Joyful Encounters: Learning to Play Well with Machines
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The Fair Labor Standards Act of 1938, As Amended
The Fair LaboR Standards Act Of 1938, As Amended U.S. DepaRtment of LaboR Wage and Hour Division WH Publication 1318 Revised May 2011 material contained in this publication is in the public domain and may be reproduced fully or partially, without permission of the Federal Government. Source credit is requested but not required. Permission is required only to reproduce any copyrighted material contained herein. This material may be contained in an alternative Format (Large Print, Braille, or Diskette), upon request by calling: (202) 693-0675. Toll-free help line: 1-866-187-9243 (1-866-4-USWAGE) TTY TDD* phone: 1-877-889-5627 *Telecommunications Device for the Deaf. Internet: www.wagehour.dol.gov The Fair Labor Standards Act of 1938, as amended 29 U.S.C. 201, et seq. To Provide for the establishment of fair labor standards in emPloyments in and affecting interstate commerce, and for other Purposes. Be it enacted by the Senate and House of Representatives of the United States of America in Congress assembled, That this Act may be cited as the “Fair Labor Standards Act of 1938”. § 201. Short title This chapter may be cited as the “Fair Labor Standards Act of 1938”. § 202. Congressional finding and declaration of Policy (a) The Congress finds that the existence, in industries engaged in commerce or in the Production of goods for commerce, of labor conditions detrimental to the maintenance of the minimum standard of living necessary for health, efficiency, and general well-being of workers (1) causes commerce and the channels and instrumentalities of commerce to be used to sPread and Perpetuate such labor conditions among the workers of the several States; (2) burdens commerce and the free flow of goods in commerce; (3) constitutes an unfair method of competition in commerce; (4) leads to labor disputes burdening and obstructing commerce and the free flow of goods in commerce; and (5) interferes with the orderly and fair marketing of goods in commerce. -
Journal of Games Is Here to Ask Himself, "What Design-Focused Pre- Hideo Kojima Need an Editor?" Inferiors
WE’RE PROB NVENING ABLY ALL A G AND CO BOUT V ONFERRIN IDEO GA BOUT C MES ALSO A JournalThe IDLE THUMBS of Games Ultraboost Ad Est’d. 2004 TOUCHING THE INDUSTRY IN A PROVOCATIVE PLACE FUN FACTOR Sessions of Interest Former developers Game Developers Confer We read the program. sue 3D Realms Did you? Probably not. Read this instead. Computer game entreprenuers claim by Steve Gaynor and Chris Remo Duke Nukem copyright Countdown to Tears (A history of tears?) infringement Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design by Chris Remo Two founders of long-defunct Goichi Suda a.k.a. SUDA51 Fumito Ueda British computer game developer Notable Industry Figure Skewered in Print Crumpetsoft Disk Systems have Emil Pagliarulo Mark MacDonald sued 3D Realms, claiming the lat- ter's hit game series Duke Nukem Wednesday, 10:30am - 11:30am infringes copyright of Crumpetsoft's Room 132, North Hall vintage game character, The Duke of industry session deemed completely unnewswor- Newcolmbe. Overview: What are the most impor- The character's first adventure, tant recent trends in modern game Yuan-Hao Chiang The Duke of Newcolmbe Finds Himself design? Where are games headed in the thy, insightful next few years? Drawing on their own in a Bit of a Spot, was the Walton-on- experiences as leading names in game the-Naze-based studio's thirty-sev- design, the panel will discuss their an- enth game title. Released in 1986 for swers to these questions, and how they the Amstrad CPC 6128, it features see them affecting the industry both in Japan and the West. -
Hello, This Is Stephanie and This Is Talk Tales and Trivia, the Show Where I Talk About Pop Culture and Trivia
Hello, this is Stephanie and this is talk tales and trivia, the show where I talk about pop culture and trivia. Listen here, I'm a mad researcher on pop culture and trivia and I love to give all that information to you so that you can stump your friends. It is so much fun. Listen on today's episode I am talking about the local fair. You remember the local fair when you were a child, perhaps maybe there was a local fair in your community as there is all over the world and all over this country and I want to tell you a little more about it starting right now. Well, some people say the fair is the pinnacle of their spring and summer outings and their family outings and what they do with their friends and family on perhaps a weekday night or a weekend night when there is not much going on. But let me tell you something where I grew up the fair or the local fair or the carnival was a wonderful thing to have and to do because I grew up in a neighborhood where there wasn't a lot to do, but let me start with a little history on the local fair or carnival as it's sometimes called. Well, a local fair or carnival is traveling entertainment with sideshows rides and especially one that visits places at the same time each year. Well, it's true. Every spring we would have the same fair going on. It's an event including amusement rides and sales of goods, especially for charity, a bizarre and great food, which we'll talk about a little later on. -
