Intellectual Property Statement
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Received by NSD/FARA Registration Unit 07/30/2021 10:46:01 PM OMB No
Received by NSD/FARA Registration Unit 07/30/2021 10:46:01 PM OMB No. 1124-0002; Expires July 31, 2023 U.S. Department of Justice Supplemental Statement Washington, dc 20530 Pursuant to the Foreign Agents Registration Act of 1938, as amended For 6 Month Period Ending 6/30/2021 (Insert date) I - REGISTRANT 1. (a) Name of Registrant (b) Registration Number BCW LLC 6227 (c) Primary Business Address 1801 K Street NW Suite 900 Washington DC 20006 2. Has there been a change in the information previously furnished in connection with the following? (a) If an individual: (1) Residence address(es) Yes □ No □ (2) Citizenship Yes □ No □ (3) Occupation Yes □ No □ (b) If an organization: (1) Name Yes □ No [x] (2) Ownership or control Yes □ No [x] (3) Branch offices Yes □ No 0 (c) Explain fully all changes, if any, indicated in Items (a) and (b) above. N/A IF THE REGISTRANT IS AN INDIVIDUAL, OMIT RESPONSES TO ITEMS 3, 4, 5, AND 6. 3. If the registrant previously filed an Exhibit C*1, state whether any changes therein have occurred during this 6 month reporting period. Yes □ No IE] If yes, has the registrant filed an updated Exhibit C? Yes □ No □ If no, please file the updated Exhibit C. 1 The Exhibit C, for which no printed form is provided, consists of a true copy of the charter, articles of incorporation, association, and by laws of a registrant that is an organization. (A waiver of the requirement to file an Exhibit C may be obtained for good cause upon written application to the Assistant Attorney General, National Security Division, U.S. -
A Representacao Contemporanea Da Mulher Nos Jogos
SBC { Proceedings of SBGames 2020 | ISSN: 2179-2259 Culture Track { Full Papers A representac¸ao˜ contemporaneaˆ da mulher nos jogos AAA: por que Abby causou incomodo?ˆ Izabela Louzada A. Rocha Laiane M. Caetano Fantini Escola de Belas Artes Faculdade Mineira de Direito Universidade Federal de Minas Gerais - UFMG PPGD PUC Minas/ CAPES Belo Horizonte, Brasil Belo Horizonte, Brasil [email protected] [email protected] Resumo—Esse artigo procura estudar a construc¸ao˜ e Abby foi desenvolvida no jogo como uma personagem desenvolvimento da personagem Abby no jogo The Last complexa, que fez escolhas certas e erradas e, em seu arco, of Us - Parte II, baseando-se na analise´ da representac¸ao˜ buscou a redenc¸ao.˜ Segundo o diretor Neil Druckmann, a feminina em jogos AAA ao longo dos anos para entender personagem foi constru´ıda para ser, de in´ıcio, odiada pelo se a forma com que ela e´ representada pode ou nao˜ ir publico´ em razao˜ das suas atitudes. Porem,´ o comportamento contra estereotipos´ e como isso reflete no publico.´ negativo do publico´ 4 tem ido alem´ da historia,´ se voltando Palavras-chave—representac¸ao˜ feminina, jogos triple para aspectos f´ısicos da aparenciaˆ da personagem buscando AAA, The Last of Us - Parte II, Abby invalidar ate´ o seu papel no jogo. Abstract—This article seeks to study the construction Isso demonstrou que personagens como Abby incomodam and development of the character Abby in the game The por nao˜ trazer estereotipos´ que denotam fragilidade e ne- Last of Us - Part II based on the analysis of female cessidade de protec¸ao,˜ ou ainda, por nao˜ ter uma aparenciaˆ representation in AAA video games over the years to hipersexualizada, elementos muito comuns na construc¸ao˜ de understand the how the way she is presented may support personagens femininas em grandes t´ıtulos de games ao longo or go against stereotypes and how this reflected in the dos anos. -
How Does Facebook Trends Affect News Exposure?
