FILM SPECIFICATIONS Indie Game: the Movie Documentary, 96 Mins
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Threes!, Fives, 1024!, and 2048 Are Hard
Threes!, Fives, 1024!, and 2048 are Hard Stefan Langerman⋆1 and Yushi Uno2 1 D´epartement d’informatique, Universit´eLibre de Bruxelles, ULB CP 212, avenue F.D. Roosevelt 50, 1050 Bruxelles, Belgium. [email protected] 2 Department of Mathematics and Information Sciences, Graduate School of Science, Osaka Prefecture University, 1-1 Gakuen-cho, Naka-ku, Sakai 599-8531, Japan. [email protected] Abstract. We analyze the computational complexity of the popular computer games Threes!, 1024!, 2048 and many of their variants. For most known versions expanded to an m × n board, we show that it is NP-hard to decide whether a given starting position can be played to reach a specific (constant) tile value. 1 Introduction Fig. 2. The game 2048: a board Fig. 3. A forbidden (game over) and one of its initial configuration. Fig. 1. Threes! configuration. arXiv:1505.04274v1 [cs.CC] 16 May 2015 Threes! [2] is a popular puzzle game created by Asher Vollmer, Greg Wohlwend, and Jimmy Hinson (music), and released by Sirvo for iOS on January 23, 2014. The game received considerable attention from players, game critics and game designers. Only a few weeks after its release, an Android clone Fives appeared, and then an iOS clone 1024! with slightly modified rules. Shortly after, two open source web game versions, both called 2048 were released on github on the same day, one by Saming [12], the other by Gabriele Cirulli [5]. Since then over a hundred new variant have been catalogued [9]. In December 2014, Threes! received the Apple Game of the Year and the Apple Design award. -
Art Worlds for Art Games Edited
Loading… The Journal of the Canadian Game Studies Association Vol 7(11): 41-60 http://loading.gamestudies.ca An Art World for Artgames Felan Parker York University [email protected] Abstract Drawing together the insights of game studies, aesthetics, and the sociology of art, this article examines the legitimation of ‘artgames’ as a category of indie games with particularly high cultural and artistic status. Passage (PC, Mac, Linux, iOS, 2007) serves as a case study, demonstrating how a diverse range of factors and processes, including a conducive ‘opportunity space’, changes in independent game production, distribution, and reception, and the emergence of a critical discourse, collectively produce an assemblage or ‘art world’ (Baumann, 2007a; 2007b) that constitutes artgames as legitimate art. Author Keywords Artgames; legitimation; art world; indie games; critical discourse; authorship; Passage; Rohrer Introduction The seemingly meteoric rise to widespread recognition of ‘indie’ digital games in recent years is the product of a much longer process made up of many diverse elements. It is generally accepted as a given that indie games now play an important role in the industry and culture of digital games, but just over a decade ago there was no such category in popular discourse – independent game production went by other names (freeware, shareware, amateur, bedroom) and took place in insular, autonomous communities of practice focused on particular game-creation tools or genres, with their own distribution networks, audiences, and systems of evaluation, only occasionally connected with a larger marketplace. Even five years ago, the idea of indie games was still burgeoning and becoming stable, and it is the historical moment around 2007 that I will address in this article. -
Arboretum August 18 - 23, 2014 | Ottawa Music Festival Ottawa’S Festival of New Music + Best Kept Secrets
