International Enemy Images in Digital Games
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Germany, International Justice and the 20Th Century
Paul Betts Dept .of History University of Sussex NOT TO BE QUOTED WITHOUT PERMISSION OF THE AUTHOR: DRAFT VERSION: THE FINAL DRAFT OF THIS ESSAY WILL APPEAR IN A SPECIAL ISSUE OF HISTORY AND MEMORY IN APRIL, 2005, ED. ALON CONFINO Germany, International Justice and the 20th Century The turning of the millennium has predictably spurred fresh interest in reinterpreting the 20th century as a whole. Recent years have witnessed a bountiful crop of academic surveys, mass market picture books and television programs devoted to recalling the deeds and misdeeds of the last one hundred years. It then comes as no surprise that Germany often figures prominently in these new accounts. If nothing else, its responsibility for World War I, World War II and the Holocaust assures its villainous presence in most every retrospective on offer. That Germany alone experienced all of the modern forms of government in one compressed century – from constitutional monarchy, democratic socialism, fascism, Western liberalism to Soviet-style communism -- has also made it a favorite object lesson about the so-called Age of Extremes. Moreover, the enduring international influence of Weimar culture, feminism and the women’s movement, social democracy, post-1945 economic recovery, West German liberalism, environmental politics and most recently pacifism have also occasioned serious reconsideration of the contemporary relevance of the 20th century German past. Little wonder that several commentators have gone so far as to christen the “short twentieth century” between 1914 and 1989 as really the “German century,” to the extent that German history is commonly held as emblematic of Europe’s 20th century more generally.1 Acknowledging Germany’s central role in 20th century life has hardly made things easy for historians, however. -
UPC Platform Publisher Title Price Available 730865001347
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Killing the Competition
The Press, Christchurch March 3, 2009 7 Gun happy: Steven ter Heide and Eric Boltjes, of Killzone 2.If you die and restart, the artifical intelligence is different. Killing the competition Gerard Campbell: So, the game’s in test it in game’’. The whole immers- ter Heide: It also comes down to ter Heide: At certain times it is Gerard Campbell the bag. How are you feeling now ion and being in first person really replayability. If you die and restart maxing out the PS3, but I think in caught up with the game is finished? started to work for people. It sounds and the AI is predictable and moves five or six years time people will be Steven ter Heide (senior producer really simple but a lot of other games in the same way, that’s a problem. doing things on PS3 that people Steven ter Heide at Guerrilla Games): We’ve been are branching out to other genres, We wanted the AI to appear (can) not imagine now. It is still early working on this for a good long time but we just wanted to go back to the natural. We wanted every play days. and Eric Boltjes of now and to finally have a boxed copy basics and polish it until we could see through to be different. in our hands is a good feeling. our faces in it and give an experience GC: Who is harder on game top game Killzone 2 that was fun. GC: The first Killzone was hyped up developers: the media or gamers GC: Who put more pressure on as a Halo killer (Halo being the themselves? to talk about self- you to succeed with Killzone 2: GC: The original Killzone seemed successful first-person shooter on Boltjes: Gamers can be brutally imposed pressure, yourselves or Sony executives? an ambitious title for the ageing Microsoft’s Xbox platform). -
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The Atlantic Online | June 2008 | the Sky Is Falling | Gregg Easterbrook
The Atlantic Online | June 2008 | The Sky Is Falling | Gregg Easter... http://www.theatlantic.com/doc/print/200806/asteroids Print this Page Close Window JUNE 2008 ATLANTIC MONTHLY The odds that a potentially devastating space rock will hit Earth this century may be as high as one in 10. So why isn’t NASA trying harder to prevent catastrophe? BY GREGG EASTERBROOK The Sky Is Falling Image credit: Stéphane Guisard, www.astrosurf.com/sguisard ALSO SEE: reakthrough ideas have a way of seeming obvious in retrospect, and about a decade ago, a B Columbia University geophysicist named Dallas Abbott had a breakthrough idea. She had been pondering the craters left by comets and asteroids that smashed into Earth. Geologists had counted them and concluded that space strikes are rare events and had occurred mainly