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Linux Journal 23 FOSS Project Spotlight: Nitrux, a Linux Distribution with a Focus on Appimages and Atomic Upgrades by Nitrux Latinoamerican S.C
ModSecurity Globbing Edit PDFs and nginx and Regex with Xournal Since 1994: The original magazine of the Linux community Linux Gaming A Talk with Linux Game Developers | Review: Thrones of Britannia Two Portable DIY Retro Console Projects | Survey of Native Linux Games TASBot the Linux-Powered Robot Plays Games for Charity ISSUE 290 | SEPTEMBER 2018 www.linuxjournal.com SEPTEMBER 2018 CONTENTS ISSUE 290 86 DEEP DIVE: Gaming 87 Crossing Platforms: a Talk with the Developers Building Games for Linux By K.G. Orphanides Games for Linux are booming like never before. The revolution comes courtesy of cross-platform dev tools, passionate programmers and community support. 105 Would You Like to Play a Linux Game? By Marcel Gagné A look at several games native to Linux. 117 Meet TASBot, a Linux-Powered Robot Playing Video Games for Charity By Allan Cecil Can a Linux-powered robot play video games faster than you? Only if he . takes a hint from piano rolls...and the game for Linux in November 2016. Enix. Feral Interactive released and published by Square , developed by Eidos Montréal doesn’t desync. 135 Review: Thrones Shroud of the Avatar Shroud of Britannia Deus Ex: Mankind Divided By Marcel Gagné from from A look at the recent game from the Total War series on the Linux desktop Image from Portalarium’s Portalarium’s Image from thanks to Steam and Feral Interactive. Cover image 2 | September 2018 | http://www.linuxjournal.com CONTENTS 6 Letters UPFRONT 14 Clearing Out /boot By Adam McPartlan 17 VCs Are Investing Big into a New Cryptocurrency: Introducing Handshake By Petros Koutoupis 20 Edit PDFs with Xournal By Kyle Rankin 22 Patreon and Linux Journal 23 FOSS Project Spotlight: Nitrux, a Linux Distribution with a Focus on AppImages and Atomic Upgrades By Nitrux Latinoamerican S.C. -
ESPORTS a Guide for Public Libraries
ESPORTS A Guide for Public Libraries 1 Contents Introduction…………….….……….………….…………3 Esports 101….……….….……….………….….….…….4 What Are Esports? Why Are Esports a Good Fit for Libraries? Esports & the Public Library……….…….…….………6 Making a Library Team Other Ways Libraries Can Interact with Video Games Partnerships….……………..…….……………….….….9 Local Partners North America Scholastic Esports Federation Technical Requirements…….………..….……….……10 Creating Internet Videos….…………….……….……12 Recording Editing Uploading IP & Privacy Considerations…………….…………….15 IP Considerations for Video Sharing Privacy A Note on ESRB Ratings Glossary………….……….……….……….……………18 Acknowledgements…….……….………..……………28 Further Reading….….……….…..………….……….…29 URLs……..……….….….……….……………………….30 2 Introduction In September 2019, Pottsboro Area Library in Pottsboro, TX, began an esports program funded by a IMLS grant. With ten new gaming computers and a vastly improved internet connection, Pottsboro Library has acted as a staging location for an esports team in association with Pottsboro High School, opening new hours on Saturdays for the team to practice in private. This collaboration also includes the esports club of nearby Austin College, whose students serve as mentors for the library’s club, and the North America Scholastic Esports Federation (NASEF), which has provided information and assistance in setting up the team to play in its high school league. In addition to being used by the team, four of the gaming computers are open for public use, which has attracted younger patrons to the library and provides new options for children and young adults in an area where internet access is otherwise extremely limited. This guide is intended for public libraries that are interested in esports or video games for any reason—to increase participation of young adults in library programming, to encourage technological skills and literacy, to provide a space for young people to gather and practice teamwork, etc. -
Teachers Course Description