Art Games Applied to Disability
Figure 1. Thatgamecompany. PlayStation 3. (2009), Flower. Figure 2. Thatgamecompany. PlayStation 4. (2013), Flow. Esther Guanche Dorta. Phd student. [email protected] Ana Marqués Ibáñez. Teacher. [email protected] Department of Didactics of Plastic Expression. Faculty of Education. University of La Laguna. Tenerife. Art Games applied to disability. Figure 3. Thatgamecompany. PlayStation 3. (2012), Journey. THEME 4 – Technology – S3 DT Art Games, Disabilities, Design, Videogames, Inclusive education. Art Games applied to disability. Videogames are an emerging medium which represent a new form of artistic design, creating another means of expression for artists as well as different educational context adapted to people with dissabilities. Abstract This is a study of several examples of artistic videogames which can be 1. Art Games and Indie Games Concept The MOMA2 arranged an exhibition on the 50 years of videogame history, made a used to improve the quality of life of persons with impairment, for those review about the design and has added the most significant games to its permanent with specific or general motoric disabilities and mental disabilities in Art Game is an art object associated to the new interactive communications media exhibition, such as those of the Johnson Gallery with 14 videogames, which have order to bring them closer to art and design studies. As well as to develop new approaches in order to include this medium in artistic and a subgenre of the so-called serious videogames. The term was first used in been increased to around fifty. productions, study the impact of these images in Visual Culture and its academic circles in 2002, and referred to a videogame designed to boost artistic and construction by designing. -
Game Narrative Review
Game Narrative Review ==================== Your name (one name, please): Glenn Winters Your school: Drexel University Your email: [email protected] Month/Year you submitted this review: January 2013 ==================== Game Title: Journey Platform: Playstation 3 Genre: Adventure Release Date: March 13 2012 Developer: ThatGameCompany Publisher: Sony Computer Entertainment Game Writer/Creative Director/Narrative Designer: Director - Jenova Chen, Robin Hunicke - Producer, Nicholas Clark - Designer, Bryan Singh - Designer, Chris Bell - Designer Overview Janet Murray states, “journey stories emphasize navigation -- the transitions between different places, the arrivals and departures -- and the how to’s of the hero’s repeated escapes from danger [4].” At its core, the game Journey encompasses this sense of transitioning and the player character’s rite of passage. It is essentially a “hero’s journey” described in Joseph Cambell’s “The Hero with a Thousand Faces.” In Journey you play as a red robed character whom is often referred to as “the traveler.” The game's narrative revolves around the player’s exploration of the eight different levels as you unravel the history of a once thriving civilization. You collect energy by freeing several “scarf like creatures” that are trapped throughout the world. In this process, the player is challenged by environment driven puzzles and guardians of the past who actively try to capture her energy source before reaching her destination. Different from many other computer games, Journey provides no textual description of the story or dialogues. Thus to convey the story, it relies heavily on visuals and interactions with the environment. In other words, the environment and the resulting visual narrative are crucial narrative elements in addition to the more common storytelling components in the game. -
How to Know If It Is Art ? the Case of Video Games
How to know if it is art ? / P Krajewski – Juin 2018 How to know if it is art ? The case of video games Pascal Krajewski Context : Proposal for : Pascal Krajewski et Jorge Martins Rosa, Convocarte N°6-7: Ars Ludens, l'art, le jeu et le ludique, 1st trimester 2019. Index Table of contents: Prolegomena to the question Enrolment in an institutional artistic context Analogy with reputed concomitant arts Integration into an extended fine arts system Identification of universal art markers Election of (Ur) masterpieces Highlighting art compatible principles Conclusion: “to do as if” 1 / 17 How to know if it is art ? / P Krajewski – Juin 2018 How to know if it is art ? The case of video games What good would it be to demonstrate that video game is an art ? Or is not ? Why trying to link it to a discipline is not even eyeing ? Do we wonder if sport is art ? No, sport is sport, and that sounds OK to anyone. Yet, even sport do use occasionally some artistic terms : this player is an artist; that gesture was almost art; such game will stay as a masterpiece of great game; such a sport, played at this level of skills, is reaching art (fencing, skying); and eventually some sports do deserve the adjective of “artistic” since they aim at the beauty of a sequence and not the efficiency of a gesture (figure skating, synchronized swimming). Sport could – by chance, temporarily or specifically – produce “artistic” results, when they prove a perfect mastery allied to a gracious beauty. And even then, they remain sports, because, by vocation, they don't aim at being art. -
