2006 Essential Facts About the Computer and Video Game Industry at E3 on May 10, 2006
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Video and Computer Games As Grounding Experiences for Learning
Black, J.B., Khan, S.A.and Huang,S.C.D.(2014) Video games as grounding experiences for learning. In F. C. Blumberg (Ed.) Learning by playing: Frontiers of videogaming in education. New York: Oxford University Press Video and Computer Games as Grounding Experiences for Learning John B. Black, Saadia A. Khan and Shih-Chieh Doug Huang Teachers College, Columbia University Abstract A powerful role for games and simulations is providing rich, perceptually- grounded experience with the content being learned, which when combined with more formal learning activities, provides deeper more robust learning that transfers. Research with an historical simulation game found that grappling with historical dynamics via game play prepared students to learn more from reading a difficult chapter from a college history text. Similarly, interpreting observations in an archaeological site simulation increased students’ ability to interpret and argue using such observations. Other research showed that having learners use avatars to role play historical actors and events in a virtual world simulation of the history increased learning, understanding and transfer of historical knowledge acquired from reading about the history. Further research found that increasing the perceptual richness of grounding physics experiences with a simulation game providing force feedback increased student learning and understanding of concepts in physics. Keywords: Grounded Cognition, Embodied Cognition, Experience, Learning, Transfer 1 Most of learning in school is thin and shallow: it is not understood very deeply, is quickly forgotten and does not really become part of the way the learners think about the world. As Dewey (1938) pointed out, learning without experiencing what is being learned is not meaningful. -
The BG News August 22, 2005
Bowling Green State University ScholarWorks@BGSU BG News (Student Newspaper) University Publications 8-22-2005 The BG News August 22, 2005 Bowling Green State University Follow this and additional works at: https://scholarworks.bgsu.edu/bg-news Recommended Citation Bowling Green State University, "The BG News August 22, 2005" (2005). BG News (Student Newspaper). 7460. https://scholarworks.bgsu.edu/bg-news/7460 This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 4.0 License. This Article is brought to you for free and open access by the University Publications at ScholarWorks@BGSU. It has been accepted for inclusion in BG News (Student Newspaper) by an authorized administrator of ScholarWorks@BGSU. State University MONDAY August 22, 2005 WEIGHING IN: Freshman year can tip PARTLY CLOUDY obesity scales for life; HIGH: 72 LOW 52 PAGE 13 www.binews.com independent student press VOLUME 100 ISSUE 2 Ribeau rallies campus community Speech familiarizes Ribeau speaks to freshmen with faculty and staff about University values community By Kristen Bryson By Lisa Halversladt REPORTER REPORTER In a sea of orange T-shirts, the President Sidney Ribeau attempt- Falcon Marching Band along ed to energize faculty and staff on with the cheerleaders and dance Friday morning about building team set the tone for the New a working relationship with die Student Convocation — the Bowling Green community dur- wrap up event to BGeX. ing the 2005 -06 school year. Afterthethree-day-longorien- After dianking the faculty and tation, the freshmen were given staff for their initiative in the past a chance to mingle with their year, the president discussed new friends while enjoying free the importance of collaboration food and entertainment from between the University and the Bowling Green's spirit squad. -
Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
Full Version