ARBORETUM AUGUST 18 - 23, 2014 | OTTAWA MUSIC FESTIVAL OTTAWA’S FESTIVAL OF NEW MUSIC + BEST KEPT SECRETS MONDAY WEDNESDAY FRIDAY SATURDAY AUG 18 AUG 20 AUG 22 AUG 23 ST. ALBANS CHURCH $20/AA/ OTTAWA ART GALLERY $0/AA OTTAWA ART GALLERY $0/AA ARTS COURT OUTDOOR MAIN STAGE $30 ADV/AA/ 18:30 FESTIVAL LAUNCH & KEYNOTE 19:30 BOSVELD 08:30 CREATIVE MORNINGS 18:45 PANEL DISCUSSION: WHY I LEFT OTTAWA? 20:00 EVENING HYMNS “Where’s the Cultural Press?” 14:00 PONY GIRL Panelists: Kathleen Edwards, Olivier Fairfield 21:00 JULIE DOIRON & THE WOODEN STARS Panelists: Marie-Claire LeBlanc, Allan Wigney, Peter Emmanuel Sayer, Rémi Thériault. Simpson, Lesley Marshall. Presented by Arboretum Festival + Megaphono 15:00 WEAVES OTTAWA SHOWBOX Secret Shows Presented by Downtown Rideau BIA & Ottawa Art Gallery Presented by Downtown Rideau BIA Happening at undisclosed locations MAVERICKS $15/19+/ 16:15 LOWELL on the main stage grounds. MANX PUB $0/AA ARTS COURT $25 ADV/AA/ OUTDOOR MAIN STAGE 17:15 Secret Show #1 21:30 ADAM SAIKALEY TRIO 21:00 TROPICAL DRIPPS MURRAY STREET x TOWN Performing Beastie Boys “Ill Communication” 19:00 THE YIPS 17:30 STEVE ADAMYK 22:00 PS I LOVE YOU BAND Video projections: MELODY MCKIVOR 20:00 HILOTRONS BBQ 18:15 23:00 FROG EYES Backlot Secret Show #2 Presented by Asinabka Film and Media Arts Festival & National Indigenous Media Arts Coalition 21:30 KEVIN DREW Video projections: 18:30 CHAD Presented by SpectraSonic + Bruised Tongue of Broken Social Scene HARD SCIENCE VANGAALEN Presented by Manx Music 19:45 Secret Show #3 BABYLON NIGHTCLUB -
Criticism of Religion and Child Abuse in the Video Game the Binding of Isaac
Tilburg University I Have Faith in Thee, Lord Bosman, Frank; van Wieringen, Archibald Published in: Religions DOI: 10.3390/rel9040133 Publication date: 2018 Document Version Publisher's PDF, also known as Version of record Link to publication in Tilburg University Research Portal Citation for published version (APA): Bosman, F., & van Wieringen, A. (2018). I Have Faith in Thee, Lord: Criticism of Religion and Child Abuse in the Video Game the Binding of Isaac. Religions, 9(4), [133]. https://doi.org/10.3390/rel9040133 General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Download date: 30. sep. 2021 religions Article I Have Faith in Thee, Lord: Criticism of Religion and Child Abuse in the Video Game the Binding of Isaac Frank G. Bosman 1,* and Archibald L. H. M. van Wieringen 2 1 Department of Systematic Theology and Philosophy, Tilburg University, 5037 AB Tilburg, The Netherlands 2 Department of Biblical Sciences and Church History, Tilburg University, 5037 AB Tilburg, The Netherlands; [email protected] * Correspondence: [email protected] or [email protected] Received: 26 March 2018; Accepted: 12 April 2018; Published: 16 April 2018 Abstract: The game The Binding of Isaac is an excellent example of a game that incorporates criticism of religion. -
The Sneak Preview Official Biography
The Sneak Preview Official Biography The Sneak Preview was a melodic punk rock band from Maple, Ontario. They formed in the summer of 2000, after Joel Bath (drums) and Mike Mucci (guitar) broke up their band “Then Who Is the Liar?”. The duo started writing new songs alone in Joel’s parent’s basement in Thornhill, Ontario, with influences from Dinosaur Jr., Elliot, Sunny Day Real Estate and a few more local Ontario bands. They then invited Mark “Augie” Petja, to join as bassist as he had previously played in Five Finger Discount with them. The final addition would be Marco Fardella on vocals. Now a complete band, they moved their rehearsal space to Mike’s parent’s house in Maple, Ontario, where they continued to practice until the end. With their first few songs composed, The Sneak Preview were invited to play at a field party somewhere north of Toronto. The details of this have faded with time. But their second should would be well documented. Mike and his girlfriend (now wife) Vicki Bonanno had been booking a few shows for local bands at The Masonic Lodge in Maple, Ontario. It was there that they had booked one of Then Who Is the Liar?’s show in May of 2000 with The China White. The Sneak Preview at their first real show, September 30th 2000 at The Masonic Lodge in Maple, Ontario. Photo courtesy of Vicki Bonanno Eager to play with Chris Gray again, the couple contacted him to book his new band, Zyon, with The Sneak Preview at The Masonic Lodge on September 30th. -
Planetside 2 (S
