Players and Puppetmasters Producer/Consumer Relationships in Hollywood’S Promotional Alternate Reality Games
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Now We Are All Sons of Bitches
Now We Are All Sons of Bitches MICHAEL BONTATIBUS “Wake up, Mr. Freeman. Wake up and smell the ashes,” the enigmat- ic G-Man murmurs as he leers into the camera, finishing an eerie opening monologue—and so begins Half-Life 2, Valve Corporation’s flagship game. The last time we saw Gordon Freeman, the protagonist, the same rigid and mysterious (though more poorly animated, since the prequel was released six years earlier) G-Man was handing him a job offer after witnessing the former scientist transform into a warrior, bent on escaping from the besieged Black Mesa Research Facility alive. Now, suddenly, Freeman finds himself on a train. No context.1 Is it a prison train? The three other individuals on it wear uniforms like those the inmates wore in Cool Hand Luke. The train soon stops at its destination, and we realize that it is a prison train, in a way—Freeman has arrived at the Orwellian “City 17,” where the ironically named Civil Protection abuses and oppresses, where antagonist Dr. Breen preaches poet- ic propaganda from large monitors hung high above the town. In the years since scientists at the facility accidentally opened a gateway between dimen- sions and allowed a bevy of grotesque creatures to spill into our universe, Earth has been taken over by the Combine, an alien multiplanetary empire. Breen is merely Earth’s administrator—and we realize that the ashes the G- Man spoke of were the ashes of the prelapsarian world. It’s classic dystopia, complete with a Resistance, of which Freeman soon finds himself the “mes- sianic” leader (HL2). -
COVID Chronicle by Karen Wilkin
Art September 2020 COVID chronicle by Karen Wilkin On artists in lockdown. ’ve been asking many artists—some with significant track records, some aspiring, some I students—about the effect of the changed world we’ve been living in since mid-March. The responses have been both negative and positive, sometimes at the same time. People complain of too much solitude or not enough, of the luxury of more studio time or the stress of distance from the workspace or—worst case—of having lost it. There’s the challenge of not having one’s usual materials and the freedom to improvise out of necessity, the lack of interruption and the frustration of losing direct contact with peers and colleagues, and more. The drastic alterations in our usual habits over the past months have had sometimes dramatic, sometimes subtle repercussions in everyone’s work. Painters in oil are using watercolor, drawing, or experimenting with collage; makers of large-scale paintings are doing small pictures on the kitchen table. Ophir Agassi, an inventive painter of ambiguous narratives, has been incising drawings in mud, outdoors, with his young daughters. People complain of too much solitude or not enough, of the luxury of more studio time or the stress of distance from the workspace or—worst case—of having lost it. Many of the artists I’ve informally polled have had long-anticipated, carefully planned exhibitions postponed or canceled. In partial compensation, a wealth of online exhibitions and special features has appeared since mid-March, despite the obvious shortcomings of seeing paintings and sculptures on screen instead of experiencing their true size, surface, color, and all the rest of it. -
Treball De Fi De Grau Títol
Facultat de Ciències de la Comunicació Treball de fi de grau Títol Autor/a Tutor/a Departament Grau Tipus de TFG Data Universitat Autònoma de Barcelona Facultat de Ciències de la Comunicació Full resum del TFG Títol del Treball Fi de Grau: Català: Castellà: Anglès: Autor/a: Tutor/a: Curs: Grau: Paraules clau (mínim 3) Català: Castellà: Anglès: Resum del Treball Fi de Grau (extensió màxima 100 paraules) Català: Castellà: Anglès: Universitat Autònoma de Barcelona Índice 1. INTRODUCCIÓN ...................................................................................................... 2 Motivación personal: ............................................................................................. 