Volume 11, Number 2 Spring 2020 Contents ARTICLES Reexploring the Esports Approach of America’s Three Major Leagues Peter A. Carfagna.................................................. 115 The NCAA’s Agent Certification Program: A Critical and Legal Analysis Marc Edelman & Richard Karcher ..................................... 155 Well-Intentioned but Counterproductive: An Analysis of the NFLPA’s Financial Advisor Registration Program Ross N. Evans ..................................................... 183 A Win Win: College Athletes Get Paid for Their Names, Images, and Likenesses, and Colleges Maintain the Primacy of Academics Jayma Meyer and Andrew Zimbalist ................................... 247 Harvard Journal of Sports & Entertainment Law Student Journals Office, Harvard Law School 1585 Massachusetts Avenue, Suite 3039 Cambridge, MA 02138 (617) 495-3146; [email protected] www.harvardjsel.com U.S. ISSN 2153-1323 The Harvard Journal of Sports & Entertainment Law is published semiannually by Harvard Law School students. Submissions: The Harvard Journal of Sports and Entertainment Law welcomes articles from professors, practitioners, and students of the sports and entertainment industries, as well as other related disciplines. Submissions should not exceed 25,000 words, including footnotes. All manuscripts should be submitted in English with both text and footnotes typed and double-spaced. Footnotes must conform with The Bluebook: A Uniform System of Citation (20th ed.), and authors should be prepared to supply any cited sources upon request. All manu- scripts submitted become the property of the JSEL and will not be returned to the author. The JSEL strongly prefers electronic submissions through the ExpressO online submission system at http://www.law.bepress.com/expresso or the Scholastica online submission system at https://harvard-journal-sports-ent-law.scholasticahq.com. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Title: Digital Games and Biodiversity Conservation Authors
Title: Digital Games and Biodiversity Conservation Authors: Chris Sandbrook1, 2, William M. Adams2, Bruno Monteferri3 Affiliations: 1.) United Nations Environment Programme World Conservation Monitoring Centre, 219 Huntingdon Road, Cambridge, CB3 0DL, UK. 2.) Department of Geography, University of Cambridge, CB2 3EN, UK 3.) Sociedad Peruana de Derecho Ambiental (SPDA, Peruvian Society for Environmental Law), Prolongación Arenales 437 Lima 27, Perú Email addresses: Sandbrook [email protected] Adams [email protected] Monteferri [email protected] Running title: Digital games and biodiversity conservation Keywords: Biodiversity Conservation Citizen Science Digital games Games for good Gamification Nature Serious games Technology Type of article: Policy Perspective Words in abstract: 165 Words in manuscript (excluding abstract, acknowledgements, table and legend, & references):3000 Number of references: 35 Number of figures: 0 Number of tables: 1 in text, 1 supplementary information Corresponding author: Chris Sandbrook Department of Geography, University of Cambridge, Downing Place, Cambridge, CB2 3EN [email protected], tel: +441223 766574, fax: +441223 333392 This article has been accepted for publication and undergone full peer review but has not been through the copyediting, typesetting, pagination and proofreading process, which may lead to differences between this version and the Version of Record. Please cite this article as doi: 10.1111/conl.12113. This article is protected by copyright. All rights reserved. 1 Abstract Digital games play an important role in the lives of millions of peoples worldwide. The games industry is expanding rapidly, and games are developing in sophistication and complexity. Games (and gaming approaches to other activities) are increasingly being used for serious or social purposes in a wide range of fields, including biodiversity conservation. -
The Adaptation of the Cultural and Creative Industries Cluster Policy In
The Adaptation of the Cultural and Creative Industries Clusters Policies in Eastern Asian Cities: The Case Studies in Taiwan By PEI-LING, LIAO A thesis submitted to the University of Birmingham For the degree of Doctor of Philosophy Department of Management Birmingham Business School College of Social Sciences University of Birmingham June 2014 University of Birmingham Research Archive e-theses repository This unpublished thesis/dissertation is copyright of the author and/or third parties. The intellectual property rights of the author or third parties in respect of this work are as defined by The Copyright Designs and Patents Act 1988 or as modified by any successor legislation. Any use made of information contained in this thesis/dissertation must be in accordance with that legislation and must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the permission of the copyright holder. Acknowledgments This thesis is dedicated to my parents and brother, who gave up so much for me to complete this work. Thank you to my first supervisor Dr. Caroline Chapain, and second supervisor Dr. Lauren Andres, my examiners Professor Graeme Evans, Dr. Christopher Collinge and my Chair Dr. John Gibney, without your supervision, support and encouragement, I will not able to complete this thesis and my study. I express gratitude to my friends , especially Jung-Chen, Jennifer, Chun-Ting, Liang-Ting and Ya-Hui, and my colleagues Kong, Li-Yun, Chun, Jin-I, Bing, Yanan and David, no matter where you are, you gives me many support and power to complete my work. To the professionals and academicians who help with my research and deserve credit for encouraging me to enter the Doctoral program, I express my sincere thanks. -
