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Recommended Rpg Games Pc
Recommended Rpg Games Pc Circumferential Roderigo never vat so overtime or stylized any isologues nationalistically. Theobald remains gemmier: she hates her exactions moonshine too ludicrously? Uncarted and alphabetical Tedman immuring some dampness so valuably! Since the crystal than computers of rpg games Players also available. Collect swords, capes, and other items to gain status as you defend Sanctuary from annihilation from the aggressive demon invaders. You can find the full list of the best RPGs on PC below. Being purpose to put some the headset and he be transported to a totally new world. The pc rpgs and. Among those is the Enhanced Edition of Neverwinter Nights, one of my favorite games of my early years. RPG or Roleplaying games are alive the user favorites. For the most part, truly wireless earphones feel very much alike. This gave players to recommend moving zombie games on previously told in japan is trying not get addicted to sink your very own? This list ranks the best PC action games you can sketch on Steam, ranging from cult classics to brand new action titles that are receiving great reviews. Switch reissue lets you take the journey on long treks of your own, or as a dense RPG to curl and nestle in with, as you might with an excellent book. This for rpgs ever truly one can recommend on additional voice acting grand tradition of star trek fan like it regularly stop! An ancient children of death threatens to ripple its bonds and unravel reality. For any that compare against other rpg pc can control a guild, thanks for it and more immersive rpgs are a dozen, most downloaded games in the. -
Play Any PC Game with a Gamepad Using Joytokey for Those Who Prefer Controllers to Keyboards
Play Any PC Game with a Gamepad Using JoyToKey For those who prefer controllers to keyboards There was a time when “hardcore” PC gamers would look down on the idea of using a gamepad to play PC games. The mouse and keyboard reigned supreme, especially in the golden age of first person shooters. The truth is that joysticks and gamepads have a rich and storied history on the PC, with genres such as racing and flight simulation virtually requiring it to be playable. The problem is that, for a very long time, gamepads on PC were not really standardized. Without a solid idea of what players would be using, many developers simply didn’t bother developing gamepad support for their titles. Now, largely thanks to console ports, the Xbox controller has become the de facto standard for PC gaming too. Better yet, since so many games are also developed for the Xbox, it’s easy for developers to simply include the control scheme. The end result is that if you hook up an Xbox controller to a modern Windows PC, modern games will seamlessly switch over, even changing the in-game UI to reflect gamepad controls. This is the best of time for those of us who love to game with a gamepad on PC, especially from a couch. However, there are thousands of older PC games that only support a keyboard and mouse. Which leaves us with a bit of an issue. Luckily JoyToKey provides an affordable solution. How To Use JoyToKey JoyToKey is a small application sold for a few dollars that takes gamepad input and converts it to mouse and keyboard output. -
Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
Video Game Archive: Nintendo 64
Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 Table of Contents…………………………………………………………………………………………. 3 Table of Figures……………………………………………………………………………………………5 Acknowledgements……………………………………………………………………………………….. 7 Executive Summary………………………………………………………………………………………. 8 1-Introduction…………………………………………………………………………………………….. 9 2-Background………………………………………………………………………………………… . 11 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 2.2 - The Console and its Competitors:………………………………………………………………. 16 Development of the Console……………………………………………………………………...16 -
Moral Disengagement Strategies in Videogame Players and Sports Players