2 2. MARCO TEÓRICO ................................................................................................... 3 2.1 BAD ROBOT ....................................................................................................... 3 2.2 JEFFREY JACOB ABRAMS ............................................................................... 5 2.3 BAD ROBOT: PRODUCCIONES CINEMATOGRÁFICAS Y SELLO PROPIO .... 7 3. METODOLOGÍA ..................................................................................................... 10 4. INVESTIGACIÓN DE CAMPO ................................................................................ 13 4.1 UNA NARRATIVA AUDIOVISUAL ÚNICA ........................................................ 13 4.1.1 PARTÍCULAS NARRATIVAS ......................................................................... 13 4.1.1.1 -
Acquiring Literacy: Techne, Video Games and Composition Pedagogy
ACQUIRING LITERACY: TECHNE, VIDEO GAMES AND COMPOSITION PEDAGOGY James Robert Schirmer A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY August 2008 Committee: Kristine L. Blair, Advisor Lynda D. Dixon Graduate Faculty Representative Richard C. Gebhardt Gary Heba © 2008 James R. Schirmer All Rights Reserved iii ABSTRACT Kristine L. Blair, Advisor Recent work within composition studies calls for an expansion of the idea of composition itself, an increasing advocacy of approaches that allow and encourage students to greater exploration and more “play.” Such advocacy comes coupled with an acknowledgement of technology as an increasingly influential factor in the lives of students. But without a more thorough understanding of technology and how it is manifest in society, any technological incorporation is almost certain to fail. As technology advances along with society, it is of great importance that we not only keep up but, in fact, reflect on process and progress, much as we encourage students to do in composition courses. This document represents an exercise in such reflection, recognizing past and present understandings of the relationship between technology and society. I thus survey past perspectives on the relationship between techne, phronesis, praxis and ethos with an eye toward how such associative states might evolve. Placing these ideas within the context of video games, I seek applicable explanation of how techne functions in a current, popular technology. In essence, it is an analysis of video games as a techno-pedagogical manifestation of techne. With techne as historical foundation and video games as current literacy practice, both serve to improve approaches to teaching composition. -
Immersive Virtual Reality Methods in Cognitive Neuroscience and Neuropsychology: Meeting the Criteria of the National Academy Of
Immersive virtual reality methods in cognitive neuroscience and neuropsychology: Meeting the criteria of the National Academy of Neuropsychology and American Academy of Clinical Neuropsychology Panagiotis Kourtesisa,b,c,d* and Sarah E. MacPhersone,f aNational Research Institute of Computer Science and Automation, INRIA, Rennes, France; bUniv Rennes, Rennes, France; cResearch Institute of Computer Science and Random Systems, IRISA, Rennes, France; dFrench National Centre for Scientific Research, CNRS, Rennes, France. eHuman Cognitive Neuroscience, Department of Psychology, University of Edinburgh, Edinburgh, UK; fDepartment of Psychology, University of Edinburgh, Edinburgh, UK; * Panagiotis Kourtesis, National Research Institute of Computer Science and Automation, INRIA, Rennes, France. Email: [email protected] Abstract Clinical tools involving immersive virtual reality (VR) may bring several advantages to cognitive neuroscience and neuropsychology. However, there are some technical and methodological pitfalls. The American Academy of Clinical Neuropsychology (AACN) and the National Academy of Neuropsychology (NAN) raised 8 key issues pertaining to Computerized Neuropsychological Assessment Devices. These issues pertain to: (1) the safety and effectivity; (2) the identity of the end-user; (3) the technical hardware and software features; (4) privacy and data security; (5) the psychometric properties; (6) examinee issues; (7) the use of reporting services; and (8) the reliability of the responses and results. The VR Everyday Assessment Lab (VR-EAL) is the first immersive VR neuropsychological battery with enhanced ecological validity for the assessment of everyday cognitive functions by offering a pleasant testing experience without inducing cybersickness. The VR-EAL meets the criteria of the NAN and AACN, addresses the methodological pitfalls, and brings advantages for neuropsychological testing. -
