Beyond Bayonetta's Barbie Body
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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. -
Links to the Past User Research Rage 2
ALL FORMATS LIFTING THE LID ON VIDEO GAMES User Research Links to Game design’s the past best-kept secret? The art of making great Zelda-likes Issue 9 £3 wfmag.cc 09 Rage 2 72000 Playtesting the 16 neon apocalypse 7263 97 Sea Change Rhianna Pratchett rewrites the adventure game in Lost Words Subscribe today 12 weeks for £12* Visit: wfmag.cc/12weeks to order UK Price. 6 issue introductory offer The future of games: subscription-based? ow many subscription services are you upfront, would be devastating for video games. Triple-A shelling out for each month? Spotify and titles still dominate the market in terms of raw sales and Apple Music provide the tunes while we player numbers, so while the largest publishers may H work; perhaps a bit of TV drama on the prosper in a Spotify world, all your favourite indie and lunch break via Now TV or ITV Player; then back home mid-tier developers would no doubt ounder. to watch a movie in the evening, courtesy of etix, MIKE ROSE Put it this way: if Spotify is currently paying artists 1 Amazon Video, Hulu… per 20,000 listens, what sort of terrible deal are game Mike Rose is the The way we consume entertainment has shifted developers working from their bedroom going to get? founder of No More dramatically in the last several years, and it’s becoming Robots, the publishing And before you think to yourself, “This would never increasingly the case that the average person doesn’t label behind titles happen – it already is. -
Peasant Barn 2 Hip No. 1
Consigned by Adena Springs Barn Hip No. 2 Peasant 1 Vice Regent Deputy Minister ................ Mint Copy Awesome Again ................ Blushing Groom (FR) Peasant Primal Force ..................... Chestnut Colt; Prime Prospect May 28, 2008 Hold Your Peace Meadowlake...................... Suspicious Native Abby Girl .......................... (1997) Explodent Like an Explosion ............. Prove It Darling By AWESOME AGAIN (1994). Classic winner of $4,374,590, Breeders' Cup Classic [G1], etc. Sire of 9 crops of racing age, 678 foals, 388 starters, 34 black-type winners, 270 winners of 919 races and earning $42,101,581, including champions Ginger Punch ($3,065,603, Breeders' Cup Distaff [G1] (MTH, $1,220,400), etc.), Ghostzapper ($3,446,120, Breeders' Cup Classic [G1] (LS, $2,080,000)-ntr, etc.), and of Round Pond [G1] ($1,998,- 700), Toccet [G1] ($931,387), Spun Sugar [G1] ($929,171), Wilko [G1]. 1st dam ABBY GIRL, by Meadowlake. 3 wins at 2 and 3, $209,580, Santa Paula S. [L] (SA, $47,700), 2nd Oak Leaf S. [G1], Moccasin S. [L] (HOL, $20,000), 3rd Hollywood Starlet S. [G1]. Dam of 5 other registered foals, 5 of rac- ing age, 4 to race, 2 winners, including-- Ron Bob and Dave (g. by Touch Gold). 3 wins at 4, placed at 5, 2009, $124,880. Comical (c. by Ghostzapper). Placed in 1 start at 3, 2010, $8,200. 2nd dam LIKE AN EXPLOSION, by Explodent. Unplaced in 1 start. Sister to EXPLO- SIVE DARLING. Dam of 5 winners, including-- ABBY GIRL (f. by Meadowlake). Black-type winner, above. Laika. Sent to Argentina. Dam of 4 foals, 2 to race, including-- LINGOTE DE ORO (c. -
Color and Games
Spring 2021 DIKULT350 Candidate no: 109. Color and games The effect of colors in the video game multimodality Master's Thesis in Digital Culture Spring 2021 Supervisor: Daniel Jung University of Bergen Candidate no: 109 DIKULT350 Page i Spring 2021 DIKULT350 Candidate no: 109. Acknowledgment This study was completed at the Department of Linguistic, Literary, and Aesthetic Studies at the University of Bergen. I would first like to thank my thesis supervisor Daniel Jung for giving me great and valuable feedback and pushing me to make my goals even clearer. His feedback did help me to get a goal that was better than my original. I will also thank the whole Faculty of Humanities and the professors at Digital culture. This also includes Fulbright, Professor Chris Ingraham, since he helped me to form my master ideas at the start. After that, I will also thank my brother Joakim Andersson and my great friend Malin Jakobsen since they helped a lot with proofreading and helping me with valuable feedback. Thanks to Simon Dreetz Holt for helping me catch all Pokémon's and inspire me to make changes to my text. I will also say thank you to Sunnhorldand folhøgskole and Markus Lange. Thanks for letting me lecture your students. Also, thanks to det Akademiske Kvarteret for free coffee. Solveig Møster gets a special thanks for the interview that is in this thesis. Thanks for giving me your time and knowledge. My last thanks will go to my close friends called "the lads." Thanks for helping me through the time with this and giving me feedback Finally, I want to thank every person who helps me with my project. -
Found in Translation: Evolving Approaches for the Localization of Japanese Video Games
arts Article Found in Translation: Evolving Approaches for the Localization of Japanese Video Games Carme Mangiron Department of Translation, Interpreting and East Asian Studies, Universitat Autònoma de Barcelona, 08193 Bellaterra, Barcelona, Spain; [email protected] Abstract: Japanese video games have entertained players around the world and played an important role in the video game industry since its origins. In order to export Japanese games overseas, they need to be localized, i.e., they need to be technically, linguistically, and culturally adapted for the territories where they will be sold. This article hopes to shed light onto the current localization practices for Japanese games, their reception in North America, and how users’ feedback can con- tribute to fine-tuning localization strategies. After briefly defining what game localization entails, an overview of the localization practices followed by Japanese developers and publishers is provided. Next, the paper presents three brief case studies of the strategies applied to the localization into English of three renowned Japanese video game sagas set in Japan: Persona (1996–present), Phoenix Wright: Ace Attorney (2005–present), and Yakuza (2005–present). The objective of the paper is to analyze how localization practices for these series have evolved over time by looking at industry perspectives on localization, as well as the target market expectations, in order to examine how the dialogue between industry and consumers occurs. Special attention is given to how players’ feedback impacted on localization practices. A descriptive, participant-oriented, and documentary approach was used to collect information from specialized websites, blogs, and forums regarding localization strategies and the reception of the localized English versions. -