2. Jahrgang | Ausgabe 3 | Q3/2013 | gamersglobal.de Editorial Weniger als drei Monate, dann ist auch Darüber hinaus warten mehrere Artikel auf euch, die das Jahr 2013 schon wieder vorüber – sich weniger um einzelne Titel, sondern überwiegend mir kommt es so vor, als seien die Wo- um das Spielen an sich drehen. So geht es beispielsweise chen und Monate rasend schnell vorbei- um die Wertevermittlung in Computerspielen (S. 6), den gegangen und die Veröffentlichung des letzten Lesestoff- Verlust der Illusion (S. 8) und die Frage, wie es wohl Magazins noch gar nicht so lange her. „als gealterter Zocker im Altenheim“ sein wird (S. 18). Andere Beiträge behandeln die Thematik des Pay2Win Aber genug des Zurückblickens, schließlich bedeutet ein (S. 48), die „fundamentalen Konflikte moderner Video- neues Quartal auch die Veröffentlichung einer aktuellen spiele“ (S. 44) oder auch den Zusammenhang zwischen Ausgabe des PDF-Magazins, für das wie üblich die auf Spielen und der menschlichen Natur (S. 65). GamersGlobal erschienenen User-Artikel der vergange- nen drei Monate – in diesem Fall Juli, August, September Des Weiteren enthält auch diese, 75 Seiten umfassende – eigens aufbereitet und zusammengefasst werden. Ausgabe mehrere Artikel der Freakshow-Reihe, und auch jeweils einen Bericht über die diesjährige Gamescom (S. Erfreulich ist, dass die Anzahl von 20 Beiträgen den bis- 52) sowie das Notgames Festival 2013 (S. 31) könnt ihr lang höchsten Wert in diesem Jahr darstellt, wodurch lesen. Ebenfalls interessant ist zudem der Text über die auch im Verlauf des letzten Quartals deutlich wurde, begonnene Umsetzung eines Rollenspielprojekts (S. 15). dass das Interesse am Verfassen eigener Texte bei den GG-Usern durchaus vorhanden ist. -
Copyrighted Material
1 Indie Film as Indie Culture Michael Z. Newman Like its counterpart, Hollywood, indie has come to mean more things than we can accommodate in a capsule summary. Like Hollywood, indie is a type of movie, a mode of production and distribution, a community of practice, a cultural ideal, and a shorthand for something people too easily celebrate or deride. Actually it is not one type, mode, community, ideal, and shorthand, but several. It is also, like Hollywood, a term with a history, naming a series of iterations of cinematic and cultural forma- tions. The indie cinema of the 1980s and 90s is not exactly the indie cinema of the 2010s. In one sense indie cinema names a historical period, which I have called the Sundance–Miramax era, stretching from the 1980s to around 2010 (Newman 2011). But it also extends earlier and later in variations of independence and indieness (Mann 2008, King 2014). The Sundance–Miramax era, moreover, might not be as coherent as I would like it to seem. Like Hollywood, indie cinema is also integrally part of something bigger than itself that includes many types of popular media and culture. Hollywood is an emblem of mainstream popular culture, the so‐called mass media. It has much in common with other examples such as popular music, broadcast television, large‐ circulation newspapers and magazines, Broadway shows, and bestseller books that aim to reach broad audiences (Whiteside 1980). Indie film is, by contrast, one key example of a type of culture positioned in relation to mainstream, mass media: alternatives appealingCOPYRIGHTED more narrowly that reject theMATERIAL conventions of popular forms, or at least depart from or engage critically with them. -
The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism
The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism by Sarah E. Thorne A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Cultural Mediations Carleton University Ottawa, Ontario © 2018, Sarah E. Thorne Abstract The past decade has seen an increase in the availability of user-friendly game development software, the result of which has been the emergence of a genre of reflexive and experimental games. Pippin Barr, La Molleindustria’s Paolo Pedercini, and Davey Wreden are exemplary in their thoughtful engagement with an ever-expanding list of subjects, including analyses and critiques of game development, popular culture, and