Teachers Stephanie Boluk Patrick LeMieux Associate Professor Assistant Professor English, Cinema and Digital Media Cinema and Digital Media University of California, Davis University of California, Davis [email protected] [email protected] http://stephanieboluk.com http://patrick-lemieux.com Course Description Rather than treat “videogames and culture” as two distinct categories that play off one another, in this large lecture and in discussion sections we will examine the community histories and material practices that have evolved alongside videogames as a mass medium, cultural commodity, and digital technology. We will challenge the seemingly self-evident differences between play and production, leisure and labor, form and function, and freedom and control through a quarter-long investigation of the concept of “metagaming.” Metagames are the games we play in, on, around, and through videogames. From the most complex player practices to the simple decision to press start, just as there are no videogames without culture, there are no games without metagames. And although the term “metagame” has a long history–from Cold War mind games in the 1940s to countercultural role-playing games in the 1970s to collectable card games in the 1990s–the concept has taken on renewed importance and political urgency with the rise of social media, streaming video, and sharing services in the twenty-first century. From speedrunning The Legend of Zelda to making a living playing League of Legends and from modding miniature computers in Minecraft to laundering money through Team Fortress 2, in this class we will document and theorize histories of play through the concept of metagaming and a rigorous engagement with academic disciplines such as media studies, games studies, software studies, platform studies, and code studies. -
Second Annual SXSW Gaming Awards Announces Top Winners in 21 Categories
Second Annual SXSW Gaming Awards Announces Top Winners in 21 Categories Dragon Age: Inquisition takes home Game of the Year followed by three award wins for Middle- earth: Shadow of Mordor AUSTIN, Texas (Mar. 14, 2015) — South by Southwest (SXSW) Gaming today announced the winners of the second-annual SXSW Gaming Awards – part of the SXSW Gaming Expo – presented by iam8bit, Logitech, Porter Novelli, Twitch and Wikia. Austin City Limits Live at The Moody Theater hosted the ceremony which was co-emceed by actress and comedian Janet Varney and popular YouTube personality Markiplier. In all, 21 awards were handed out, with Dragon Age: Inquisition taking the top honor as Game of the Year. Middle-earth: Shadow of Mordor followed with three award wins, including Excellence in Gameplay and Excellence in Animation. Speedrunners was chosen by gamers on the show floor to take home the Gamer’s Voice Award, beating out 29 other games showcased in the SXSW Gaming Indie Corner. To be considered for the Gamer’s Voice Award, games must have had less than $1 million in funding; a working and playable demo; and be released by the end of 2015 or shortly thereafter. “We’re ecstatic to see the gaming industry and gamers alike embrace the SXSW Gaming Awards,” said Justin Burnham, SXSW Gaming Project Manager. “Our awards bring together the voice of gamers everywhere with those of industry experts to decide the best of the best. Congrats to the team behind Dragon Age: Inquisition for its Game of the Year win and to the rest of this year’s winners for making 2014 another stellar year for gaming!” The submission process opened in August 2014 through the official Gaming Awards page and closed in December. -
Text Begins by Discussing Spe Beginnings on Edrunningspeeddemosarchive.Com As a Community
Re-curating the Accident: Speedrunning as Community and Practice Rainforest Scully-Blaker A Thesis in The Department of Communication Studies Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts (Media Studies) at Concordia University Montreal, Quebec, Canada September 2016 © Rainforest Scully-Blaker, 2016 Scully-Blaker iii Abstract Re-curating the Accident: Speedrunning as Community and Practice Rainforest Scully-Blaker This thesis is concerned with speedrunning, the practice of completing a video game as quickly as possible without the use of cheats or cheat devices as well as the community of players that unite around this sort of play. As video games become increasingly ubiquitous in popular media and culture, the project of accounting for and analysing how people interact with these pieces of software becomes more relevant than ever before. As such, this thesis emerges as an initiatory treatment of a relatively niche segment of game culture that has gone underrepresented