Games of Empire Electronic Mediations Katherine Hayles, Mark Poster, and Samuel Weber, Series Editors
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Choose Your Character: Mulheres E Personagens Femininos Nos Videogames
SBC – Proceedings of SBGames 2013 Culture Track – Full Papers Choose your character: Mulheres e Personagens femininos nos videogames Ivelise Fortim Louise F. Monteiro Faculdade de Ciências Humanas e da Saúde Faculdade de Ciências Humanas e da Saúde Curso de Psicologia - PUC-SP Curso de Psicologia - PUC-SP São Paulo, Brasil São Paulo, Brasil [email protected]; [email protected] [email protected] Resumo— O objetivo deste trabalho é caracterizar o Games). Essas garotas são chamadas, em muitos lugares, de fenômeno da identificação de mulheres com personagens “Garotas Gamers” ou “grrrl” gamers. femininas nos videogames. Um questionário online foi distribuído em grupos de redes sociais abordando questões sobre a Segundo a ESA 2012, as mulheres representam um personagem de videogame favorita e suas características, bem segmento maior que os meninos com menos de 10 anos, sendo como estereótipos de gênero nos games. A amostra consistiu em possível assim afirmar a importância do público feminino nesse 95 participantes, mulheres, maioria do estado de São Paulo segmento do entretenimento. Contudo, muitos jogos para (79%) e faixa etária entre 21-25 anos (52%). Cerca de 70% consoles definem seu público alvo prioritariamente como afirmam possuir uma personagem favorita e, destas, 36% não sendo os homens [5]. fariam qualquer mudança na personagem, enquanto 26% fariam. É maioria as que responderam que suas personagens Diversos autores já se dedicaram a pesquisar quais são os favoritas não se assemelham ao comumente retratado na figura motivos pelos quais as mulheres se interessam menos por jogos feminina (42%), apontado como sendo personagens considerados core. As explicações variam e se referem a sensuais/sexualizadas (29%). -
A Race Over the Years
P1 THE DAILY TEXAN LITTLE Serving the University of Texas at Austin community since 1900 DITTY Musician moves from ON THE WEB California to pursue a BAREFOOT MARCH passion for jingles Austinites and students walk shoeless to A video explores the meaning of ‘traditional the Capitol to benefit poor children values’ with regard to current legislation LIFE&ARTS PAGE 10 NEWS PAGE 5 @dailytexanonline.com >> Breaking news, blogs and more: dailytexanonline.com @thedailytexan facebook.com/dailytexan Wednesday, April 6, 2011 TEXAS RELAYS TODAY Calendar Monster’s Ball Lady Gaga will be performing at the Frank Erwin Center at 8 p.m. Tickets range from $51.50-$177. Clyde Littlefield Texas Relays Track and field teams will compete in the first day of the 84th Annual Clyde Littlefield Texas Relays at the Mike A. Myers Stadium. Texas Men’s Tennis Longhorns play Baylor at the Penick-Allison Tennis Center at 6 p.m. ‘Pauline and Felder | Daily Texan Staff file photo Paulette’ Texas’ Charlie Parker stretches for the tape to finish first in the 100-yard dash to remain undefeated on the season during the 1947 Texas Relays. Today marks the beginning of the The Belgian comedy-drama invitational’s 84th year in Austin. Collegiate and high school athletes will compete in the events, as well as several professional athletes. directed by Lieven Debrauwer will be shown in the Mezes Basement Bo.306 at 6:30 p.m. ‘Take Back the A race over the years Night’ By Julie Thompson Voices Against Violence will hold a rally to speak out against he Texas Relays started as a small, annually to the local economy. -
The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
Getting the Most out of Information Systems: a Manager's Guide (V
Getting the Most Out of Information Systems A Manager's Guide v. 1.0 This is the book Getting the Most Out of Information Systems: A Manager's Guide (v. 1.0). This book is licensed under a Creative Commons by-nc-sa 3.0 (http://creativecommons.org/licenses/by-nc-sa/ 3.0/) license. See the license for more details, but that basically means you can share this book as long as you credit the author (but see below), don't make money from it, and do make it available to everyone else under the same terms. This book was accessible as of December 29, 2012, and it was downloaded then by Andy Schmitz (http://lardbucket.org) in an effort to preserve the availability of this book. Normally, the author and publisher would be credited here. However, the publisher has asked for the customary Creative Commons attribution to the original publisher, authors, title, and book URI to be removed. Additionally, per the publisher's request, their name has been removed in some passages. More information is available on this project's attribution page (http://2012books.lardbucket.org/attribution.html?utm_source=header). For more information on the source of this book, or why it is available for free, please see the project's home page (http://2012books.lardbucket.org/). You can browse or download additional books there. ii Table of Contents About the Author .................................................................................................................. 1 Acknowledgments................................................................................................................ -
