Penny Arcade: Volume 8: Magical Kids in Danger PDF Book
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Lone Star Park Race Recap
Lone Star Park Race Recap 2018 Quarter Horse Season Day 13 of 16 Friday, November 2, 2018 Track: Fast, (Clear, 74º) Breeders’ Cup # Winner Jockey Trainer Dis Time SI Mar Paid Second Third 1. 1-Rock On Zoomer V. Aquino (1) L. R. Jordan (2) 550 27.623 97 nose $13.40 6-Geh Ottyes Lil Tini* 2-Perry Delightful 2. 3-Jess a Boy C. Aguilar (9) J. Mejia (4) 300 15.577 92 1 $16.80 1-Pirates Code* 4-Crying Eagle 3. 3-Th Thomas Leo C. Aguilar (10) G. Aguirre, III (2) 870 46.499 89 neck $8.80 2-Hoshi No Senshi* 1-Joxer Daly 4. 5-Slp Mighty High A. Zuniga (11) P. Young (5) 350 17.744 93 neck $9.00 6-Jess Strekin Spunky* 1-Th Maverick 5. 8-Mr Unsung Hero* F. Calderon (10) L. Bard (10) 550 27.200 105 2 ½ $5.00 1-Love Ta Zoom 5-Truly Heroic 6. 3-Bileve E. Ibarra (1) X. Alonzo (2) 330 16.599 102 ½ $9.80 4-Poise N Courage* 2-Big Tex 7. 2-The Flying Dutchman J. Yoakum (4) J. Yoakum (3) 440 22.285 80 2 ¾ $8.40 9-Sweet Yess Fly 3-Ptalleyesonme* 8. 3-Giorgina Sarpresa R. Huerta (4) M. Roman (1) 550 28.229 86 ¾ $7.80 10-Bode Dash 6-Say Yes to the Jess* 9. 2-Jarscartel F. Mendez (3) J. Mendez (1) 220 12.273 83 neck $23.60 4-Bibbity Bobbity Bok 3-Dashing Shiney Penny 10. 5-Skirts Jess Flying N. -
Examining Female Gamers' Perceptions and Attitudes of Behaviors in the Gaming Community
Running head: FEMALE GAMERS AND SEXUAL HARASSMENT 1 Examining Female Gamers’ Perceptions and Attitudes of Behaviors in the Gaming Community Michele Desirée Evanson Marietta College A Thesis Submitted to the Faculty of Marietta College Psychology Department In Partial Fulfillment of the Requirements for the Degree of Master of Arts in Psychology May 2017 FEMALE GAMERS AND SEXUAL HARASSMENT 2 FEMALE GAMERS AND SEXUAL HARASSMENT 3 Abstract In recent years video games have grown into a mainstream pastime. The internet and use of social media have made it easier for gamers to interact, and have made communications open to the public. Recent public displays of harassment have led to discussions of sexism in gaming culture. Gaming is generally considered a male dominated culture, and previous research on the impact of video games on problematic behavior predominantly focused on males. We now know female gamers are a prominent demographic (ESA, 2015; Stuart, 2014), and since they are often the target of sexual harassment it is important to examine their perspective of these behaviors. This study surveyed female gamers in order to identify their general attitudes towards and perceptions of sexual harassment. Similarly to previous research, attitudes and perceptions of sexual harassment were negatively related; greater tolerance towards sexual harassment led to identifying fewer behaviors as sexual harassment. The hypothesis that participants who predominantly played Mature rated games would lead to more tolerant attitudes of sexual harassment was not upheld. Exploratory analysis found that the role-playing and sports genres were significantly related to general sexual harassment attitudes. Interest in the sports genre was positively related to tolerant attitudes of sexual harassment. -
The Life and Times of Penny Arcade. Matthew Hes Ridan Ames Louisiana State University and Agricultural & Mechanical College
Louisiana State University LSU Digital Commons LSU Historical Dissertations and Theses Graduate School 1996 "I Am Contemporary!": The Life and Times of Penny Arcade. Matthew heS ridan Ames Louisiana State University and Agricultural & Mechanical College Follow this and additional works at: https://digitalcommons.lsu.edu/gradschool_disstheses Recommended Citation Ames, Matthew Sheridan, ""I Am Contemporary!": The Life and Times of Penny Arcade." (1996). LSU Historical Dissertations and Theses. 6150. https://digitalcommons.lsu.edu/gradschool_disstheses/6150 This Dissertation is brought to you for free and open access by the Graduate School at LSU Digital Commons. It has been accepted for inclusion in LSU Historical Dissertations and Theses by an authorized administrator of LSU Digital Commons. For more information, please contact [email protected]. INFORMATION TO USERS This manuscript has been reproduced from the microfilm master. UMI films the text directly from the original or copy submitted. Thus, some thesis and dissertation copies are in typewriter face, while others may be from any type of computer printer. The quality of this reproduction is dependent upon the quality of the copy submitted. Broken or indistinct print, colored or poor quality illustrations and photographs, print bleedthrough, substandard margins, and improper alignment can adversely affect reproduction. In the unlikely event that the author did not send UMI a complete manuscript and there are missing pages, these will be noted. Also, if unauthorized copyright material had to be removed, a note will indicate the deletion. Oversize materials (e.g., maps, drawings, charts) are reproduced by sectioning the original, beginning at the upper left-hand comer and continuing from left to right in equal sections with small overlaps. -