International Journal of Cyber Behavior, Psychology and Learning Volume 8 • Issue 4 • October-December 2018 Moral Disengagement Strategies in Videogame Players and Sports Players Lavinia McLean, Technological University Dublin, Dublin, Ireland Mark D. Griffiths, Nottingham Trent University, Nottingham, UK https://orcid.org/0000-0001-8880-6524 ABSTRACT Researchintheareaofvideogameplayandsportspsychologyhassuggestedthat specificstrategiesareoftenemployedbyplayerstojustifyaggressivebehaviourused duringgameplay.Thepresentstudyinvestigatestherelationshipbetweengameplayand moraldisengagementstrategiesinagroupof605adultswhoplayedviolentvideogames orregularlyplayedcompetitivesports.Theresultssuggestthatsportsplayerswere morelikelythanviolentgameplayerstoendorsemoraldisengagementstrategies.The videogamersweremorelikelytouseaspecificsetofmoraldisengagementstrategies i.e.,cognitiverestructuring)thantheothergroupsandthismayberelatedtothe) structuralcharacteristicsofvideogames.Thefindingsaddtorecentresearchexploring themechanismsbywhichindividualsengageinaggressiveactsbothvirtuallyandin real-lifesituations.Theresultsarediscussedinrelationtosimilarrelevantresearch .inthearea,alongwithrecommendationsforfutureresearch Keywords Aggression, Competitive Sports, Moral Disengagement, Sports, Video Game Play INTRoDUCTIoN Therehasbeenmuchresearchexploringtheimpactofviolentcontentinvideogames ,onyoungpeopleintermsofaggressivecognition,behaviour,andaffect(forreviews -
Massively Multiplayer Online Role Playing Game Chat Project
[Massively Multiplayer Online Role Playing Game Chat] 175 Lakeside Ave, Room 300A Phone: (802)865-5744 Fax: (802)865-6446 1/21/2016 http://www.lcdi.champlain.edu Disclaimer: This document contains information based on research that has been gathered by employee(s) of The Senator Patrick Leahy Center for Digital Investigation (LCDI). The data contained in this project is submitted voluntarily and is unaudited. Every effort has been made by LCDI to assure the accuracy and reliability of the data contained in this report. However, LCDI nor any of our employees make no representation, warranty or guarantee in connection with this report and hereby expressly disclaims any liability or responsibility for loss or damage resulting from use of this data. Information in this report can be downloaded and redistributed by any person or persons. Any redistribution must maintain the LCDI logo and any references from this report must be properly annotated. Contents Introduction ............................................................................................................................................................................ 2 Background: ........................................................................................................................................................................ 2 Purpose and Scope: ............................................................................................................................................................. 3 Research Questions: ........................................................................................................................................................... -
"Weapon of Starvation": the Politics, Propaganda, and Morality of Britain's Hunger Blockade of Germany, 1914-1919
Wilfrid Laurier University Scholars Commons @ Laurier Theses and Dissertations (Comprehensive) 2015 A "Weapon of Starvation": The Politics, Propaganda, and Morality of Britain's Hunger Blockade of Germany, 1914-1919 Alyssa Cundy Follow this and additional works at: https://scholars.wlu.ca/etd Part of the Diplomatic History Commons, European History Commons, and the Military History Commons Recommended Citation Cundy, Alyssa, "A "Weapon of Starvation": The Politics, Propaganda, and Morality of Britain's Hunger Blockade of Germany, 1914-1919" (2015). Theses and Dissertations (Comprehensive). 1763. https://scholars.wlu.ca/etd/1763 This Dissertation is brought to you for free and open access by Scholars Commons @ Laurier. It has been accepted for inclusion in Theses and Dissertations (Comprehensive) by an authorized administrator of Scholars Commons @ Laurier. For more information, please contact [email protected]. A “WEAPON OF STARVATION”: THE POLITICS, PROPAGANDA, AND MORALITY OF BRITAIN’S HUNGER BLOCKADE OF GERMANY, 1914-1919 By Alyssa Nicole Cundy Bachelor of Arts (Honours), University of Western Ontario, 2007 Master of Arts, University of Western Ontario, 2008 DISSERTATION Submitted to the Department of History in partial fulfillment of the requirements for Doctor of Philosophy in History Wilfrid Laurier University 2015 Alyssa N. Cundy © 2015 Abstract This dissertation examines the British naval blockade imposed on Imperial Germany between the outbreak of war in August 1914 and the ratification of the Treaty of Versailles in July 1919. The blockade has received modest attention in the historiography of the First World War, despite the assertion in the British official history that extreme privation and hunger resulted in more than 750,000 German civilian deaths. -
