidature I have been guided by three supervisors: Chris Chesher, Gay Hawkins and Ross Harley. This thesis is unmistakably a product of the unique talents of all three. With the crucial formative help of Chris, the astute theoretical insights of Gay, and the encouragement and motivation of Ross, I have had an amazing team supporting me over the years. This thesis would also not have been possible without the incredible support of my family. I am very fortunate to have a family with so much knowledge and experience for me to draw on. From considerable conceptual advice to countless hours of proofreading, this has been a family effort. I also want to make special mention of all those people who took the visual load off me with this thesis. Researching and writing a PhD is undoubtedly a difficult task for anyone who attempts it, but with my visual impairment it would have been near impossible if it was not for all the help and support I received. Whenever my vision failed me I knew I had somewhere to turn. From the anonymous volunteer who recorded Discipline and Punish to tape for me, to my army of proofreaders, every single person who stepped up when I was struggling was instrumental in my being able to complete this thesis. -
Paradigm Shift: How the Evolution of Two Generations of Home
PARADIGM SHIFT: HOW THE EVOLUTION OF TWO GENERATIONS OF HOME CONSOLES, ARCADES, AND COMPUTERS INFLUENCED AMERICAN CULTURE, 1985-1995 By Jason Terence Wiley A thesis submitted to the Graduate Faculty in partial fulfillment of the requirements for the degree of MASTER OF ARTS IN HISTORY University of Central Oklahoma Spring, 2016 iii Abstract Author: Jason Terence Wiley Thesis Chair: Dr. Patricia Loughlin Title of Thesis: Paradigm Shift: How the Evolution of Two Generations of Home Consoles, Arcades, and Computers Influenced American Culture, 1985-1995 Abstract: As of 2016, unlike many popular media forms found here in the United States, video games possess a unique influence, one that gained its own a large widespread appeal, but also its own distinct cultural identity created by millions of fans both here stateside and across the planet. Yet, despite its significant contributions, outside of the gaming’s arcade golden age of the early 1980s, the history of gaming post Atari shock goes rather unrepresented as many historians simply refuse to discuss the topic for trivial reasons thus leaving a rather noticeable gap within the overall history. One such important aspect not covered by the majority of the scholarship and the primary focus of thesis argues that the history of early modern video games in the North American market did not originate during the age of Atari in the 1970s and early 1980s. Instead, the real genesis of today’s market and popular gaming culture began with the creation and establishment of the third and fourth generation of video games, which firmly solidified gaming as both a multi-billion dollar industry and as an accepted form of entertainment in the United States. -
Michael Chang STS 145 Case History March 22, 2001
Michael Chang STS 145 Case History March 22, 2001 H λ L F – L I F E Everywhere! One cool, fateful day in March of 2000, a college student unleashed a video game on an unwitting and innocent dorm’s all male floor. Bright students, virtuoso musicians, champion athletes, and master gamers alike filled this first floor of guys with not only an odor characteristic of junior high and high school locker rooms but also a harmonious marriage of profanity, grunts, screams and gunshots. The profanity, grunts, screams were courtesy of the guys on the floor, and the gunshots courtesy of that video game. The story begins when on the third floor, the tamer co-ed floor, two sophomores had found pirated copies of the game, installed it, played it through to the end, and began dabbling in its multi-player mode. They fought each other day in and day out until their games felt empty, devoid of a sense of community. They wanted more targets, and they wanted more fun, so they made the game available to residents on the first floor. As soon as a player configured his keyboard and mouse to his liking, and as soon as that player dismembered his first opponent with a gun, the game was on. In no time the game attracted half of the residents on the floor and even spawned an intra-dorm contest among players. Just as quickly, the game’s title substituted for the actual act of playing the game: “Wanna Half-Life?” Why “Half-Life” in particular? For all the other similar games out there, we always came back to this game because of its accessibility and the appeal of interaction. -
Game Design Foundations