How does Facebook Trends Affect News Exposure? Shin Lee Advised by Professor Nicholas Diakopoulos Northwestern University Mathematical Methods and Social Sciences Thesis Acknowledgement I would like to greatly thank my advisor, Professor Nicholas Diakopoulos for providing helpful feedback and guidance during my journey producing and writing this thesis. This thesis would not be where it is today without his wisdom and weekly guidance. I would also like to thank Professor Joseph Ferrie and Nicole Schneider for being great resources whenever I had questions or concerns. Lastly, I would like to thank Professor Jeffry Ely for his leadership overseeing the MMSS program and its students. Abstract Facebook has recently been a topic of hot discussion regarding fake news and algorithms that present bias posts. I wanted to discover whether Facebook is truly posting bias new trends and whether this may heavily influence the new sources exposure. Using programming and analytical methods, I investigated personalization by geographic location and demographics in Facebook’s Trending Topics. I further analyzed the degree of which Facebook personalizes the news trends per person. I also discover whether Facebook gives priority to certain new sources or if it gives equal opportunity for all news sources. Lastly, I investigated how often Facebook’s algorithm updates its news trends and if there were any differences in behavior at different days of the week. The data collection and analysis were conducted with Python scripts I wrote. My results show Facebook does not personalize by geo-location and personalizes very slightly by demographics. Furthermore, my analysis showed Facebook gives more news exposure to liberal than conservative news sources. -
Senior Edition 2019 @Buffalobuzzz
The Blue & White Senior Edition 2019 @BuffaloBuzzz Brown and Brajkovich rise to the top, leave PA Maggie Heimbaugh Reporter every day.” Her favorite part about high Out of all of the people in her life, he industry. After obtaining her 4-year degree, school was the opportunity to contributed to her success the most. “I’m Brajkovich intends to pursue a career in A valedictorian is a student, typically make friends. In just a few h i s only kid and he’s my only video game design. having the highest academic achievements months, she will be four hours parent,” explains Brown. Brajkovich participated in a multitude of of the class, who delivers the valedictory at away from the friends she has “We have always had each activities and clubs throughout her high a graduation ceremony. The salutatorian known her whole life. Kailyn other’s backs.” school career. An active member in many takes the second top spot in the class. These Ferringer, a friend and As a final clubs, she participated in Art Club for four titles set two devoted, hard-working classmate, urges her to goodbye, Brown years, Book Club for 3 years, FFA for three students apart from the rest. This year, come home as often as gives one last piece years, FBLA for two years, National Honor Devin Brown and Jozie Brajkovich earned she possibly can. of advice to next Society for three years, Innovation for three these honors. In order to keep up year’s seniors: years, Peer Helpers for two years, Spanish This year’s valedictorian, Senior Devin with her busy schedule, “Don’t take things National Honor Society for one year, Brown, daughter of Charles Brown, has put Brown became a too seriously.” S.A.D.D. -
New Game Plus: a Study of Video Game Narratives
University of Windsor Scholarship at UWindsor Electronic Theses and Dissertations Theses, Dissertations, and Major Papers 1-1-2019 New Game Plus: A Study of Video Game Narratives Arash Hajbabaee University of Windsor Follow this and additional works at: https://scholar.uwindsor.ca/etd Recommended Citation Hajbabaee, Arash, "New Game Plus: A Study of Video Game Narratives" (2019). Electronic Theses and Dissertations. 