in extant game and media scholarship. The text begins by discussing spe beginnings on edrunningSpeedDemosArchive.com as a community. and By examiningchronicling its the growth communitys with the emergence of contemporary content hosting sites like YouTube and Twitch, this thesis presents speedrunning as a collaborative and fast-growing community of practice made up of players who revel in playing games quickly. From there, an analysis of space and speed, both natural and virtual, is undertaken with a view to understanding how speedrunning as a practice relates to games as narrative spaces. Discussions of rule systems in games and within the speedrunning community itself follow. -
Schedule. May 15, 2014 Schedule. May 16, 2014
SCHEDULE. MAY 15, 2014 Conference Hall Tolstoy Hall Pushkin Hall Chekhov Hall Keynote: “Sincere Game Design" Simultanious translation of all sessions in Conference and Tolstoy Halls is provided Technology & Development 10:00 - 11:00 Rami Ismail, Vlambeer Art & Animation Game Design Production “Preproduction of art in Zeptolab games" “Unity 5 - What News is There For You" Games & Indies 11:00 - 11:30 Alexey Atomsky, Zeptolab Oleg Pridiuk, Unity “Interactive Installations: Massively Marketing Single-player Offline Games" Unity@DevGAMM “The Power of the Facebook Platform for “Game cinematics. Money waste or Valentin Simonov, Interactive Lab 11:30 – 12:00 Gaming Developers" important part of success?" Julia Ognieva, Facebook Vitalijus Zukas, OKTA Speed Game Dating First Stream “Ten Key Steps to a Successful Release “Manifesto of computer game writers" 12:00 – 12:30 Partnership" Nikolay Dybovskiy, Ice-Pick Lodge “Think in other way? Good luck then!" Ted Ursu, Funtomic Maria Kochakova, Message Quest Anton Volkov, AlternativaPlatform “Creation of graphics for Maze and “Finding AwayJS" 12:30 – 13:00 5734L3R" Rob Bateman, Away3D Stanislav Baturin, Indie Developer 13:00 – 15:00 Lunch Lunch Lunch Lunch “Game design. “Overcome the bottleneck of HTML5 Discussion Panel: “Postmortem Sheep Happens" 15:00 – 15:30 Problem – solution" mobile game performance" Elena Stolbova, LingPlay Alexey Davydov, Flazm.com David Goemans, BoosterMedia Speed Game Dating Anton Karlov, Indie Developer Second Stream “Road To Japan - How To Do Marketing of Vladimir Kovtun, -
Red Dead Redemption Xbox Iso Download Red Dead Redemption 2 Will Be Part of a New History Course at Tennessee University
red dead redemption xbox iso download Red Dead Redemption 2 Will Be Part Of A New History Course At Tennessee University. The acclaimed Red Dead Redemption 2 will now be part of a university curriculum to teach the history behind the decline of the Wild West in the United States. Taking to Twitter last week, history professor Tore Olsson announced that he will be teaching a new course called “Red Dead America” at the University of Tennessee in fall. He hailed developer Rockstar Games for accurately addressing a number of crucial historical issues and exclaimed why Red Dead Redemption 2 (as well as the first Red Dead Redemption game) will help explore “the historical reality behind” the Western- themed franchise. Who says video games don’t belong in the classroom? I’m a history professor at @UTKnoxville. This fall, I’ll be teaching a new course titled “HIUS 383: Red Dead America,” exploring the historical reality behind @RockstarGames’ series. What kinds of topics will we be exploring? /1 pic.twitter.com/wkaHSvz4E4 — Tore Olsson (@ToreCarlOlsson) February 11, 2021. Olsson noted a number of aspects that Red Dead Redemption 2 portrays right while also reminding that games are usually historically inaccurate. Rockstar Games however “skillfully” approached matters like “the expansion of monopoly capitalism and how railroads extended corporate power” between 1899 and 1911. He further added “the astounding inequalities in wealth, the Mexican revolution, the stereotypes of Appalachian degeneracy and poverty, the privatization of law enforcement through the Pinkerton detective agency” and many other “biggest historical dilemmas from the era” which will all be part of the said Red Dead America course at the University of Tennessee. -
Halo Reach on Pc Release Date