Game Design Foundations Roger E. Pedersen Wordware Publishing, Inc. Library of Congress Cataloging-in-Publication Data Pedersen, Roger E. Game design foundations / by Roger E. Pedersen. p. cm. Includes index. ISBN 1-55622-973-9 (paperback; CD-ROM) 1. Computer games--Programming. I. Title. QA76.76.C672P43 2002 794.8'151--dc21 2002154127 CIP © 2003, Wordware Publishing, Inc. All Rights Reserved 2320 Los Rios Boulevard Plano, Texas 75074 No part of this book may be reproduced in any form or by any means without permission in writing from Wordware Publishing, Inc. Printed in the United States of America ISBN 1-55622-973-9 10987654321 0301 All brand names and product names mentioned in this book are trademarks or service marks of their respective companies. Any omission or misuse (of any kind) of service marks or trademarks should not be regarded as intent to infringe on the property of others. The publisher recognizes and respects all marks used by companies, manufacturers, and developers as a means to distinguish their products. All inquiries for volume purchases of this book should be addressed to Wordware Publishing, Inc., at the above address. Telephone inquiries may be made by calling: (972) 423-0090 I dedicate this book to my four beautiful daughters, Michele Leslie, Brooke Laurel, Megan Leigh, and Meredith Marlowe Pedersen. This page inten tion ally left blank Contents Chapter 1 The Game Designer ....................1 Game Designers Are NOT Programmers ...............1 Game Designers Are NOT Artists ...................2 Game Designers Are NOT Audio Engineers or Musicians ......2 Game Designers Are Visionaries ....................2 Chapter 2 Pedersen’s Principles on Game Design .........3 Principle 1: Understand the Role of the Designer and Producer . -
Internet-Based Fans: Why the Entertainment Industries Cannot Depend on Traditional Copyright Protections
Pepperdine Law Review Volume 28 Issue 4 Article 4 6-15-2001 Internet-Based Fans: Why the Entertainment Industries Cannot Depend on Traditional Copyright Protections Thomas C. Inkel Follow this and additional works at: https://digitalcommons.pepperdine.edu/plr Part of the Commercial Law Commons, Communications Law Commons, Computer Law Commons, Entertainment, Arts, and Sports Law Commons, Intellectual Property Law Commons, and the Internet Law Commons Recommended Citation Thomas C. Inkel Internet-Based Fans: Why the Entertainment Industries Cannot Depend on Traditional Copyright Protections , 28 Pepp. L. Rev. Iss. 4 (2001) Available at: https://digitalcommons.pepperdine.edu/plr/vol28/iss4/4 This Comment is brought to you for free and open access by the Caruso School of Law at Pepperdine Digital Commons. It has been accepted for inclusion in Pepperdine Law Review by an authorized editor of Pepperdine Digital Commons. For more information, please contact [email protected], [email protected], [email protected]. Internet-Based Fans: Why the Entertainment Industries Cannot Depend on Traditional Copyright Protections I. INTRODUCTION Jesse installs the free one-month Internet trial on his computer in about ten minutes. When he signs on, he goes to one of the dozens of free e-mail ser- vices and gets a new e-mail address. This process, which takes another five minutes, involves filling out a number of forms asking for such information as Jesse's age. Jesse puts down fictional data for all the questions. The last page of the application is a huge block of fine print, which he scrolls past-without reading-to click on the "Accept" button. -
Igi2 Game Satup Download Pc Igi 2 Games Setup Freeware
igi2 game satup download pc Igi 2 Games Setup Freeware. CHMOD Calculator to set file permissions for UNIX.How to set file permissions. for your perl and php scriptsThis free CHMOD calculator will show you how to set file permissions in both Octal and Symbolic format. It will teach you how to set file. File Name: chmod.exe Author: playstation2 games License: Freeware (Free) File Size: 414 Kb Runs on: Win95, Win98, WinME, WinXP. Successor to the original Project Mars. Similar to the first game. Supported resolution is still 128x160. The main differenc between the 2 games is structural. Though I need to improve my methodology. File Name: Project Mars Mobile 2 Author: Zoltan Zelenak License: Freeware (Free) File Size: Runs on: Windows. Double entry bookkeeping - Features: (1)-Accounts are always in balance. ( 2 )-Visual setup for balance and income reports. (3)-Builtin backup and restore. (4)-Multiple companies or divisions. (5)-Consolidate reports through a mapping. File Name: genledger-1.0.3.tar.gz Author: genledger License: Freeware (Free) File Size: 422 Kb Runs on: BSD; Linux. It is a complete software suit includes antivirus, word processor and a system resource hacker.It also contains 2 games.. File Name: AncienveX Author: Abhishek Indoria License: Freeware (Free) File Size: Runs on: Windows. All-in-one Games License Key Recovery Software Games Key Decryptor is the Free all-ine-one tool to instantly recover License Keys of around 50 PC Gaming Softwares.Here is the complete list of currenty supported Gaming softwares, * Battle for Middle Earth * Battlefield * Black and White * Call of Duty * Chainz * Command & Conquer * Company of Heroes * Counter-Strike * Crysis * Dawn of War * FIFA [2002-2012 editions] * Freedom Force * Global Operations * Gunman Chronicles * Half-Life * . -