during the era of primordial mists. But, Abbott realized, this deduction was based on the number of craters found on land—and because 70 percent of Earth’s surface is water, wouldn’t most space objects hit the sea? So she began searching for underwater craters caused by impacts VIDEO: "TARGET EARTH" rather than by other forces, such as volcanoes. What she has found is spine-chilling: evidence Gregg Easterbrook leads an illustrated that several enormous asteroids or comets have slammed into our planet quite recently, in tour through the treacherous world of space rocks. geologic terms. If Abbott is right, then you may be here today, reading this magazine, only because by sheer chance those objects struck the ocean rather than land. Abbott believes that a space object about 300 meters in diameter hit the Gulf of Carpentaria, north of Australia, in 536 A.D. -
LUNCH BREAK Looks Andfeelsgood
9:30 KILLZONE: SHADOW FALL Arjan Bak • Guerrilla Games Misja Baas • Guerrilla Games ic PRO OUT WITH THE OLD AND IN WITH THE OWL: Principal game-Designer and Environment Art Art Director, Killzone Shadow Fall BUILDING A BRIGHT NEW FUTURE Director, Killzone Shadow Fall An alumnus of the Willem de Kooning Academy of Arts in 2 An industry veteran at age 29, Arjan Bak worked in design and art Rotterdam, Misja Baas first entered the games industry in 2001 as In “Out With The Old And In With The Owl: Building A Bright New roles for Valve and Ubisoft before joining Guerrilla in 2007. Since an Artist for Frontier Developments. After rising to the position of Future”, Arjan Bak and Misja Baas will talk about the new direction then he has played a pivotal role in the graphical realization of Senior Artist at Elixir Studios, he joined Guerrilla in 2005 to initially of Killzone Shadow Fall. Their presentation provides insight into the Killzone series, rising from Senior Artist on Killzone 2 to Lead work on the environments, and later on the vehicles and weapons, the challenges of developing a new direction for a franchise while Environment Artist on Killzone 3 and Environment Art Director on of Killzone 2. In 2009 Misja became the Assistant Art Director on 9:30 remainingKILLZONE: true to SHADOW its roots, using FALL the implementation of new key KillzoneArjan BakShadow • Guerrilla Fall. In addition, Games Arjan was one of the Principal KillzoneMisja Baas3, assuming • Guerrilla responsibility Games for all outsourcing and internal ic PRO featuresOUT WITH like the THE OWL andOLD the ANDconstruction IN WITH of a believable THE OWL: futuristic GamePrincipal Designers game-Designer responsible for Killzone and Environment Shadow Fall’s new Art assetArt Director, development. -
Newagearcade.Com 5000 in One Arcade Game List!
Newagearcade.com 5,000 In One arcade game list! 1. AAE|Armor Attack 2. AAE|Asteroids Deluxe 3. AAE|Asteroids 4. AAE|Barrier 5. AAE|Boxing Bugs 6. AAE|Black Widow 7. AAE|Battle Zone 8. AAE|Demon 9. AAE|Eliminator 10. AAE|Gravitar 11. AAE|Lunar Lander 12. AAE|Lunar Battle 13. AAE|Meteorites 14. AAE|Major Havoc 15. AAE|Omega Race 16. AAE|Quantum 17. AAE|Red Baron 18. AAE|Ripoff 19. AAE|Solar Quest 20. AAE|Space Duel 21. AAE|Space Wars 22. AAE|Space Fury 23. AAE|Speed Freak 24. AAE|Star Castle 25. AAE|Star Hawk 26. AAE|Star Trek 27. AAE|Star Wars 28. AAE|Sundance 29. AAE|Tac/Scan 30. AAE|Tailgunner 31. AAE|Tempest 32. AAE|Warrior 33. AAE|Vector Breakout 34. AAE|Vortex 35. AAE|War of the Worlds 36. AAE|Zektor 37. Classic Arcades|'88 Games 38. Classic Arcades|1 on 1 Government (Japan) 39. Classic Arcades|10-Yard Fight (World, set 1) 40. Classic Arcades|1000 Miglia: Great 1000 Miles Rally (94/07/18) 41. Classic Arcades|18 Holes Pro Golf (set 1) 42. Classic Arcades|1941: Counter Attack (World 900227) 43. Classic Arcades|1942 (Revision B) 44. Classic Arcades|1943 Kai: Midway Kaisen (Japan) 45. Classic Arcades|1943: The Battle of Midway (Euro) 46. Classic Arcades|1944: The Loop Master (USA 000620) 47. Classic Arcades|1945k III 48. Classic Arcades|19XX: The War Against Destiny (USA 951207) 49. Classic Arcades|2 On 2 Open Ice Challenge (rev 1.21) 50. Classic Arcades|2020 Super Baseball (set 1) 51. -
“It's Time to Kick A** and Chew Bubble Gum”: an Ideological Critique of Narrative in Action Games. Robert Cassar May 2014