Pdf (Accessed 2.10.14)
Notes 1 Introduction: Video Games and Storytelling 1. It must be noted that the term ‘Narratological’ is a rather loose application by the Ludologists and the implications of this are pointed out later in this chapter. 2. Roland Barthes states that the ‘infinity of the signifier refers not to some idea of the ineffable (the unnameable signified) but to that of a playing [ ...] theText is plural’. Source: Barthes, R., 1977. Image, Music, Text, in: Heath,S.(Tran.), Fontana Communications Series. Fontana, London. pp. 158–159. 3.In Gaming Globally: Production, Play, and Place (Huntemann and Aslinger, 2012),theeditors acknowledgethat ‘while gaming maybe global, gaming cultures and practices vary widely depending on the power and voice of var- ious stakeholders’ (p. 27). The paucity of games studies scholarship coming from some of the largest consumers of video games, such as South Korea, China and India, to name a few, is markedly noticeable. The lack of represen- tation of non-Western conceptions of play culture and storytelling traditions is similarly problematic. 4. Chapter 8 will engage with this issue in more detail. 5. ‘(W)reading’ is preferred over the more commonly used neologism ‘wread- ing’toemphasise the supplementarity of the reading and writingprocesses and also to differentiate it from earlier usage that might claim that the two processes are the same thing. 3 (W)Reading the Machinic Game-Narrative 6. For whichhe is criticisedby Hayles (see Chapter 2). 7. Landow respondstothis by rightly stating that Aarseth misreads his original comment where heclaims that ‘the reader whochooses among linksortakes advantage of Storyspace’s hypertext capabilities shares some of the power of theauthor’(Landow, p. -
'Littlebigplanet' Wins Big at Video Game Awards 26 March 2009, by DERRIK J
'LittleBigPlanet' wins big at video game awards 26 March 2009, By DERRIK J. LANG , AP Entertainment Writer "Fallout 3" lead writer Emil Pagliarulo during his acceptance speech. "To all the nerds growing up in South Boston, don't play hockey. Don't join Little League. Stay in your room, read your Lloyd Alexander and play 'Dungeons and Dragons.' It all works out in the end." Selected by a jury of game creators, the Game Developers Choice Awards honor the best games of the past year. The lively ninth annual ceremony was hosted by "Psychonauts " and "Brutal Legend" developer Tim Schafer. The show was capped off with the debut teaser trailer for "Call of Duty: Modern Warfare 2," the upcoming sequel to the best-selling game of 2007. Other winners at the ceremony at the Moscone Video game enthusiasts attend the Game Developers Convention Center were Ubisoft Montreal's "Prince Conference Wednesday, March 25, 2009, in San of Persia" for best visual art, Ready at Dawn Francisco. (AP Photo/Ben Margot) Studios' "God of War: Chains of Olympus" for best handheld game, EA Redwood Shores' "Dead Space" for best audio and 2D Boy's "World of Goo" for best downloadable game. (AP) -- "LittleBigPlanet" sacked the competition to win four trophies at the Game Developers Choice "Video Games Live" concert series co-founder Awards. Tommy Tallarico was awarded the ambassador trophy. Alex Rigopulos and Eran Egozy, co- Developed by Media Molecule, the cutsey founders of "Rock Band" developer Harmonix, PlayStation 3 adventure game which allows received the pioneer award. "Metal Gear Solid" players to create and share their own levels was creator Hideo Kojima was bestowed with the honored for best game design, debut, technology lifetime achievement award. -
Evaluating the Advantages of Physical and Digital Elements in Hybrid