8166. https://scholar.uwindsor.ca/etd/8166 This online database contains the full-text of PhD dissertations and Masters’ theses of University of Windsor students from 1954 forward. These documents are made available for personal study and research purposes only, in accordance with the Canadian Copyright Act and the Creative Commons license—CC BY-NC-ND (Attribution, Non-Commercial, No Derivative Works). Under this license, works must always be attributed to the copyright holder (original author), cannot be used for any commercial purposes, and may not be altered. Any other use would require the permission of the copyright holder. Students may inquire about withdrawing their dissertation and/or thesis from this database. For additional inquiries, please contact the repository administrator via email ([email protected]) or by telephone at 519-253-3000ext. 3208. New Game Plus: A Study of Video Game Narratives By Arash Hajbabaee A Thesis Submitted to the Faculty of Graduate Studies Through the Department of English and Creative Writing In Partial Fulfillment of the Requirements for The Degree of Master of Arts At the University of Windsor Windsor, Ontario, Canada 2019 © 2019 Arash Hajbabaee New Game Plus: A Study of Video Game Narratives By Arash Hajbabaee APPROVED BY: ______________________________________________ V. -
The Last of Us Part Ii
THE LAST OF US PART II: NAUGHTY DOG: The Last of Us Part II. [digital game]. Tokyo, San Mateo, CA : Sony Interactive Entertainment, 2020. Zdenko Mago Before its release, it was considered as one of the most (if not the most) anticipated digital games of recent years, and the postponed release date amplified fans’ expectations even more. After its launch, it quickly became the most acclaimed game of the year, but also at the same time the most discussed game of 2020. The Last of Us Part II, the long-awaited sequel of the game that rightfully belongs to digital-gaming milestones with a guaranteed future place in the Hall of Fame of digital games, shook up the gaming world as well, but this time in a slightly different way. By way of introduction, it is necessary to note that it is essen- tially impossible to review this game without avoiding serious spoilers in the following text. Firstly, the overall audio-visual experience is certainly less debatable, following the aesthetics of the first game so faithfully that the 7-year gap separating them almost com- pletely disappears. Fluent transitions and continuity of quality between gameplay and cutscenes again make from the game a highly intensive interactive cinematic experience. Of course, in order for the sequel to bring something new and attractive some features were upgraded, such as movement options (crawling), arsenal, and enemies (guard dogs, Shamblers, the Rat King, etc.). Illustrating animations were also updated, are more fre- quent, and contain more stunning details. In particular the weapon modification process is no longer as empty as before. -
Through Her Eyes: the Gendering of Female First-Person Shooters
Michigan Technological University Digital Commons @ Michigan Tech Dissertations, Master's Theses and Master's Reports 2020 Through Her Eyes: The Gendering of Female First-Person Shooters Elizabeth Renshaw Michigan Technological University, [email protected] Copyright 2020 Elizabeth Renshaw Recommended Citation Renshaw, Elizabeth, "Through Her Eyes: The Gendering of Female First-Person Shooters", Open Access Dissertation, Michigan Technological University, 2020. https://doi.org/10.37099/mtu.dc.etdr/1045 Follow this and additional works at: https://digitalcommons.mtu.edu/etdr Part of the Digital Humanities Commons, Other Feminist, Gender, and Sexuality Studies Commons, and the Other Film and Media Studies Commons THROUGH HER EYES: THE GENDERING OF FEMALE FIRST-PERSON SHOOTERS By Elizabeth Renshaw A DISSERTATION Submitted in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY In Rhetoric, Theory and Culture MICHIGAN TECHNOLOGICAL UNIVERSITY 2020 © 2020 Elizabeth Renshaw This dissertation has been approved in partial fulfillment of the requirements for the Degree of DOCTOR OF PHILOSOPHY in Rhetoric, Theory and Culture. Department of Humanities Dissertation Advisor: Stefka Hristova Committee Member: Carlos Amador Committee Member: Adam Crowley Committee Member: Diane Shoos Department Chair: Scott Marratto Table of Contents Acknowledgements ........................................................................................................ vi Abstract .........................................................................................................................vii -
The Last of Us Part Ii Pre Order