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined. -
Studio Showcase
Contacts: Holly Rockwood Tricia Gugler EA Corporate Communications EA Investor Relations 650-628-7323 650-628-7327 [email protected] [email protected] EA SPOTLIGHTS SLATE OF NEW TITLES AND INITIATIVES AT ANNUAL SUMMER SHOWCASE EVENT REDWOOD CITY, Calif., August 14, 2008 -- Following an award-winning presence at E3 in July, Electronic Arts Inc. (NASDAQ: ERTS) today unveiled new games that will entertain the core and reach for more, scheduled to launch this holiday and in 2009. The new games presented on stage at a press conference during EA’s annual Studio Showcase include The Godfather® II, Need for Speed™ Undercover, SCRABBLE on the iPhone™ featuring WiFi play capability, and a brand new property, Henry Hatsworth in the Puzzling Adventure. EA Partners also announced publishing agreements with two of the world’s most creative independent studios, Epic Games and Grasshopper Manufacture. “Today’s event is a key inflection point that shows the industry the breadth and depth of EA’s portfolio,” said Jeff Karp, Senior Vice President and General Manager of North American Publishing for Electronic Arts. “We continue to raise the bar with each opportunity to show new titles throughout the summer and fall line up of global industry events. It’s been exciting to see consumer and critical reaction to our expansive slate, and we look forward to receiving feedback with the debut of today’s new titles.” The new titles and relationships unveiled on stage at today’s Studio Showcase press conference include: • Need for Speed Undercover – Need for Speed Undercover takes the franchise back to its roots and re-introduces break-neck cop chases, the world’s hottest cars and spectacular highway battles. -
Analyzing Space Dimensions in Video Games
SBC { Proceedings of SBGames 2019 | ISSN: 2179-2259 Art & Design Track { Full Papers Analyzing Space Dimensions in Video Games Leandro Ouriques Geraldo Xexéo Eduardo Mangeli Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Programa de Engenharia de Sistemas e Computação, COPPE/UFRJ Computação, COPPE/UFRJ Computação, COPPE/UFRJ Center for Naval Systems Analyses Departamento de Ciência da Rio de Janeiro, Brazil (CASNAV), Brazilian Nay Computação, IM/UFRJ E-mail: [email protected] Rio de Janeiro, Brazil Rio de Janeiro, Brazil E-mail: [email protected] E-mail: [email protected] Abstract—The objective of this work is to analyze the role of types of game space without any visualization other than space in video games, in order to understand how game textual. However, in 2018, Matsuoka et al. presented a space affects the player in achieving game goals. Game paper on SBGames that analyzes the meaning of the game spaces have evolved from a single two-dimensional screen to space for the player, explaining how space commonly has huge, detailed and complex three-dimensional environments. significance in video games, being bound to the fictional Those changes transformed the player’s experience and have world and, consequently, to its rules and narrative [5]. This encouraged the exploration and manipulation of the space. led us to search for a better understanding of what is game Our studies review the functions that space plays, describe space. the possibilities that it offers to the player and explore its characteristics. We also analyze location-based games where This paper is divided in seven parts. -
The Sims the Sims
Södertörns högskola | Institutionen för kommunikation, medier och IT Kandidatuppsats 15 hp | Medieteknik | HT terminen 2011 Programmet för IT, medier och design 180 hp The Sims – En studie om skapandet av karaktärer ur ett genusperspektiv The Sims – A study on the creation of characters from a gender perspective Av: Hoshiar Taufig, Paulina Kabir Handledare: Annika Olofsdotter 1 ABSTRACT Todays gaming habits between women and men depends on the age range. Both sexes are playing but how do they create a character when they have free hands? Are there any differences from a gender perspective? The main purpose is to answer the question: How does women and men create characters in the computergame The Sims? By looking at the result of four women and four mens created character and then interviewing them for profound information, we have received data to answer those questions for our study. Data has shown that the men were less personal when they created a character, used more imagination and took less time to create the character. The majority of the women created themselfs or part of themselfs and took more time on details. KEYWORDS The Sims, computergames, gender 2 SAMMANFATTNING Dagens spelvanor mellan kvinnor och män beror på åldern. Båda könen spelar men hur skapar de karaktär när de har fria händer? Finns det skillnader ur ett genusperspektiv? Det huvudsakliga syftet är att besvara frågan: Hur skapar kvinnor och män karaktärer i spelet The Sims? Genom att titta på resultatet av fyra kvinnor och fyra mäns karaktär och sedan intervjua dem för djupgående information har vi fått data som besvarar dessa frågor för vår studie. -