The Complete Start-To-Finish Guide: How to Optimize Your Exergaming Space
Exergame Buyer’s Guide The Complete Start-to-Finish Guide: How to Optimize Your Exergaming Space (2012) Table of Contents Where to Begin A Few Questions Choosing Your Products Dance & Step Games Gaming Bikes Wall Active Games Floor Active Games Simulators Climbing Activities Strength Products Cardio Products Exergame Playground Equipment Laying Out Your Space What You Can Do What We Can Do Stop, Look, and Listen Flooring Wall Graphics Sound System We’re Always Here to Help! Best use Repairs & Tech Support Where to Begin A Few Questions 1. Will this be a dedicated space? 2. Who will be using this space? Kids, teens, adults, seniors, or a mixture? 3. What is the purpose of the area? Childcare, fitness, a hangout, a combination, or something else? 4. How much space do you have to work with? 5. What is your budget? 6. Do you plan for this space to produce revenue? 7. What goals would you like this space/program to accomplish? If at any time you are unsure which products to choose, how to lay out your space, or which direction to go in planning, come back to these questions for help. Where to Begin Now that you’ve got a clearer idea of what you want, here are some helpful hints to start turning your vision into a reality. If this is a dedicated space, go all out! You are lucky to have room to dedicate solely to the exergaming experience. If this, however, is not a dedicated space, don’t worry. You can still get everything you want! You may just have to pick and choose which products work best. -
How the Video Game Industry Violates College Athletes' Rights of Publicity by Not Paying for Their Likenesses
Loyola of Los Angeles Entertainment Law Review Volume 21 Number 2 Article 1 1-1-2001 Gettin' Played: How the Video Game Industry Violates College Athletes' Rights of Publicity by Not Paying for Their Likenesses Matthew G. Matzkin Follow this and additional works at: https://digitalcommons.lmu.edu/elr Part of the Law Commons Recommended Citation Matthew G. Matzkin, Gettin' Played: How the Video Game Industry Violates College Athletes' Rights of Publicity by Not Paying for Their Likenesses, 21 Loy. L.A. Ent. L. Rev. 227 (2001). Available at: https://digitalcommons.lmu.edu/elr/vol21/iss2/1 This Article is brought to you for free and open access by the Law Reviews at Digital Commons @ Loyola Marymount University and Loyola Law School. It has been accepted for inclusion in Loyola of Los Angeles Entertainment Law Review by an authorized administrator of Digital Commons@Loyola Marymount University and Loyola Law School. For more information, please contact [email protected]. GETTIN' PLAYED: HOW THE VIDEO GAME INDUSTRY VIOLATES COLLEGE ATHLETES' RIGHTS OF PUBLICITY BY NOT PAYING FOR THEIR LIKENESSES Matthew G. Matzkin* I. INTRODUCTION Envision all of the action and spirit of college athletics completely packaged and available on demand. For many fans, this dream is realized annually when video game producers release the latest college sports video game titles. Not surprisingly, producing these games is a lucrative enterprise, particularly as the games' graphics, sound and playability continue to improve with advances in technology.' The combination of video games and college sports translates into revenue for both video game producers and the collegiate institutions licensing their names and logos.2 However, the video game industry relies * B.A., University of California San Diego 1997; J.D., University of Southern California, 2000. -
ISSUE #163 February 2021 February CONTENTS 2021 163