What We Want to See at PAX This Weekend Page 1 of 4 Each Year, PAX Provides the Largest Dedicated Gaming Expos, Catering to Tens of Thousands of Game Fans Every Year
By Amy L. Dickson It’s nearly Labor Day, a long weekend that, along with Memorial Day, bookends the summer months here in the Pacific Northwest. And while some of you readers will head out to the mountains for a last minute camping trip, or over to Seattle Center to catch some live music and comedy at Bumbershoot, we are gearing up for the gaming user experience event of the year: The Penny Arcade Expo. Started in 2004 here in Seattle, PAX is a conference all about gaming. With more events added © BLINK INTERACTIVE, INC. | What We Want to See at PAX This Weekend Page 1 of 4 each year, PAX provides the largest dedicated gaming expos, catering to tens of thousands of game fans every year. PAX Prime will showcase new tech, live gaming, a handheld lounge, tabletop games, PC gaming, panels, concerts, and parties. And Blink will be there. Large crowds and awesome props at a recent PAX event Blinkers Jessica and Brian are both hitting the show over the weekend. Here’s what they are most excited to learn, see, and try: “I’m super excited about attending PAX Prime in Seattle this weekend. It’s my first time going and I can’t wait to see all the upcoming games in the game booths. The thing I am most excited about is getting to try out the Oculus Rift. The last time I tried virtual reality was at Disney Quest in Chicago over a decade ago, and I’m really interested in seeing how far the virtual reality experience has come since then. -
Penny Arcade Volume 3: the Warsun Prophecies by Jerry Holkins for Online Ebook
Penny Arcade Volume 3: The Warsun Prophecies Jerry Holkins Click here if your download doesn"t start automatically Penny Arcade Volume 3: The Warsun Prophecies Jerry Holkins Penny Arcade Volume 3: The Warsun Prophecies Jerry Holkins So it was written, so it shall be. The coming foretold, sealed into the hands of fate by the lips of the prophets from another time. The mystery is revealed and the great plan will now come to its fruition! Its number shall be three. From the far horizons, across the deepest reaches of the ethereal gulf, the thunderous echo of its name shall be heard! PENNY ARCADE! Penny Arcade, the most powerful webcomic in the universe, returns! The third volume of this cultural and supernatural phenomenon, The Warsun Prophecies, brings you every Penny Arcade strip published online in 2002 A.D., encased with the dark secrets of the mad prophets known as Gabe and Tycho. Behold! It has been foretold! Download Penny Arcade Volume 3: The Warsun Prophecies ...pdf Read Online Penny Arcade Volume 3: The Warsun Prophecies ...pdf Download and Read Free Online Penny Arcade Volume 3: The Warsun Prophecies Jerry Holkins From reader reviews: James Lapham: Inside other case, little folks like to read book Penny Arcade Volume 3: The Warsun Prophecies. You can choose the best book if you appreciate reading a book. Provided that we know about how is important a new book Penny Arcade Volume 3: The Warsun Prophecies. You can add know-how and of course you can around the world by just a book. Absolutely right, since from book you can understand everything! From your country right up until foreign or abroad you can be known. -
A Short History of the Lincoln Penny
Read the passage. Then answer the question below. A Short History of the Lincoln Penny Few objects are more common than the Lincoln penny. On any given day, you probably have a few in your pocket or purse. The typical household in the United States has hundreds of pennies squirreled away in piggy banks, jars, and drawers. Everyone is familiar with the penny, but few people ever look at it closely or know much about its history. When the Lincoln penny made its appearance in 1909, it was the first American coin to show the portrait of a historical person. A few coins, such as the Indian Head penny and the Buffalo nickel, had portrayed anonymous Native Americans. Americans, however, had always opposed using coins to honor historical figures. The strong desire to celebrate Abraham Lincoln’s 100th birthday overcame this sentiment. Victor D. Brenner, a Chicago sculptor, contributed the design for the Lincoln penny. His simple, somewhat stark portrait of Lincoln was topped with the words, “In God We Trust.” This was the first time these words appeared on a penny. The word “Liberty,” as mandated by a law passed by Congress, appears to the left of Lincoln, and the date is on his right. Brenner’s initials—VDB—appeared under the date on the first coins. After the coin was released, however, Americans complained that the initials were too large and detracted from the overall design of the penny. So the U.S. Mint removed the initials. As a result, pennies made in 1909 are highly prized by rare coin collectors. -