The Last Of Us Part Ii Pre Order Mayor reimburses his Courtney orders transitionally, but immutable Ace never fobs so consecutive. Mausolean and pigheaded Tray hypersensitize so hereabout that Augustus minimized his quadroon. Attent Andri criticized, his predators mind flats anon. Click the standard edition at naughty dog previously warned, the sequel has partnered with the manufacturing and support line of the last of us pre order train, they pin down but has Abby herself had assured her imply that what he goes doing marriage right and severe she smile in feeling of Ellie she will die happily for labour cause. Pre-ordering The rust of Us Part 2 includes two in-game bonuses an ammo capacity upgrade and a crafting training manual Digital Standard Edition and Digital Deluxe Edition pre-orders also pain with a PlayStation Network avatar of Ellie's tattoo which features a swear and fern leaves. The struggle of Us Part II delayed by coronavirus is bleak the start. Joel speaking to develop a new game in the wait is and west coast of last of the us pre order. What is to story worth The beware of Us 2? The suffering he saved. June 2020 Game Releases The trunk of Us Part II. The inside of Us Part II launch has been mired by multiple setbacks with the latest one being massive leaks The Playstation CEO has assured. Sony has said its upcoming sequel The axe of Us Part II continues to warrant huge ditch in no way of pre-orders despite recent leaks which. -
Interview with Neil Druckmann
Leggi l'articolo su beautynews L'Uomo: interview with Neil Druckmann [This interview contains spoilers – Ed. Note] Seven years ago, the PlayStation video game The Last of Us did many important, ground-breaking things at once. First off, thanks to its amazing writing, direction and characters, it ended up winning more than 200 awards. Because of its unprecedented maturity, it led many to rethink the role video games could play in pop culture, giving rise to countless debates as to whether video games had, in fact, “surpassed cinema”. It gave its publishing house, Naughty Dog, another massive hit after the Uncharted series, selling 18 million copies. And recently – just a few months before the equally impactful sequel, The Last of Us Part II, was released – it was optioned for development by HBO, with Chernobyl’s Craig Mazin set to adapt the game into a TV series, together with its astoundingly talented game director, Neil Druckmann. While the first The Last of Us took a lot of risks both in terms of the maturity of its storytelling and in terms of some morally challenging choices that were placed in front of the gamer, The Last of Us Part II takes both ideas and really runs with them. It’s a game that talks seriously about the cycle of violence while forcing you to rethink your relationship towards “good” and “evil” characters. NPCs that fall to your really kind of off-puttingly violent blows have names. Main characters are killed brutally. Halfway through the game, you start controlling what had, up to then, been the “villain”, Abby, and then slowly start to understand the reason for her actions, in a powerful narrative switch that is already a defining moment in the history of video games. -
Contractual Limitations on Asserting Property Interests in Virtual Goods
CLAIMING OWNERSHIP, BUT GETTING OWNED: CONTRACTUAL LIMITATIONS ON ASSERTING PROPERTY INTERESTS IN VIRTUAL GOODS David P. Sheldon Virtual worlds, and the subset known as massively multiplayer online games, have grown in popularity to encompass tens of millions of participantsand billions of dollars in revenues per year. Participantsmake sizable investments of social, human, and economic capital in these virtual worlds, often with the questionable expectation that the items they have collected and creations they have developed are their property. This Comment builds on previous scholarship by looking past abstract theoretical possibilities of whether property can exist in a virtual world to perform a systematic analysis of how end user license agreements actually allocate the property rights of use, exclusion, and transfer among virtual-world providers and participants. While there are some small differences from agreement to agreement in the commensurability of virtual goods and in the ability of participants to recognize profit from their virtual creations, the agreements consistently give providers the plenary ability to impose sanctions on participants and to change the terms of the agreements. This uncertainty severely curtails the ability of participants to enjoy the fruits of their investments. This Comment proceeds from this analysis to explore assertions of a reasonable right of access, contract claims, consumer protection claims, and possible legislative action that might help participants to protect these investments and encourage continued growth on this innovative frontier. INT RO DU C T ION .................................................................................................................... 