“It’s Time to Kick A** and Chew Bubble Gum”: An Ideological Critique of Narrative in Action Games. by Robert Cassar In Partial Fulfilment of the Requirements for the Degree of Doctor of Philosophy School of Arts and Culture Newcastle University May 2014 Abstract If videogames are carriers of ideological frameworks which work in favour of certain groups in society, how are such meanings divulged? Despite the achievement of important landmarks the academic field of game studies is still rife with gaps which need to be addressed. Hence, this study aims to provide for this general lack of tools by offering for scrutiny the means to carry out a systematic and analytical narrative analysis of games. What is proposed here is a comprehensive set of theoretical as well as methodological tools to deal more effectively and empirically with the kind of narratives emerging in games. In order to identify and study these narratives, two tools have been selected, each one to be used for a specific objective. The tools in question are narrative and content analysis. Whilst the former is used to address the narrative dimension of the games in question, the latter is used to identify and define their ideological nuances. In this thesis it will be argued that this content is mostly dispersed through narrative. Though it has been argued many times that videogame narratives are infantile and poor reflections of film and novel forms of storytelling, they nonetheless contain within them the same capacity of the older forms to dispense or insinuate ideological content. As such videogames are both influenced by ideological principles as well as cultural distributors of the latter. -
'You Can't Negotiate with a Beetle': Environmental Law
\\server05\productn\N\NMN\50-1\NMN107.txt unknown Seq: 1 12-OCT-10 10:25 MARY CHRISTINA WOOD* “You Can’t Negotiate with a Beetle”1: Environmental Law for a New Ecological Age ABSTRACT Environmental law has failed in its most basic purpose: to keep human activities in compliance with nature’s requirements. Ecologi- cal systems are collapsing across the globe, and climate crisis threat- ens the continued viability of human civilization as we know it. Across the United States, agencies at all jurisdictional levels use dis- cretion provided in their governing statutes to allow continuing damage to the atmosphere and other natural resources. Government officials routinely approach environmental protection as a matter of political discretion—and private, singular interests usually win the day over the long-term public good. This article suggests infusing public trust principles into government institutions to hold officials accountable, as trustees, for protecting crucial natural resources. It offers a modern version of the ancient public trust doctrine that is holistic, organic, and uniform across all environmental agencies. This article is adapted from the introductory chapter that will appear in Professor Wood’s book, Nature’s Trust, forthcoming by Cam- bridge University Press in 2011. INTRODUCTION “You can’t negotiate with a beetle. You are now dealing with natural law. And if you don’t understand natural law, you will soon.”2 * Philip H. Knight Professor of Law, University of Oregon School of Law, Faculty Director of the Environmental and Natural Resources Law Program. The author wishes to thank Orren Johnson and Naomi Rowden for research assistance. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
The German Netzdg As Role Model Or Cautionary Tale? Implications for the Debate on Social Media Liability
Fordham Intellectual Property, Media and Entertainment Law Journal Volume 31 XXXI Number 4 Article 4 2021 The German NetzDG as Role Model or Cautionary Tale? Implications for the Debate on Social Media Liability Patrick Zurth Ludwig Maximilian University of Munich (LMU), [email protected] Follow this and additional works at: https://ir.lawnet.fordham.edu/iplj Part of the International Law Commons, and the Internet Law Commons Recommended Citation Patrick Zurth, The German NetzDG as Role Model or Cautionary Tale? Implications for the Debate on Social Media Liability, 31 Fordham Intell. Prop. Media & Ent. L.J. 1084 (2021). Available at: https://ir.lawnet.fordham.edu/iplj/vol31/iss4/4 This Article is brought to you for free and open access by FLASH: The Fordham Law Archive of Scholarship and History. It has been accepted for inclusion in Fordham Intellectual Property, Media and Entertainment Law Journal by an authorized editor of FLASH: The Fordham Law Archive of Scholarship and History. For more information, please contact [email protected]. The German NetzDG as Role Model or Cautionary Tale? Implications for the Debate on Social Media Liability Cover Page Footnote Dr. iur., LL.M. (Stanford). Postdoctoral Fellow at the Chair for Private Law and Intellectual Property Law with Information- and IT-Law (GRUR-chair) (Prof. Dr. Matthias Leistner, LL.M. (Cambridge)) at Ludwig Maximilian University of Munich, Germany. Thanks to Professor David Freeman Engstrom, Abhilasha Vij, Jasmin Hohmann, Shazana Rohr, and the editorial board of the Fordham Intellectual Property, Media and Entertainment Law Journal for helpful comments and assistance.