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. -
Qt1sn790gg Nosplash Bd41110
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. -
Mukokuseki and the Narrative Mechanics in Japanese Games
Mukokuseki and the Narrative Mechanics in Japanese Games Hiloko Kato and René Bauer “In fact the whole of Japan is a pure invention. There is no such country, there are no such peo- ple.”1 “I do realize there’s a cultural difference be- tween what Japanese people think and what the rest of the world thinks.”2 “I just want the same damn game Japan gets to play, translated into English!”3 Space Invaders, Frogger, Pac-Man, Super Mario Bros., Final Fantasy, Street Fighter, Sonic The Hedgehog, Pokémon, Harvest Moon, Resident Evil, Silent Hill, Metal Gear Solid, Zelda, Katamari, Okami, Hatoful Boyfriend, Dark Souls, The Last Guardian, Sekiro. As this very small collection shows, Japanese arcade and video games cover the whole range of possible design and gameplay styles and define a unique way of narrating stories. Many titles are very successful and renowned, but even though they are an integral part of Western gaming culture, they still retain a certain otherness. This article explores the uniqueness of video games made in Japan in terms of their narrative mechanics. For this purpose, we will draw on a strategy which defines Japanese culture: mukokuseki (borderless, without a nation) is a concept that can be interpreted either as Japanese commod- ities erasing all cultural characteristics (“Mario does not invoke the image of Ja- 1 Wilde (2007 [1891]: 493). 2 Takahashi Tetsuya (Monolith Soft CEO) in Schreier (2017). 3 Funtime Happysnacks in Brian (@NE_Brian) (2017), our emphasis. 114 | Hiloko Kato and René Bauer pan” [Iwabuchi 2002: 94])4, or as a special way of mixing together elements of cultural origins, creating something that is new, but also hybrid and even ambig- uous. -
Playing to Death • Ken S
Playing to Death • Ken S. McAllister and Judd Ethan Ruggill The authors discuss the relationship of death and play as illuminated by computer games. Although these games, they argue, do illustrate the value of being—and staying—alive, they are not so much about life per se as they are about providing gamers with a playground at the edge of mortality. Using a range of visual, auditory, and rule-based distractions, computer games both push thoughts of death away from consciousness and cultivate a percep- tion that death—real death—is predictable, controllable, reasonable, and ultimately benign. Thus, computer games provide opportunities for death play that is both mundane and remarkable, humbling and empowering. The authors label this fundamental characteristic of game play thanatoludism. Key words: computer games; death and play; thanatoludism Mors aurem vellens: Vivite ait venio. —Appendix Vergiliana, “Copa” Consider here a meditation on death. Or, more specifically, a meditation on play and death, which are mutual and at times even complementary pres- ences in the human condition. To be clear, by meditation we mean just that: a pause for contemplation, reflection, and introspection. We do not promise an empirical, textual, or theoretical analysis, though there are echos of each in what follows. Rather, we intend an interlude in which to ponder the interconnected phenomena of play and death and to introduce a critical tool—terror manage- ment theory—that we find helpful for thinking about how play and death interact in computer games. Johan Huizinga (1955) famously asserted that “the great archetypal activi- ties of human society are all permeated with play from the start” (4). -
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. -
Sega Announces a Platinum Partnership
FOR IMMEDIATE RELEASE SEGA ANNOUNCES A PLATINUM PARTNERSHIP Famed Developers Confirm Exclusive Four-Game Deal with SEGA LONDON & SAN FRANCISCO (May 15, 2008) – SEGA Europe Ltd. and SEGA® of America, Inc. today announced a worldwide partnership with PlatinumGames Inc., the development studio recently formed by the team behind some of the most successful franchises in the video game industry. Under the agreement, PlatinumGames will develop three ground-breaking new SEGA titles -- MADWORLD™, Infinite Line™ and Bayonetta™ – covering a variety of game genres with innovative design concepts that explore the depths of today’s best-selling platforms. A soon-to-be-announced fourth title, being directed by legendary gaming icon Shinji Mikami, is also part of the agreement. “The creative forces at PlatinumGames bring a new level of imagination into the SEGA family at a pivotal time in the video game industry when the demand for quality, originality and fun has never been greater,” said Tatsuya Minami, President and CEO, PlatinumGames. “These new titles will contribute meaningfully to SEGA’s brand, while adding a new level of depth to the strategic portfolio of games in our library.” “We are thrilled to have forged this new relationship with such a talented team of individuals and we are understandably excited about the titles that they are producing for us,” commented Mike Hayes President and COO of SEGA Europe Ltd. “SEGA continually strives to release games for all consumers that are of the highest quality, working with Platinum Games further enhances that strategy.” MADWORLD, the first title set for release in Q1 2009, is an inventive third-person action game exclusively for Wii™.