KNIFE SUPERSTITIONS by LRV 2007 I Was Raised by My Grandparents and Was Always Interested in Their Superstitions
KNIFE SUPERSTITIONS By LRV 2007 I was raised by my grandparents and was always interested in their superstitions. Many of these were based on safety and I found were really an easier way to remember not to do something. Walk under a ladder, open an umbrella in the house, walk behind a horse etc all seemed to make some sense. One of these superstitions was always interesting to me. My grandfather being from the “Old Country” had many superstitions but never handing a knife directly to someone always seemed a little strange to me. He would always put a knife down on the table or desk and allow me or others to take it from there. It wasn’t until recently that I discovered that other than for safety reasons there were other superstitions out there relating to knives. This is a collection of what I’ve been able to find. Some are very similar to one another but different enough that I thought they were interesting. The most common by far was exchanging a gift knife for a penny. Giving a knife as a gift • A knife as a gift from a lover means that the love will soon end. • If a friend gives you a knife, you should give him a coin, or your friendship will soon be broken. • Never give a knife as a housewarming present, or your new neighbor will become an enemy. • To make a present of a knife or any other sharp instrument unless you receive something in exchange. • Giving a knife as a gift you should tape a penny to it so as to not severe the relationship. -
A Rundown of What's Going on with Penny Arcade
12/27/2014 A Rundown of What’s Going on with Penny Arcade Now | A Rundown of What’s Going on with Penny Arcade Now Posted on June 20, 2013 by Tami Baribeau It hasn’t been that long since the last time Penny Arcade did something that cast the company in a negative light, but here we are again with another fiasco that’s been making its way around Twitter today. I thought it would be helpful to do a quick rundown of the events from today to make everyone aware of the situation and help answer some questions about why you might want to rethink supporting Penny Arcade, PAX, or anything affiliated with that organization. It all started today when this panel was posted from PAX Australia, titled “Why So Serious? Has the Industry Forgotten That Games Are Supposed to Be Fun?”. The original screencap of the description is below. “Why does the game industry garner such scrutiny from outside sources and within? Every point aberration gets called into question, reviewers are constantly criticised and developers and publishers professionally and personally attacked. Any titillation gets called out as sexist or misogynistic and involve any antagonist race other than Anglo-Saxons and you’re a racist. It’s gone too far and when will it all end? How can we get off the soapbox and work together to bring a new constructive age into fruition?” There is so much wrong with this panel description that I don’t even know where to begin. The idea that games as a medium are exempt from criticism because they’re “supposed to be fun” is ridiculous and immature. -
Play Chapter: Video Games and Transmedia Storytelling 1
LONG / PLAY CHAPTER: VIDEO GAMES AND TRANSMEDIA STORYTELLING 1 PLAY CHAPTER: VIDEO GAMES AND TRANSMEDIA STORYTELLING Geoffrey Long April 25, 2009 Media in Transition 6 Cambridge, MA Revision 1.1 ABSTRACT Although multi‐media franchises have long been common in the entertainment industry, the past two years have seen a renaissance of transmedia storytelling as authors such as Joss Whedon and J.J. Abrams have learned the advantages of linking storylines across television, feature films, video games and comic books. Recent video game chapters of transmedia franchises have included Star Wars: The Force Unleashed, Lost: Via Domus and, of course, Enter the Matrix ‐ but compared to comic books and webisodes, video games still remain a largely underutilized component in this emerging art form. This paper will use case studies from the transmedia franchises of Star Wars, Lost, The Matrix, Hellboy, Buffy the Vampire Slayer and others to examine some of the reasons why this might be the case (including cost, market size, time to market, and the impacts of interactivity and duration) and provide some suggestions as to how game makers and storytellers alike might use new trends and technologies to close this gap. INTRODUCTION First of all, thank you for coming. My name is Geoffrey Long, and I am the Communications Director and a Researcher for the Singapore‐MIT GAMBIT Game Lab, where I've been continuing the research into transmedia storytelling that I began as a Master's student here under Henry Jenkins. If you're interested, the resulting Master's thesis, Transmedia Storytelling: Business Aesthetics and Production at the Jim Henson Company is available for downloading from http://www.geoffreylong.com/thesis. -