Construindo a Relação Entre Teoria E Prática: O Uso De Videogames Como Recurso Pedagógico Para O Ensino De Geografia
CONSTRUINDO A RELAÇÃO ENTRE TEORIA E PRÁTICA: O USO DE VIDEOGAMES COMO RECURSO PEDAGÓGICO PARA O ENSINO DE GEOGRAFIA CONSTRUCTING THE RELATIONSHIP BETWEEN THEORY AND PRACTICE: THE USE OF VIDEOGAMES AS A PEDAGOGICAL RESOURCE FOR THE TEACHING OF GEOGRAPHY [1] Dhéssica Mirian da Silva Souza/UEPA/[email protected] [2] Lucas Brendo Lima Lisboa/UEPA/[email protected] RESUMO As metamorfoses no espaço geográfico que se intensificaram no mundo pós-segunda guerra nos fazem compreender que as relações espaço-temporais que ocorrem no mesmo são cada vez mais imbricadas de aspectos indissociáveis das evoluções tecnológicas. Nesse sentido, as práticas de ensino devem se atualizar acompanhando o discente e para isso, na presente produção através do uso do software: Age of Empires III: Complete Collection, mais especificamente, seu uso na disciplina de Geografia no conteúdo de formação do território Amazônico, que levou os alunos a construírem o espaço geográfico com suas mãos e o mouse, estabelecendo o território de Belém, entendendo também os conflitos entre espanhóis, holandeses e franceses, controlando através do computador os colonizadores e os indígenas que se unem através de alianças como as feitorias até chegar ao período de independência brasileira, sendo construído e exposto na produção passo a passo pelos alunos do 7º,8° e 2º ano do ensino médio com o auxilio do professor, sendo que após a aplicação e analise dos dados qualitativos coletados, percebeu-se um aprendizado equilibrado, eficiente e um nível de interesse maior entre todos as turmas que participaram, conciliando a sinergia entre a teoria e prática. Palavras-chaves: Videogames, Ensino, Geografia, Inovação. -
Game Console Rating
Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Abzu PS4, XboxOne E Ace Combat 7: Skies Unknown PS4, XboxOne T AC/DC Rockband Wii T Age of Wonders: Planetfall PS4, XboxOne T All-Stars Battle Royale PS3 T Angry Birds Trilogy PS3 E Animal Crossing, City Folk Wii E Ape Escape 2 PS2 E Ape Escape 3 PS2 E Atari Anthology PS2 E Atelier Ayesha: The Alchemist of Dusk PS3 T Atelier Sophie: Alchemist of the Mysterious Book PS4 T Banjo Kazooie- Nuts and Bolts Xbox 360 E10+ Batman: Arkham Asylum PS3 T Batman: Arkham City PS3 T Batman: Arkham Origins PS3, Xbox 360 16+ Battalion Wars 2 Wii T Battle Chasers: Nightwar PS4, XboxOne T Beyond Good & Evil PS2 T Big Beach Sports Wii E Bit Trip Complete Wii E Bladestorm: The Hundred Years' War PS3, Xbox 360 T Bloodstained Ritual of the Night PS4, XboxOne T Blue Dragon Xbox 360 T Blur PS3, Xbox 360 T Boom Blox Wii E Brave PS3, Xbox 360 E10+ Cabela's Big Game Hunter PS2 T Call of Duty 3 Wii T Captain America, Super Soldier PS3 T Crash Bandicoot N Sane Trilogy PS4 E10+ Crew 2 PS4, XboxOne T Dance Central 3 Xbox 360 T De Blob 2 Xbox 360 E Dead Cells PS4 T Deadly Creatures Wii T Deca Sports 3 Wii E Deformers: Ready at Dawn PS4, XboxOne E10+ Destiny PS3, Xbox 360 T Destiny 2 PS4, XboxOne T Dirt 4 PS4, XboxOne T Dirt Rally 2.0 PS4, XboxOne E Donkey Kong Country Returns Wii E Don't Starve Mega Pack PS4, XboxOne T Dragon Quest 11 PS4 T Highland Township Public Library - Video Game Collection Updated January 2020 Game Console Rating Dragon Quest Builders PS4 E10+ Dragon -
Cyber Athletes: Identification, Competition, and Affect Implications
