Motherhood: Designing Silent Player Characters for Storytelling
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Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2 2015
Repositorium für die Medienwissenschaft Jennifer deWinter; Carly A. Kocurek Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2 2015 https://doi.org/10.25969/mediarep/14996 Veröffentlichungsversion / published version Sammelbandbeitrag / collection article Empfohlene Zitierung / Suggested Citation: deWinter, Jennifer; Kocurek, Carly A.: Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2. In: Thomas Hensel, Britta Neitzel, Rolf F. Nohr (Hg.): »The cake is a lie!« Polyperspektivische Betrachtungen des Computerspiels am Beispiel von PORTAL. Münster: LIT 2015, S. 31– 48. DOI: https://doi.org/10.25969/mediarep/14996. Erstmalig hier erschienen / Initial publication here: http://nuetzliche-bilder.de/bilder/wp-content/uploads/2020/10/Hensel_Neitzel_Nohr_Portal_Onlienausgabe.pdf Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell - Weitergabe unter Attribution - Non Commercial - Share Alike 3.0/ License. For more gleichen Bedingungen 3.0/ Lizenz zur Verfügung gestellt. Nähere information see: Auskünfte zu dieser Lizenz finden Sie hier: http://creativecommons.org/licenses/by-nc-sa/3.0/ http://creativecommons.org/licenses/by-nc-sa/3.0/ Jennifer deWinter / Carly A. Kocurek Chell Game: Representation, Identification, and Racial Ambiguity in ›Portal‹ and ›Portal 2‹ Chell stands in a corner facing a portal, then takes aim at the adjacent wall with the Aperture Science Handheld Portal Device. Between the two portals, one ringed in blue, one ringed in orange, Chell is revealed, reflected in both. And, so, we, the player, see Chell. She is a young woman with a ponytail, wearing an orange jumpsuit pulled down to her waist and an Aperture Science-branded white tank top. -
Exploring the Experiences of Gamers Playing As Multiple First-Person Video Game Protagonists in Halo 3: ODST’S Single-Player Narrative
Exploring the experiences of gamers playing as multiple first-person video game protagonists in Halo 3: ODST’s single-player narrative Richard Alexander Meyers Bachelor of Arts Submitted in fulfilment of the requirement for the degree of Master of Arts (Research) School of Creative Practice Creative Industries Faculty Queensland University of Technology 2018 Keywords First-Person Shooter (FPS), Halo 3: ODST, Interpretive Phenomenological Analysis (IPA), ludus, paidia, phenomenology, video games. i Abstract This thesis explores the experiences of gamers playing as multiple first-person video game protagonists in Halo 3: ODST, with a view to formulating an understanding of player experience for the benefit of video game theorists and industry developers. A significant number of contemporary console-based video games are coming to be characterised by multiple playable characters within a game’s narrative. The experience of playing as more than one video game character in a single narrative has been identified as an under-explored area in the academic literature to date. An empirical research study was conducted to explore the experiences of a small group of gamers playing through Halo 3: ODST’s single-player narrative. Interpretive Phenomenological Analysis (IPA) was used as a methodology particularly suited to exploring a new or unexplored area of research and one which provides a nuanced understanding of a small number of people experiencing a phenomenon such as, in this case, playing a video game. Data were gathered from three participants through experience journals and subsequently through two semi- structured interviews. The findings in relation to participants’ experiences of Halo 3: ODST’s narrative were able to be categorised into three interrelated narrative elements: visual imagery and world-building, sound and music, and character. -
Don't Forget to Save!