Drawing Stories: Developing a Range of Illustration Styles to Enhance Graphic Storytelling by Tyler Brown
Drawing Stories: Developing a Range of Illustration Styles to Enhance Graphic Storytelling by Tyler Brown A final project submitted to the Graduate Faculty of the North Carolina State University College of Design in partial fulfillment of the requirements for the Master of Art + Design Animation/New Media Concentration Raleigh, North Carolina July 2015 Marc Russo, Committee Chair Assistant Professor of Art and Design Tania Allen, Committee Member Assistant Professor of Art and Design Patrick FitzGerald, Committee Member Associate Professor of Art and Design Acknowledgements I would like to first thank my committee, Professors Marc Russo, Pat FitzGerald, and Tania Allen for all of their help and counsel throughout this project, as well as Mike Bissinger for serving as a Technical Advisor and Traci Temple for guiding me through the research class. Another big thank you goes out to all the other instructors, classmates, and friends that I’ve learned so much from during my time here at NC State. I also want to thank my family for all of their support over the past few years, Susan my ever-patient wife, my parents, the in-laws, and all the rest! Finally, I’d like to dedicate this project to my grandmother, Judy Brown, who passed away during my time here. She was the most wonderful woman, my greatest confidant, and a huge supporter of my artwork and continuing education. It was with her encouragement that I was able to summon the strength to continue and finish this program. Thanks ya’ll! - (read with a smile and a yankee tease) Tyler Brown, -
Digital Pitchforks and Virtual Torches: Fan Responses to the Mass Effect News Debacle
Digital pitchforks and virtual torches: Fan responses to the Mass Effect news debacle The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Dutton, N., M. Consalvo, and T. Harper. “Digital Pitchforks and Virtual Torches: Fan Responses to the Mass Effect News Debacle.” Convergence: The International Journal of Research into New Media Technologies 17, no. 3 (August 1, 2011): 287–305. As Published http://dx.doi.org/10.1177/1354856511407802 Publisher Sage Publications Version Author's final manuscript Citable link http://hdl.handle.net/1721.1/100240 Terms of Use Article is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use. Digital Pitchforks 1 Digital Pitchforks and Virtual Torches: Fan Responses to the Mass Effect News Debacle Abstract: In early 2008, what started as a small report in an online conservative outlet on the Xbox 360 video game Mass Effect was picked up by a number of news outlets and blogs. In particular, Fox News‘ ―Live Desk with Martha MacCallum‖ produced a segment on the game, claiming it was fully interactive digital pornography. One of the show‘s guests, pop psychologist Cooper Lawrence, argued that the game‘s sexual content was harmful, but did so with no firsthand knowledge of the game, incensing fans of the game. Those fans proceeded to respond in various ways, particularly on the Internet. The present research examined three distinct areas of these fan responses – forum discussions, YouTube videos, and the ―review bombing‖ of Cooper Lawrence‘s books on Amazon.com. -
Thornwatch Rulebook 2-19-18.Indd
Thornwatch Rulebook 2-19-18.indd 1 2/19/2018 1:29:49 PM Credits The Eyrewood created by: Jerry Holkins and Mike Krahulik Special thanks to: Teos Abadia, Arby’s, Christopher Story and game design by: Chad Brown, Jerry Holkins, Mike Badell, Alex Bamberger, Emily Beckley, Eric Benson, Krahulik, Mike Selinker, and Rodney Thompson Erick Blandin, Lauren Bond, David and Kristin Bousquet Development by: Jamie Dillion, Mike Fehlauer, Kenneth at RedGate Films, Meloney Buehl and Adam Clark Kuan, Paul Peterson, Keith Richmond, Liz Spain, Kiko at PledgeManager, Sara Caldwell, Nathaniel Caplan, Villasenor, and Gaby Weidling Kaitlyn Chantry, Sarah Como, Brian Coppola, Luke Additional development by: Thomas Ball, Linus Chan, Javier Crane at Kickstarter, Cryptozoic Entertainment, Beth Quintero, Aviva Schecterson, Sarah Shuler, and Lucy Tibbits Damis, Dapper Devil, Lane Daughtry, Double Exposure, Editing by: Tanis O’Connor and Aviva Schecterson the Doubleclicks, Becky Dreistadt, Zac Eubank and Ryan Art by: Mike Krahulik with map art by Nick Trujillo, knots by Schapals at Hyper RPG, Eric Fredrickson, Evon Fuerst, Aviv Or, and additional storyboard art by Ben Caldwell, Lar Geek and Sundry, GeekDad, Breeze Grigas, Derek Guder deSouza, Garrett Hanna, and Aviv Or at Gen Con, Aaron Hamburg, Emily Hancock, Dylan Graphic design by: Dabe Alan, Gavin Greco, Liz Spain, Kiko Hansen, Mark Harris, John Henke, Matt Hyra, Justin Villasenor, and Skylar Woodies Jacox, Mark Jessup, Cory Jones, Robert Khoo, David Rulebook design by: Alex Mayo and Aviva Schecterson Kiker, Kara