CYBER ATHLETES: IDENTIFICATION, COMPETITION, AND AFFECT IMPLICATIONS DISSERTATION Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Robert Peter Griffiths, M.A. ***** The Ohio State University 2007 Dissertation Committee: Approved by Professor Matthew S. Eastin, Advisor Professor Osei Appiah ____________________________________ Professor Artemio Ramirez Advisor Graduate Program in Communication ABSTRACT Previous research has shown video games afford learning experiences, thus what occurs within the gaming realm is applicable to the real-world and vice-versa. Therefore, this study extends the video game effects literature by exposing the complexity of competitive gaming situations. In that spirit, this study incorporated a college football game to enact identification processes and direct competition to determine how player membership, opponent membership, and competition outcomes impact media effects variables such as enjoyment, presence, and state hostility. Two-hundred ninety four subjects participated in the 3 (opponent membership—main rival, conference opponent, other opponent) x 2 (player membership—identifier, non-identifier) x 2 (competitive outcome—win, loss) design. Overall, competition outcome significantly predicts levels of enjoyment and state hostility. Moreover, who the gamer plays as and against also influences these responses. Beating an emotionally relevant opponent solicited greater enjoyment than an irrelevant team. Further, losing while playing as an emotionally relevant team produced greater state hostility levels than losing as an emotionally irrelevant team. Similarly, losing to an emotionally relevant opponent generated higher state hostility levels than losing to an emotionally irrelevant team. ii DEDICATION Dedicated to my wife, Rachel, and my family and friends Καλεπα Τα Καλα iii ACKNOWLEDGMENTS This, the culmination of arduous graduate work, would not be possible without the help from so many family members, friends, and mentors. -
Zoo Tycoon 2001 Manual
HOT KEYS CTRL+B Hide/show buildings CTRL+F Hide/show foliage CTRL+V Hide/show guests CTRL+G Hide/show grid CTRL+S Save a game CTRL+L Load a saved game CTRL+LEFT ARROW Rotate counter-clockwise CTRL+RIGHT ARROW Rotate clockwise CTRL+UP ARROW Zoom in CTRL+DOWN ARROW Zoom out SPACEBAR Pause/resume game PLUS SIGN (+) Increase grid DELETE Clear MINUS SIGN (-) Decrease grid BACKSPACE Undo C Construct exhibit O Display scenario objectives D Adopt animal Z Display Zoo Status H Hire staff G Display Guest Info B Buy buildings/objects E Display Exhibit Info M Show messages A Display Animal Info F Display file options S Display Staff Info Sybex strategy guide included on CD 0603 Part No. X09-78135 SAFETY WARNING GETTING STARTED ..........................................................................................2 PLAYING ZOO TYCOON ...................................................................................3 About Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain USING THE ZOO TOOLS .................................................................................4 visual images, including flashing lights or patterns that may appear in video games. Construction ............................................................................................................................................................................5 Contents of Table Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic -
PIONEER Book Mania Student CD Helps with Résumés
Oklahoma City Community College Inside Aug. 29, 2005 This Week • We all have rights, editorial, p. 2. • No tolerance on plagiarism, p. 4. • Flag football sign-ups get started, p. 8. • Photography Club makes plans, p. 10. PIONEER Book mania Student CD helps with résumés By Megan Bryce News Writing Student tudents may want to add another SCD to their collections this semes- ter — one that could help them land jobs. Student Life Employment Services has offered students a CD to help with job hunts for some time now. However, they have now added a new CD offering résumé building capabilities. Employment Services Coordinator Linda Fay created the CD, Résumés Etc., with the help of Sheila Aldridge, Employ- ment Services Adviser. Photo by Holly Jones Employment Services has offered résumé-building help for some time now, Janelle Ramirez cheerfully helps students at the bookstore during the first week of classes. The line lead- just in a different format. ing to the registers wrapped all the way around the store on the first day of the semester. “Rather than it being on a diskette... it will be on a CD format,” Fay said. Fay created the original diskette about a year ago, she said, but wanted to add more information for students. College president outlines Aldridge said the latest program will be more advanced. It shows example résumés for special circumstances such as career changes, future plans for OKCCC she said. There also is résumé advice for people who have been convicted of a About 100 students, in- felony. By Christiana Kostura cluding work-study positions, Fay said the disk offers numerous ex- Editor have been hired this semes- amples of résumés that students can ter, he said.