Drafts April
ACTION ADVENTURE FIRST PERSON SHOOTER THIRD PERSON SHOOTER Star Wars: Jedi Fallen Dragon Quest Wolfenstein: Ace Combat 7: SU 81 Sea of Solitude Metro: Exodus 83 Anthem 61 The Darwin Project Order Builders II Youngblood Ancestors; The Shenmue 3 Devil May Cry 5 88 The Dark Pictures Halo: Infinite Far Cry New Dawn 74 Control The Division 2 83 Human Kind Odyssey Earth Defense Force: Skull and Bones Nioh 2 Skull and Bones The Sinking City Rage 2 Doom Eternal Left Alive 37 Iron Rain Mechwarrior 5: Mechwarrior 5: Remnant Rise From Dying Light 2 The Blackout Club Deep Rock Galactic Generation Zero 49 Gears 5 Mercenaries Mercenaries The Ashes FIGHTING SPORTS RACING STRATEGY Jump Force 58 Mortal Kombat 11 NBA 2K ‘20 NBA Live ‘20 Sonic Team Racing Trials Rising 80 Age of Empires 4 Wargroove 83 Total War Dead or Alive 6 75 Dirt Rally 2.0 83 GTR 3 Conan Unconquered Samurai Shodown NHL ‘20 Madden ‘20 Three Kingdoms Granblue Fantasy Shovel Knight: MLB The Show 19 85 PES 2020 Dangerous Driving Xenon Racer 57 Tropico 6 78 Re-Legion 52 Versus Showdown Them’s Fighting Pro Fishing Monster Energy The Grand Tour KILL la KILL - IF FIFA ‘20 - 73 48 Imperator Rome Phoenix Point Herds Simulator Supercross 2 Game RPG ACTION RPG INDIE & ARCADE GAMES (PICK 2) Indivisible Digimon Survive God Eater 3 73 Kingdom Hearts 3 85 UFO50 Streets of Rage 4 Jenny LeClue Tunche Away: Journey To Town Greedfall Biomutant Code Vein 61 Hyper Jam 74 Toe Jame & Earl:BitG 72 Sayonara Wild Hearts The Unexpected Wasteland 3 Torchlight: Frontiers The Outer Worlds The Surge 2 Moving Out Untitled -
Informa 2018 Full Year Results Statement
Informa LEI: 5493006VM2LKUPSEDU20 Press Release 7 March 2019 Informa PLC Results for 12 Months to 31 December 2018 2018: Combination & Creation 2019: Performance & Growth KEY FINANCIAL AND OPERATING HIGHLIGHTS1 • Strong Revenue Growth: +3.7% underlying and +34.9% reported to £2,369.5m, including six months of UBM (2017: £1,756.8m) • Higher Adjusted Operating Profit: +2.3% underlying and +34.4% reported to £732.1m (2017: £544.9m) • Improved Statutory Operating Profit: £363.2m (2017: £344.7m) • Increased Adjusted Diluted Earnings per Share: +7.0% to 49.2p (2017: 46.0p); Statutory EPS of 19.7p (2017: 37.6p), with prior year including non-cash credit from US tax reforms • Attractive Free Cash Flow: £503.2m and £600m+ including a full year of UBM (2017: £400.9m) • Robust Balance Sheet, in line with plan: Net debt/EBITDA1 at 2.9x (2017: 2.5x) • Enhanced Dividend: up 7.1% to 21.90p (2017: 20.45p) London: Informa (LSE: INF.L), the International Exhibitions, Events, Information Services and Scholarly Research Group, today published its financial results for the 12 months to 31 December 2018, reporting a further period of operational progress and improving financial performance. Stephen A. Carter, Group Chief Executive, said: “In 2018, the Informa Group delivered a fifth consecutive year of improving growth, increasing adjusted profits, adjusted earnings per share, cashflow and dividends.” He added: “In 2019, our focus is on continuing Performance and Growth as we consolidate our market positions and further reduce complexity. This will enable -
Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités. -
Spy Culture and the Making of the Modern Intelligence Agency: from Richard Hannay to James Bond to Drone Warfare By
Spy Culture and the Making of the Modern Intelligence Agency: From Richard Hannay to James Bond to Drone Warfare by Matthew A. Bellamy A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (English Language and Literature) in the University of Michigan 2018 Dissertation Committee: Associate Professor Susan Najita, Chair Professor Daniel Hack Professor Mika Lavaque-Manty Associate Professor Andrea Zemgulys Matthew A. Bellamy [email protected] ORCID iD: 0000-0001-6914-8116 © Matthew A. Bellamy 2018 DEDICATION This dissertation is dedicated to all my students, from those in Jacksonville, Florida to those in Port-au-Prince, Haiti and Ann Arbor, Michigan. It is also dedicated to the friends and mentors who have been with me over the seven years of my graduate career. Especially to Charity and Charisse. ii TABLE OF CONTENTS Dedication ii List of Figures v Abstract vi Chapter 1 Introduction: Espionage as the Loss of Agency 1 Methodology; or, Why Study Spy Fiction? 3 A Brief Overview of the Entwined Histories of Espionage as a Practice and Espionage as a Cultural Product 20 Chapter Outline: Chapters 2 and 3 31 Chapter Outline: Chapters 4, 5 and 6 40 Chapter 2 The Spy Agency as a Discursive Formation, Part 1: Conspiracy, Bureaucracy and the Espionage Mindset 52 The SPECTRE of the Many-Headed HYDRA: Conspiracy and the Public’s Experience of Spy Agencies 64 Writing in the Machine: Bureaucracy and Espionage 86 Chapter 3: The Spy Agency as a Discursive Formation, Part 2: Cruelty and Technophilia