capitalism. These works demonstrate the power of games as a site for critical media theory. This potential, however, is hindered by the player-centric trends in the game industry that limit the creative freedom of developers whose work is their livelihood. In the era of communicative capitalism, Jodi Dean argues that the commodification of communication has suspended narrative in favour of the circulation of fragmented and digestible opinions, which not only facilitates the distribution and consumption of communication, but also safeguards communicative capitalism against critique. Ultimately, the very same impulse that drives communicative capitalism is responsible for the player-centric trends that some developers view as an obstacle to their art. Critical game studies has traditionally fallen into two categories: those that emphasize the player as the locus of critique, such as McKenzie Wark’s trifler or Mary Flanagan’s critical play, and those that emphasize design, as in Alexander Galloway’s countergaming, Ian Bogost’s procedural rhetoric, and Gonzalo Frasca’s theory of simulation. -
University of Oklahoma Graduate College
UNIVERSITY OF OKLAHOMA GRADUATE COLLEGE THE SELF-PERCEPTION OF VIDEO GAME JOURNALISM: INTERVIEWS WITH GAMES WRITERS REGARDING THE STATE OF THE PROFESSION A DISSERTATION SUBMITTED TO THE GRADUATE FACULTY in partial fulfillment of the requirements for the Degree of DOCTOR OF PHILOSOPHY By Severin Justin Poirot Norman, Oklahoma 2019 THE SELF-PERCEPTION OF VIDEO GAME JOURNALISM: INTERVIEWS WITH GAMES WRITERS REGARDING THE STATE OF THE PROFESSION A DISSERTATION APPROVED FOR THE GAYLORD COLLEGE OF JOURNALISM AND MASS COMMUNICATION BY Dr. David Craig, Chair Dr. Eric Kramer Dr. Jill Edy Dr. Ralph Beliveau Dr. Julie Jones © Copyright by SEVERIN JUSTIN POIROT 2019 All Rights Reserved. iv Acknowledgments I’ve spent a lot of time and hand wringing wondering what I was going to say here and whom I was going to thank. First of all I’d like to thank my committee chair Dr. David Craig. Without his guidance, patience and prayers for my well-being I don’t know where I would be today. I’d like to also thank my other committee members: Dr. Eric Kramer, Dr. Julie Jones, Dr. Jill Edy, and Dr. Ralph Beliveau. I would also like to thank former member Dr. Namkee Park for making me feel normal for researching video games. Second I’d like to thank my colleagues at the University of Oklahoma who were there in the trenches with me for years: Phil Todd, David Ferman, Kenna Griffin, Anna Klueva, Christal Johnson, Jared Schroeder, Chad Nye, Katie Eaves, Erich Sommerfeldt, Aimei Yang, Josh Bentley, Tara Buehner, Yousuf Mohammad and Nur Uysal. I also want to extend a special thanks to Bryan Carr, who possibly is a bigger nerd than me and a great help to me in finishing this study. -
Game Developer Power 50 the Binding November 2012 of Isaac
THE LEADING GAME INDUSTRY MAGAZINE VOL19 NO 11 NOVEMBER 2012 INSIDE: GAME DEVELOPER POWER 50 THE BINDING NOVEMBER 2012 OF ISAAC www.unrealengine.com real Matinee extensively for Lost Planet 3. many inspirations from visionary directors Spark Unlimited Explores Sophos said these tools empower level de- such as Ridley Scott and John Carpenter. Lost Planet 3 with signers, artist, animators and sound design- Using UE3’s volumetric lighting capabilities ers to quickly prototype, iterate and polish of the engine, Spark was able to more effec- Unreal Engine 3 gameplay scenarios and cinematics. With tively create the moody atmosphere and light- multiple departments being comfortable with ing schemes to help create a sci-fi world that Capcom has enlisted Los Angeles developer Kismet and Matinee, engineers and design- shows as nicely as the reference it draws upon. Spark Unlimited to continue the adventures ers are no longer the bottleneck when it “Even though it takes place in the future, in the world of E.D.N. III. Lost Planet 3 is a comes to implementing assets, which fa- we defi nitely took a lot of inspiration from the prequel to the original game, offering fans of cilitates rapid development and leads to a Old West frontier,” said Sophos. “We also the franchise a very different experience in higher level of polish across the entire game. wanted a lived-in, retro-vibe, so high-tech the harsh, icy conditions of the unforgiving Sophos said the communication between hardware took a backseat to improvised planet. The game combines on-foot third-per- Spark and Epic has been great in its ongoing weapons and real-world fi rearms. -