Halo Reach On Pc Release Date Horatio de-Stalinize her Hagiographa viciously, convulsionary and enjoyable. Harmonic Shay sometimes grouse his cadenzaallantois frowardlyfluking contradictorily. and tattoos so unluckily! Unenthusiastic Mike motorize ill-advisedly and barbarously, she brooches her Halo pc platform on the developers helping to bring a pc halo conjures intense feelings of! It has been known perform a while taking that Halo: Reach tool be set to Halo: The russian Chief Collection as added DLC, it was very a question it when. It all trim in December with the PC release of Halo Reach that was shortly followed by Halo Combat Evolved Anniversary and Halo 2. Halo reach joined the covenant arrive as soon and organized by certain programs needed to fail to get player story or ban, halo reach on pc release date confirmed for the _vplt key. Server down of getting disconnected? What purposes below, reach date for halo releases around with a metal shade over time in one epic experience, giving out at any video. New Reply; Xbox One Halo MCC freezing at title screen. PC is nearly here. Xbox games, had several noteworthy announcements, and while Halo Infinite was not discussed, there was some news for fans of the franchise. The strength of the PC has always been its malleability: you have the option to tweak a game to get the performance and visuals you want, within the bounds of your hardware. Halo Reach is back, baby! So much more problems at least some files from via steam date halo reach steam versions of fans scrambling to this game pass next. -
Admission Document Prepared in Accordance with the AIM Rules for Companies
THIS DOCUMENT IS IMPORTANT AND REQUIRES YOUR IMMEDIATE ATTENTION. If you are in any doubt about the contents of this document or as to what action you should take, you should consult a person authorised for the purposes of the Financial Services and Markets Act 2000 who specialises in advising on the acquisition of shares and other securities. PROSPECTIVE INVESTORS SHOULD READ THE WHOLE TEXT OF THIS DOCUMENT AND SHOULD BE AWARE THAT AN INVESTMENT IN THE COMPANY IS HIGHLY SPECULATIVE AND INVOLVES A HIGH DEGREE OF RISK. THE WHOLE OF THE TEXT OF THIS DOCUMENT SHOULD BE READ AND IN PARTICULAR YOUR ATTENTION IS DRAWN TO THE SECTION ENTITLED ‘‘RISK FACTORS’’ SET OUT IN PART 3 OF THIS DOCUMENT. Gfinity plc (Company) and the Directors, whose names appear on page 7 of this Document, accept responsibility, individually and collectively, for the information contained in this Document and compliance with the AIM Rules. To the best of the knowledge and belief of the Company and the Directors (who have taken all reasonable care to ensure that such is the case), the information contained in this Document is in accordance with the facts and does not omit anything likely to affect the import of such information. No person has been authorised to give any information or make any representations other than those contained in this Document and, if given or made, such information or representations must not be relied upon as having been so authorised. Neither the delivery of this Document nor any subscription made pursuant to it will, under any circumstances, create any implication that there has been any change in the affairs of the Company since the date of this Document or that the information in it is correct at any time subsequent to this date. -
Toward a Theory of Procedural Rhetorical Systems: Demonstrations of Player Agency in Uptake of Rules in Video Games
Illinois State University ISU ReD: Research and eData Theses and Dissertations 7-11-2019 Toward A Theory Of Procedural Rhetorical Systems: Demonstrations Of Player Agency In Uptake Of Rules In Video Games Sydney A. Klem Illinois State University, [email protected] Follow this and additional works at: https://ir.library.illinoisstate.edu/etd Part of the Communication Commons, and the Rhetoric Commons Recommended Citation Klem, Sydney A., "Toward A Theory Of Procedural Rhetorical Systems: Demonstrations Of Player Agency In Uptake Of Rules In Video Games" (2019). Theses and Dissertations. 1167. https://ir.library.illinoisstate.edu/etd/1167 This Thesis is brought to you for free and open access by ISU ReD: Research and eData. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of ISU ReD: Research and eData. For more information, please contact [email protected]. TOWARD A THEORY OF PROCEDURAL RHETORICAL SYSTEMS: DEMONSTRATIONS OF PLAYER AGENCY IN UPTAKE OF RULES IN VIDEO GAMES SYDNEY A KLEM 121 Pages This paper expands Ian Bogost’s (2007) procedural rhetoric by broadening the rhetorical view of games to encompass the arguments that they make not just about the material, but about themselves. The theory of procedural rhetorical systems (PRSes) views game systems as arguing toward how players should be following their rules, and like in any form of rhetoric, players possess agency in how they take up these arguments and how closely they follow rules. To demonstrate this, this paper analyzes a specific game, the 1996 platformer Super Mario 64, alongside various digital artifacts demonstrating how players have taken it up, including videos, forum discussions, wiki entries, and comments. -
Born to Run: a Grounded Theory Study of Cheating in the Online Speedrunning Community
The University of Southern Mississippi The Aquila Digital Community Master's Theses Summer 8-2017 Born to Run: A Grounded Theory Study of Cheating in the Online Speedrunning Community Christopher G. Brewer University of Southern Mississippi Follow this and additional works at: https://aquila.usm.edu/masters_theses Part of the Criminology Commons, Social Control, Law, Crime, and Deviance Commons, and the Social Psychology and Interaction Commons Recommended Citation Brewer, Christopher G., "Born to Run: A Grounded Theory Study of Cheating in the Online Speedrunning Community" (2017). Master's Theses. 311. https://aquila.usm.edu/masters_theses/311 This Masters Thesis is brought to you for free and open access by The Aquila Digital Community. It has been accepted for inclusion in Master's Theses by an authorized administrator of The Aquila Digital Community. For more information, please contact [email protected]. BORN TO RUN: A GROUNDED THEORY STUDY OF CHEATING IN THE ONLINE SPEEDRUNNING COMMUNITY by Christopher Glenn Brewer A Thesis Submitted to the Graduate School, the College of Science and Technology, and the School of Criminal Justice at The University of Southern Mississippi in Partial Fulfillment of the Requirements for the Degree of Master of Arts August 2017 BORN TO RUN: A GROUNDED THEORY STUDY OF CHEATING IN THE ONLINE SPEEDRUNNING COMMUNITY by Christopher Glenn Brewer August 2017 Approved by: ________________________________________________ Dr. Joshua Hill, Major Professor Assistant Professor, Criminal Justice ________________________________________________ Dr. Kimberly Chism, Committee Member Assistant Professor, Criminal Justice ________________________________________________ Dr. Laura Gulledge, Committee Member Assistant Professor, Criminal Justice ________________________________________________ Dr. Lisa Nored Chair, Department of Criminal Justice ________________________________________________ Dr. -
Gameplay Videos and Fair Use in the Age of Tricks, Glitches and Gamer Creativity
THIS VERSION MAY CONTAIN INACCURATE OR INCOMPLETE PAGE NUMBERS. PLEASE CONSULT THE PRINT OR ONLINE DATABASE VERSIONS FOR THE PROPER CITATION INFORMATION. NOTE GAMEPLAY VIDEOS AND FAIR USE IN THE AGE OF TRICKS, GLITCHES AND GAMER CREATIVITY HOWARD S. CHEN1 CONTENTS INTRODUCTION ................................................................................................ 676 Types of Gameplay Videos .................................................................. 677 Legal Issues Raised by Gameplay Videos ........................................... 679 PART I: THE ORIGIN AND GROWTH OF GAMEPLAY VIDEOS ........................... 680 A Historical Primer on Gameplay Videos ........................................... 683 A. Let’s Play Videos ................................................................... 683 B. Speedrun Videos .................................................................... 683 PART II: FAIR USE APPLIED TO GAMEPLAY VIDEOS ....................................... 686 The First Factor: Purpose and Character of Use ............................... 687 1. Let’s Play Videos ................................................................... 687 2. Speedrun Videos .................................................................... 689 The Second Factor: The Nature of the Copyrighted Work .................. 692 The Third Factor: Amount and Substantiality ..................................... 692 1. Cases Against Gameplay Videos ........................................... 692 2. Galoob As Supporting Gameplay Videos ............................