The VOICE of the FAMILY in GAMING TM Final Fantasy XVI, Monster Hunter Rise, Slide Stars, and more this is- sue. Survey Says: “Fam- ily Feud Video Game for Fami- lies!” ISSUE #163 February 2021 February CONTENTS 2021 163 Links: Home Page Section Page(s) Editor’s Desk 4 Female Side 5 Comics 7 Sound Off 8 - 10 Look Back 12 Quiz 13 Devotional 14 In The News 16 - 23 We Would Play That! 24 Reviews 25 - 37 Sports 38 - 41 Developing Games 42 - 67 Now Playing 68 - 83 Last Minute Tidbits 84 - 106 “Family Friendly Gaming” is trademarked. Contents of Family Friendly Gaming is the copyright of Paul Bury, and Yolanda Bury with the exception of trademarks and related indicia (example Digital Praise); which are prop- erty of their individual owners. Use of anything in Family Friendly Gaming that Paul and Yolanda Bury claims copyright to is a violation of federal copyright law. Contact the editor at the business address of: Family Friendly Gaming 7910 Autumn Creek Drive Cordova, TN 38018 [email protected] Trademark Notice Nintendo, Sony, Microsoft all have trademarks on their respective machines, and games. The current seal of approval, and boy/girl pics were drawn by Elijah Hughes thanks to a wonderful donation from Tim Emmerich. Peter and Noah are inspiration to their parents. Family Friendly Gaming Page 2 Page 3 Family Friendly Gaming Editor’s Desk FEMALE SIDE million that got infected with it. That was one propaganda artist trying to do damage con- Ups and Downs third of the human population at the time. -
Year 3 Home Learning Activities W/C 22Nd February 2021
Year 3 Home Learning Pack week commencing 22/02/2021 Welcome back Year 3! We hope you had a lovely relaxing half- term break and are ready for a new term of learning. This term we will be starting some new topics in science, RE, computing, French, topic and English. In maths, we have one final week of fractions to learn this term before we move on to shape and time; in English, this week we are looking at various skills we have been learning since we started year 3 and you will have various worksheets to complete; in topic, we are looking at Anglo- Saxons and Vikings; in science, we are learning about Rocks this term; in RE this week, we will be having a brief look at Humanism. We also have handwriting, computing, 60-second reading comprehensions and PE available for you too. Just print out any pages you need from this booklet if you are able. If you don’t have a printer, don’t worry, just copy any questions onto paper and write the answers alongside. • English – we have included a variety of different activities. • Maths – fractions. We have provided learning at year 3 and year 2 levels so children can access at the appropriate level. • Reading is our focus this term, so it is really important that you are reading for at least 20 minutes every day. Read when you get home and are having a snack, read whilst dinner is cooking, read before bedtime – it doesn’t matter when you read, just fit it into your daily routine and make sure your reading record is signed. -
Red Lines and Faits Accomplis in Interstate Coercion and Crisis
Red Lines and Faits Accomplis in Interstate Coercion and Crisis by Daniel W. Altman B.A. International Relations Brown University, 2008 SUBMITTED TO THE DEPARTMENT OF POLITICAL SCIENCE IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY IN POLITICAL SCIENCE AT THE MASSACHUSETTS INSTITUTE OF TECHNOLOGY JUNE 2015 © Massachusetts Institute of Technology 2015. All rights reserved. Signature of Author: _____________________________________________________ ______ Department of Political Science February 10, 2015 Certified by: ____________________________________________________________ ______ Barry Posen Ford International Professor of Political Science Thesis Supervisor Accepted by: ___________________________________________________________ ______ Andrea Campbell Professor of Political Science Graduate Program Committee Chair Red Lines and Faits Accomplis in Interstate Coercion and Crisis by Daniel W. Altman Submitted to the Department of Political Science at the Massachusetts Institute of Technology on February 13, 2015 in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Political Science ABSTRACT The International Relations literature has an established view of interstate crises that explains how states pursue victory in terms of signaling resolve. States make gains with credible coercive threats (compellence). In contrast, this dissertation conceives of each crisis as a strategic competition between a challenger seeking to make gains unilaterally by fait accompli and its adversary’s countervailing efforts to set red lines to deter these faits accomplis. After clarifying the neglected concepts of “red line” and “fait accompli,” the dissertation takes up two questions the literature has left unexplored: When are faits accomplis likely to occur? When are they likely to lead to war? The result is a theory of coercive conflict explaining why deterrent red lines that contain any of four weaknesses – types of gray areas, in essence – are especially vulnerable to faits accomplis.