The Weather Station the Weather Station
Paradise of Bachelors P.O. Box 1402, Carrboro, NC 27510 www.paradiseofbachelors.com / [email protected] US PR: Jessica Linker, [email protected] UK PR: Will Lawrence, [email protected] Everywhere else: [email protected] On her fourth (and tellingly self-titled) album as The Weather Station, Tamara Lindeman reinvents, and more deeply roots, her extraordinary, acclaimed songcraft, framing her precisely detailed, exquisitely wrought prose-poem narratives in bolder and more cinematic musical settings. The result is her most sonically direct and emotionally candid statement to date, a work of profound urgency and artistic generosity. The Weather Station is the fourth—and most forthright—album by The Weather Station. The most fully realized statement to date from Toronto songwriter Tamara Lindeman, it is a work of profound urgency, artistic generosity, and joy. Self-titled and self-produced, the album unearths a vital new energy from Lindeman’s acclaimed songwriting practice, marrying it to a bold new sense of confidence. “I wanted to make a rock and roll record,” Lindeman explains, “but one that sounded how I wanted it to sound, which of course is nothing like rock and roll.” The result is a spirited, frequently topical tour de force that declares its understated feminist politics, and its ambitious new sonic directions, from its first moments. Opener Free“ ,” with its jagged distorted guitar, is wryly anti-freedom—how very un-rock-and-roll!—in response to mansplaining chatter: “Was I free as I should be, or free as you were? Is it me that you’re talking to? I never could stand those simple words.” The song ends as strings conjure an unsettling “devil’s triad” chord, shifting between dissonance and order. -
Annual Report 2009 | 2010 Ontario Media Development Corporation Culture Is Our Business
omdcontario media development corporation ANNUAL REPORT 2009 | 2010 Ontario Media Development Corporation culture is our business Table of Contents Who We Are 1 Message from the Chair 2 Message from the President and Chief Executive Officer 3 Ontario’s Cultural Media Industries 4 Our Information and Electronic Future 6 Creative Collaboration and Cross Sectoral Synergies 8 Ontario’s Cultural Media in the Global Marketplace 10 Celebrating Ontario’s Achievements 12 Innovative Financial Support 14 Research 17 Doing Business Better 18 Looking Ahead 20 22nd Annual Trillium Book Award Finalists/Winners 21 OMDC Program Recipients 2009-10 22 Board of Directors 31 Management’s Responsibility for Financial Statements 32 Auditor’s Report 33 Statement of Financial Position 34 Statement of Operations 35 Statement of Changes in Net Assets 36 Statement of Cash Flows 37 Notes to Financial Statements 38 OUR MISSION: The Ontario Media Development Corporation, an agency of the Ontario Ministry of Tourism and Culture, is the central catalyst for Ontario’s cultural media cluster. It promotes, enhances and leverages investment, jobs and original content creation in the province’s book and magazine publishing, film and television, music and interactive digital media industries. Ontario Media Development Corporation (OMDC) 175 Bloor Street East, South Tower, Suite 501, Toronto, Ontario M4W 3R8 www omdc on ca Published by the Ministry of Tourism and Culture, Government of Ontario | © Queens Printer 2010 | ISSN 0836-1363 | Printed on recycled paper Ontario Media Development Corporation culture is our business The Ontario Media Development Corporation stimulates investment and employment in six cultural media industries in Ontario: book and magazine publishing, film and television, music and interactive digital media.