Press Start: Video Games and Art
Press Start: Video Games and Art BY ERIN GAVIN Throughout the history of art, there have been many times when a new artistic medium has struggled to be recognized as an art form. Media such as photography, not considered an art until almost one hundred years after its creation, were eventually accepted into the art world. In the past forty years, a new medium has been introduced and is increasingly becoming more integrated into the arts. Video games, and their rapid development, provide new opportunities for artists to convey a message, immersing the player in their work. However, video games still struggle to be recognized as an art form, and there is much debate as to whether or not they should be. Before I address the influences of video games on the art world, I would like to pose one question: What is art? One definition of art is: “the expression or application of human creative skill and imagination, typically in a visual form such as painting or sculpture, producing works to be appreciated primarily for their beauty or emotional power.”1 If this definition were the only criteria, then video games certainly fall under the category. It is not so simple, however. In modern times, the definition has become hazy. Many of today’s popular video games are most definitely not artistic, just as not every painting in existence is considered successful. Certain games are held at a higher regard than others. There is also the problem of whom and what defines works as art. Many gamers consider certain games as works of art while the average person might not believe so. -
“Putting Our Hearts Into It”
CHAPTER 2. “PUTTING OUR HEARTS INTO IT” Gaming’s Many Social Justice Warriors and the Quest for Accessible Games BY LISA NAKAMURA Griefing, the purposeful use of digital affordances to destroy another user’s pleasure or freedom of movement, is a perennial practice, and women, people of color, and sexual minorities are targeted more than others (Gray, 2012; Nakamura, 2009, 2011, and 2012). This is true of the Internet, in general. Citing a recent study, Hudson writes, In a 2013 Pew Research survey, 23 percent of people ages 18 to 29 reported being stalked or harassed online; advocacy groups report that around 70 percent of the cases they deal with involve female victims, and one study of online gaming found players with female voices received three times as many negative responses as men. (2014) GamerGate, the coordinated social media harassment of female developers and social justice game developers like Zoe Quinn and Brianna Wu, as well as feminist critic Anita Sarkeesian is part of a much longer history of sexual harassment of women in gaming. Its eruption into the news in 2014 only made this glaringly visible to the non-gamer world. Death threats, along with other abusive and misogynistic comments coordinated by users who gathered on Twitter and other social media using the #GamerGate hashtag effectively griefed these women in their personal and public lives, making it impossible for them to continue to work and even to move freely. These GamerGate targets and their defenders on social media were derisively labeled “social justice warriors,” or “SJW’s” because they publicly claimed the identity of “feminist” and asserted the need for more diverse games and game cultures. -
Amended Final Draft
Independent or Indie? Creative Autonomy and Cultural Capital in Independent Video Game Production Martin Graham Smith A thesis submitted in fulfilment of the requirements of the Manchester Metropolitan University for the degree of Master of Arts (By Research) Manchester Institute for Research and Innovation in Art and Design (MIRIAD) May 2016 ABSTRACT The use of the word ‘indie’ in relation to video games has shifted from referring to games made independently of a large publisher to being a more nebulous term that is harder to define but that is clearly used at times to refer to games other than those made without the financial assistance of publishers. This thesis seeKs to contribute to the ongoing debate in academic writing on video games as to the meaning of the phrase ‘indie games’. The thesis combines textual and institutional analysis to contextualise the modern indie game by investigating the history of independent video game production in the UK and USA from the 1970s to the modern day, with reference to how changes in technology have shaped independent video game production over time. Alternative models of production that existed before the indie games of the mid-2000s onwards are an under researched area, and this thesis argues that a number of independent counter trends to dominant industry practices set precedents for many of the features of later indie games, in terms of content, style, distribution methods, and models of production. The thesis also contains a case study into the publisher-funded indie games of Jenova Chen and Thatgamecompany which investigates the conflicting definitions of indie in academic writing on video games and other forms of media, arguing that as with indie in cinema, indie in games functions as a form of cultural capital for the audience and developers. -