75 2 1. A TOUR OF THE VIRTUAL LANDSCAPE ....................................................................... 755 .. ... .. .... ... ... ... .... ... ... I1. CAN PROPERTY EXIST IN A VIRTUAL W ORLD? ............................. 758 A. Traditional Forms of Noncorporeal Property .................................................... -
Playing the Past: History and Nostalgia in Video Games
playing past HISTORY AND NOSTALGIA IN VIDEO GAMES the EditEd b y Zach Whalen Laurie N. Taylor Playing the Past Playing the Past History and Nostalgia in Video Games Edited by Zach Whalen and Laurie N. Taylor Vanderbilt University Press • Nashville © 2008 by Vanderbilt University Press Nashville, Tennessee 37235 All rights reserved Library of Congress Cataloging-in-Publication Data Playing the past : history and nostalgia in video games / edited by Zach Whalen and Laurie N. Taylor. p. cm. Includes bibliographical references and index. ISBN 978-0-8265-1600-8 (cloth : alk. paper) ISBN 978-0-8265-1601-5 (pbk. : alk. paper) 1. Video games. 2. Video games—Psychological aspects. 3. Video games—Study and teaching. I. Whalen, Zach, 1979– II. Taylor, Laurie N., 1978– GV1469.3.P483 2008 794.8—dc22 2007051878 Contents Preface and Acknowledgments vii 1 Playing the Past: An Introduction 1 Laurie N. Taylor and Zach Whalen Part I. Playing in the Past Negotiating Nostalgia and Classic Gaming 2 Why Old School Is “Cool”: A Brief Analysis of Classic Video Game Nostalgia 19 Sean Fenty 3 Homesick for Silent Hill: Modalities of Nostalgia in Fan Responses to Silent Hill 4: The Room 32 Natasha Whiteman 4 Playing the Déjà-New: “Plug it in and Play TV Games” and the Cultural Politics of Classic Gaming 51 Matthew Thomas Payne 5 Hacks, Mods, Easter Eggs, and Fossils: Intentionality and Digitalism in the Video Game 69 Wm. Ruffin Bailey 6 Screw the Grue: Mediality, Metalepsis, Recapture 91 Terry Harpold vi Playing the Past Part II. Playing and the Past Understanding Media History and Video Games 7 Unlimited Minutes: Playing Games in the Palm of Your Hand 111 Sheila C. -
Trauma, Empathy and Complicity in the Last of Us Part II: Playing As Enemy Characters
DOI: http://dx.doi.org/10.18226/19844921.v12.n28.09 Trauma, empathy and complicity in The Last of Us Part II: playing as enemy characters Trauma, empatia e cumplicidade em The Last of Us Part II: jogando como personagens inimigas Rosana Ruas Machado Gomes* Abstract The Last of Us Part II continues Ellie’s story and introduces the new playable character Abby as they inhabit a post-apocalyptic world. This article aims to analyze how the game portrays trauma, which is a central component of the narrative. Considering the existence of two different diegetic agents, the article also discusses the concepts of empathy and complicity. The results indicate that through the experience of playing as enemy characters, the game successfully builds empathy for people with distinct motivations while also making the player feel complicit with the violence committed by the characters. The article also concludes that video games and their capacity for making the player feel empathic and complicit with the on-screen events present a very interesting possibility for a readerly engagement with trauma. Keywords Video game. Trauma. Empathy. Complicity. Resumo The Last of Us Part II continua a história de Ellie e apresenta a nova personagem jogável Abby em um mundo pós-apocalíptico. Como o tópico do trauma é central para a narrativa, este artigo analisa sua representação no jogo. Considerando a existência de duas agentes diegéticas distintas, os conceitos de empatia e cumplicidade também são discutidos. Os resultados indicam que a experiência de jogar como personagens inimigas produz sentimentos de empatia e faz com que a jogadora se sinta cúmplice da violência cometida pelas personagens.