Il Contenuto Videoludico Generato Dagli Utenti Fra Imprese E Nuovi Mercati
Dipartimento di Scienze Politiche Cattedra Sociologia della Comunicazione Il contenuto videoludico generato dagli utenti fra imprese e nuovi mercati RELATORE CANDIDATO Prof. Michele Sorice Roberto Cialfi Matr. 063232 ANNO ACCADEMICO 2012/2013 Sommario Cap. 1 - Un’introduzione teorica ...................................................................................... 3 1.1 Introduzione ....................................................................................................... 3 1.2 Verso una definizione di videogioco ................................................................. 4 1.3 Le Active audience nella prospettiva dei cultural studies .................................. 6 1.4 Prosumering, produsage e User Generated Content .......................................... 8 1.5 Abercrombie e Longhurst ................................................................................ 15 1.6 I mod, definizione e analisi .............................................................................. 17 Cap 2 - Testimonianze: com’è cambiato il videogioco .................................................. 21 2.1 Marco ............................................................................................................... 21 2.2 Simone ............................................................................................................. 27 2.3 Luca ................................................................................................................. 30 2.4 Cambiamenti ................................................................................................... -
J.A.C.K. Reference Manual
J.A.C.K. Reference Manual Version 1.1 November 24, 2016 Copyright © Crystice Softworks 2013 — 2016 VDK Reference Manual Revision 3 (Nov 2016) Page 2/86 Introduction J.A.C.K. (Just Another Creation Kit; previously known as Jackhammer) is a brand new level editor for games with a quake-style BSP architecture. The aim is to develop a convenient cross- platform tool capable of incorporating the best features of existing editors, such as Valve Hammer Editor, Q3Radiant and others. Despite Quake and Half-Life having been released a long time ago, the large communities have arisen around, still developing modifications and games on their bases. However the existing editors suffer from fundamental disadvantages their users are well familiar with. J.A.C.K. does aspire to be the universal level design tool for classic games. But not only the classics! The editor shall become a key development tool for the Volatile engine, so that is why its second name is Volatile Development Kit. J.A.C.K. is being developed since August 2013. Despite not all the ideas being implemented and not all the functions being completely error-free, you are already able to download fully functional version of the editor, install and evaluate J.A.C.K. in action. Please don't forget that any complicated software may contain some issues. We are interested in a vast testing of the editor and grateful in advance for your comments and suggestions! We are pleased to see you amongst the J.A.C.K. users! J.A.C.K. -
Stručná História Esportu – Prípadová Štúdia Hernej Série Counter- Strike
Masarykova univerzita Filozofická fakulta Ústav hudební vědy Teorie interaktivních médií Jozef Broďáni Bakalárska diplomová práca Stručná história esportu – prípadová štúdia hernej série Counter- Strike Vedúci práce: Mgr. et Mgr. Zdeněk Záhora Brno 2021 Prehlasujem, že som predkladanú prácu vypracoval samostatne, s využitím uvedených zdrojov a literatúry. Súčasne dávam súhlas, aby elektronická verzie tejto práce bola sprístupnená cez informační systém Masarykovej univerzity. ..................................................... Jozef Broďáni V tejto časti by som chcel poďakovať Mgr. et Mgr. Zdeňkovi Záhorovi za vedenie práce, doc. PhDr. Martinovi Flašarovi, Ph.D. za cenné rady, a Kristiánovi Jahodovi za neutíchajúcu podporu behom štúdia a počas písania tejto práce. Jozef Broďáni 1 Obsah 2 ÚVOD ....................................................................................................................................................... 3 2.1 KAPITOLY .................................................................................................................................................. 3 2.2 TERMINOLÓGIA .......................................................................................................................................... 5 1.ČASŤ .............................................................................................................................................................. 7 3 DEFINÍCIA ESPORTU ................................................................................................................................