Games, Design and Play
Praise for Games, Design and Play “Sharp and Macklin break down the design process in detail from concept to code to completion. What I particularly like about this book is its inclusion of prototyping methods and design patterns that are often overlooked by others. I suspect it will be helpful to designers looking to break new ground outside the AAA space.” —Brenda Romero, Game Designer, Romero Games “There are many books you can read about games. But Games, Design, and Play is something new. Colleen Macklin and John Sharp don’t just explain what games are—they detail the game design process itself.” —Eric Zimmerman, Game Designer & Arts Professor, NYU Game Center “Game, Design and Play is a detailed, thoughtful, and well-researched primer on the multifaceted discipline that is game design.” —Mare Sheppard, President, Metanet Software “I’ve been studying and teaching game design for over a decade and this is the first time I’ve read a book that catalogs so many diverse aspects of the game design process. Colleen and John dissect and examine games of all types (not just videogames) and then expertly show you how to put all the pieces together to form your own unique design.” —Stone Librande, Lead Designer, Riot Games “The authors share a wealth of experience, making for a text full of great concepts, thorough process and applied practice. Throughout they provide pertinent examples and use engaging exercises which makes it useful, informative and insightful.” —Drew Davidson, Director and Teaching Professor, Entertainment Technology Center, Carnegie Mellon University “This is a book that fills the much needed space between systems thinking and play theory. -
Spokane Interstate Fair Ride Descriptions 2019
Spokane Interstate Fair Ride Descriptions 2019 SPECTACULAR RIDES Super Shot Drop Tower Raptor The Raptor has a familiar look of the classic scrambler, but with an extra special kick that multiplies the fun and excitement. Four arms are connected to seats in pods of three. Each pod of seats spin counterclockwise while the entire arm turns counterclockwise giving riders the feeling of being in the center of a crazy vortex. The Raptor has 18 seats each holding 2 adults per seat Rock Star Made in the USA, the Rock Star is a platform ride shaped as a giant electric guitar which goes completely up and over in a circular fashion. Riders leaves their stomach behind with each exciting decent. The professional scenery and over 1,000 high efficiently LED lights makes this musical journey a ride to remember! Zillerator Coaster Up, down and around aboard a car for four, passengers enjoy the Zillerator coaster! The Zillerator will attract all thrill seekers, standing at 48 1/2 feet tall, it has 6 cars each capable of holding up to 4 people. A ride for teens and adults, the Zillerator sends riders on a thrilling trip over the tracks – curving, rising and descending – a journey for the bravest. Freak Out This ride boasts an energy efficient light package utilizing LED’s which produce clear bright color while using 90% less power to operate. Towering at 70 feet, the Freak Out seats 16 persons and takes them on a thrilling journey into the sky! Passengers are secured by over the shoulder harnesses as they dangle in expectation. -
The Foundations of Song Bird
Running head: THE FOUNDATIONS OF SONG BIRD GENDER SPECTRUM NEUTRALITY AND THE EFFECT OF GENDER DICHOTOMY WITHIN VIDEO GAME DESIGN AS CONCEPTUALIZED IN: THE FOUNDATIONS OF SONG BIRD A CREATIVE PROJECT SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS BY CALEB JOHN NOFFSINGER DR. MICHAEL LEE – ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA DECEMBER 2018 THE FOUNDATIONS OF SONG BIRD 2 ABSTRACT Song Bird is an original creative project proposed and designed by Caleb Noffsinger at Ball State University for the fulfillment of a master’s degree in Telecommunication: Digital Storytelling. The world that will be established is a high fantasy world in which humans have risen to a point that they don’t need the protection of their deities and seek to hunt them down as their ultimate test of skill. This thesis focuses more so on the design of the primary character, Val, and the concept of gender neutrality as portrayed by video game culture. This paper will also showcase world building, character designs for the supporting cast, and examples of character models as examples. The hope is to use this as a framework for continued progress and as an example of how the video game industry can further include previously alienated communities. THE FOUNDATIONS OF SONG BIRD 3 TABLE OF CONTENTS Introduction . 4 Chapter 1: Literature Review. 8 Chapter 2: Ludology vs. Narratology . .14 Chapter 3: Song Bird, the Narrative, and How I Got Here. 18 Chapter 4: A World of Problems . 24 Chapter 5: The World of Dichotomous Gaming: The Gender-Neutral Character .