EVALUATING THE ADVANTAGES OF PHYSICAL AND DIGITAL ELEMENTS IN HYBRID TABLETOP GAMES MASTER’S THESIS Submitted in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE HTW BERLIN – UNIVERSITY OF APPLIED SCIENCES INTERNATIONAL MEDIA AND COMPUTING Submitted by: Tobias Wehrum ([email protected]) First Supervisor: Prof. Dr.-Ing. Carsten Busch Second Supervisor: André Selmanagić Date and Place: September 23, 2014, Berlin Acknowledgements With this thesis I will complete my studies of International Media and Computing at the HTW Berlin. For that reason I want to express my gratitude to everyone who supported me during my studies in general and this thesis in particular. Firstly, I would like to thank Prof. Dr.-Ing. Carsten Busch for providing me with the opportunity to write this thesis, for his support and for the freedom I was granted while researching, designing and developing. I would also like to express my heartfelt gratitude for the support of André Selmanagić, whose supervision guided me during these months, whose feedback and corrections vastly improved every aspect of this thesis and who was always willing to listen to any issues I encountered. I am very grateful for all the participants of the testing sessions and for everyone who spent their time discussing concepts and ideas for this thesis, especially the Berlin game development community which provided a lot of interesting input and food for thought. Special thanks go to Marina Bahlke who proofread a large part of this thesis. Her feedback lead to the correction of many mistakes and unclear sentences. I am also thankful to Kurt Chapman, who provided some last-minute proofreading and corrections. -
Copyright by Sean R. Tiffee 2013
Copyright by Sean R. Tiffee 2013 The Dissertation Committee for Sean R. Tiffee Certifies that this is the approved version of the following dissertation: Trauma and the Rhetoric of Horror Films: The Rise of Torture Porn in a Post Nine-Eleven World Committee: ____________________________________ Joshua Gunn, Supervisor ____________________________________ Katherine Arens ____________________________________ Barry Brummett ____________________________________ Richard Cherwitz ____________________________________ Dana Cloud Trauma and the Rhetoric of Horror Films: The Rise of Torture Porn in a Post Nine-Eleven World by Sean R. Tiffee, B.A.; M.A. Dissertation Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy The University of Texas at Austin August, 2013 Dedication To my family, for always being there. Acknowledgements If I were to list every person who helped me on my journey towards the completion of my Ph.D., this section would be longer than the dissertation itself. Although I want to thank everyone, these limitations require me to note only those whose support was instrumental, endless, and tireless. First and foremost, I want to thank my advisor, Joshua Gunn. Josh’s patience, diligence, and guidance are unmatched and I am truly blessed to be one of his advisees. Mere words are not capable of expressing how much I appreciate his efforts and his meticulous attention to detail pushed me to produce the very best work that I could. He is someone that I am proud to call a mentor and humbled to call a friend. I would also like to thank the other members of my dissertation committee. -
Performance in an Alternate Reality Game
The Malthusian Paradox: Performance in an Alternate Reality Game ELIZABETH EVANS, MARTIN FLINTHAM, SARAH MARTINDALE University of Nottingham Nottingham NG81BB, UK { elizabeth.evans, martin.flintham, sarah.martindale }@nottingham.ac.uk Tel: +44 115 748 4041 Fax: +44 115 823 2551 URL: www.nottingham.ac.uk Abstract. The Malthusian Paradox is a transmedia alternate reality game (ARG) created by artists Dominic Shaw and Adam Sporne played by 300 participants over three months. We explore the design of the game, which cast players as agents of a radical organisation attempting to uncover the truth behind a kidnapping and a sinister biotech corporation, and highlight how it redefined performative frames by blurring conventional performer and spectator roles in sometimes discomforting ways. Players participated in the game via a broad spectrum of interaction channels, including performative group spectacles and 1-to-1 engagements with game characters in public settings, making use of low- and high-tech physical and online artefacts including bespoke and third party websites. Players and game characters communicated via telephony and social media in both a designed and an ad-hoc manner. We reflect on the production and orchestration of the game, including the dynamic nature of the strong episodic narrative driven by professionally produced short films that attempted to respond to the actions of players; and the difficulty of designing for engagement across hybrid and temporally expansive performance space. We suggest that an ARG whose boundaries -
Fanboys-Production-Notes.Pdf
International Production Notes SYNOPSIS Set in 1998, the film, starring Jay Baruchel (KNOCKED UP, MILLION DOLLAR BABY), Tony Award Winner Dan Fogler (KUNG FU PANDA, “The 25th Annual Putnam County Spelling Bee”), Sam Huntington (SUPERMAN RETURNS, NOT ANOTHER TEEN MOVIE), Chris Marquette (THE GIRL NEXT DOOR, ANOTHER WORLD), and Kristen Bell (FORGETTING SARAH MARSHALL, PULSE) is a heart-warming comedy that follows a group of young, passionate STAR WARS fans on a cross-country quest to break into George Lucas’ Skywalker Ranch and watch STAR WARS: EPISODE 1- THE PHANTOM MENACE, before it’s released. FANBOYS is a production of Trigger Street Productions and Picture Machine. The film is directed by Kyle Newman and produced by Kevin Spacey, Dana Brunetti, Evan Astrowsky and Matthew Perniciaro. The screenplay is written by Adam F. Goldberg and Ernest Cline from a story by Ernest Cline and Dan Pulick. Kevin Mann served as executive producer. 2 CAST Eric SAM HUNTINGTON Linus CHRISTOPHER MARQUETTE Hutch DAN FOGLER Windows JAY BARUCHEL Zoe KRISTEN BELL FILMMAKERS Directed by KYLE NEWMAN Screenplay ERNEST CLINE and ADAM F. GOLDBERG Story by ERNEST CLINE and DAN PULICK Produced by DANA BRUNETTI KEVIN SPACEY MATTHEW PERNICIARO EVAN ASTROWSKY Executive Producer KEVIN MANN 3 FANBOYS About the Cast SAM HUNTINGTON / Eric Sam Huntington has appeared on screen, television and stage. His film credits include, SUPERMAN RETURNS, NOT ANOTHER TEEN MOVIE, DETROIT ROCK CITY and can be seen in the upcoming TUG. On television, he has appeared in featured roles on LAW & ORDER, CSI: Miami, CSI: NY, and VERONICA MARS. Huntington appears on stage with The Peterborough Players in “The Nerd,” “Waiting for Godot” and “To Kill A Mockingbird.” While with the Black Box Theatre Company he appeared in “The New Kid,” “Gifts,” “The Guest Speaker” and “Not The King.” CHRIS MARQUETTE / Linus Possessing the rare ability to thoroughly embody each character he portrays, Chris Marquette’s intensity on screen, good looks and charm warrants him as one of the most gifted actors of his generation. -
Download This Newsletter
VOLUME 26 • NUMBER 1 • DECEMBER 2010 News The Mystery of The Trinity Thomas Keating Centering Prayer CoMes out of the life of god moving within us. We may first have experienced this movement as a longing for more, a wordless desire for union with something or someone beyond ourselves. Moments of union may have come to us in a sense of the sacred in nature, hearing music, or seeing the stars on a clear night. This longing may be more defined by our religious practices like the prayerful reading of scripture, receiving the sacraments, or various devotional practices. We have been drawn to Jesus Christ and now we are moving ever more deeply into who he is. Centering Prayer activates an existential relationship with Christ as one way of receiving the fullness of unconditional love pouring out of the depths of the trinity into creation and into us. as we sit in Centering Prayer, we are connecting with that immense flow of the divine life within us. it is as if our spiritual will turned on a switch, and the current (the divine life) that is present in our organism, so to speak, goes on and the divine energy flows.i t is already there waiting to be activated. “on the last and greatest day of the feast, Jesus stood up and exclaimed, ‘Let anyone who thirsts come to me and drink. Whoever believes in me as scripture says, rivers of living water will flow from within him’. This he said in reference to the spirit that those who came to believe in him were to receive” (John 7: 37-39).