Don’t Forget to Save! The Impact of User Experience Design on Workflow of Authoring Video Game Narratives (Transfer Thesis) Daniel Green Department of Science and Technology Bournemouth University A thesis submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy November 2019 This page is intentionally left blank. This copy of the thesis has been supplied on condition that anyone who consults it is understood to recognise that its copyright rests with its author and due acknowledgement must always be made of the use of any material contained in, or derived from, this thesis. This page is intentionally left blank. Abstract Since their inception, video games have been a capable storytelling device. This is only amplified as technology improves. Contemporary video games boast awide range of interaction and presentational techniques that can enrich the narrative experience. Supporting authors with tools to prototype their stories, or even as direct integration into a game, is vital. This is especially important as the complexity and length of such narratives continues to increase. Designing these kinds of tools is no easy feat. In order to develop authoring systems for game developers that support prototyping or implementation of their envisioned narratives, we must gain an understanding of the underlying constituents that make up video game narrative and their structural and relational properties. Additionally, when designing the interface of and interactions with such systems, the User Experience (UX) design decisions taken may impact the workflow of the authors to implement their vision. Therefore, we must also gain an understanding of how various UX design paradigms alter the usability of our programs. -
Motherhood in Science – How Children Change Our Academic Careers
October 2020 Motherhood in Science – How children change our academic careers Experiences shared by the GYA Women in Science Working Group Nova Ahmed, Amal Amin, Shalini S. Arya, Mary Donnabelle Balela, Ghada Bassioni, Flavia Ferreira Pires, Ana M. González Ramos, Mimi Haryani Hassim, Roula Inglesi-Lotz, Mari-Vaughn V. Johnson, Sandeep Kaur-Ghumaan, Rym Kefi-Ben Atig, Seda Keskin, Sandra López-Vergès, Vanny Narita, Camila Ortolan Cervone, Milica Pešic, Anina Rich, Özge Yaka, Karin Carmit Yefet, Meron Zeleke Eresso Motherhood in Science Motherhood in Science Table of Contents Preface The modern scientist’s journey towards excellence is multidimensional and requires skills in balancing all the responsibilities consistently and in a timely Preface 3 manner. Even though progress has been achieved in recent times, when the Chapter 1: Introductory thoughts 5 academic is a “mother”, the roles toggle with different priorities involving ca- Section 1: Setting the scene of motherhood in science nowadays 8 reer, family and more. A professional mother working towards a deadline may Chapter 2: Why do we translate family and employment as competitive spheres? 8 change her role to a full-time mother once her child needs exclusive attention. Chapter 3: The “Problem that Has No Name”: giving voice to invisible Mothers-to-Be The experience of motherhood is challenging yet humbling as shared by eight- in academia 16 Chapter 4: Motherhood and science – who knew? 24 een women from the Women in Science Working Group of the Global Young Academy in this publication. Section 2: Balancing science and motherhood 29 Chapter 5: Motherhood: a journey of surprises 29 The decision of a woman to become a mother is rooted in a range of reasons Chapter 6: Following a schedule 32 Chapter 7: Motivation, persistence and harmony 35 – genetic, cultural, harmonic, societal, and others. -
Convenient Fictions
CONVENIENT FICTIONS: THE SCRIPT OF LESBIAN DESIRE IN THE POST-ELLEN ERA. A NEW ZEALAND PERSPECTIVE By Alison Julie Hopkins A thesis submitted to Victoria University of Wellington in fulfilment of the requirements for the degree of Doctor of Philosophy Victoria University of Wellington 2009 Acknowledgements I would like to acknowledge those people who have supported me in my endeavour to complete this thesis. In particular, I would like to thank Dr Alison Laurie and Dr Lesley Hall, for their guidance and expertise, and Dr Tony Schirato for his insights, all of which were instrumental in the completion of my study. I would also like to express my gratitude to all of those people who participated in the research, in particular Mark Pope, facilitator of the ‘School’s Out’ programme, the staff at LAGANZ, and the staff at the photographic archive of The Alexander Turnbull Library. I would also like to acknowledge the support of The Chief Censor, Bill Hastings, and The Office of Film and Literature Classification, throughout this study. Finally, I would like to thank my most ardent supporters, Virginia, Darcy, and Mo. ii Abstract Little has been published about the ascending trajectory of lesbian characters in prime-time television texts. Rarer still are analyses of lesbian fictions on New Zealand television. This study offers a robust and critical interrogation of Sapphic expression found in the New Zealand television landscape. More specifically, this thesis analyses fictional lesbian representation found in New Zealand’s prime-time, free-to-air television environment. It argues that television’s script of lesbian desire is more about illusion than inclusion, and that lesbian representation is a misnomer, both qualitatively and quantitively. -
Participant List
Participant List 10/20/2019 8:45:44 AM Category First Name Last Name Position Organization Nationality CSO Jillian Abballe UN Advocacy Officer and Anglican Communion United States Head of Office Ramil Abbasov Chariman of the Managing Spektr Socio-Economic Azerbaijan Board Researches and Development Public Union Babak Abbaszadeh President and Chief Toronto Centre for Global Canada Executive Officer Leadership in Financial Supervision Amr Abdallah Director, Gulf Programs Educaiton for Employment - United States EFE HAGAR ABDELRAHM African affairs & SDGs Unit Maat for Peace, Development Egypt AN Manager and Human Rights Abukar Abdi CEO Juba Foundation Kenya Nabil Abdo MENA Senior Policy Oxfam International Lebanon Advisor Mala Abdulaziz Executive director Swift Relief Foundation Nigeria Maryati Abdullah Director/National Publish What You Pay Indonesia Coordinator Indonesia Yussuf Abdullahi Regional Team Lead Pact Kenya Abdulahi Abdulraheem Executive Director Initiative for Sound Education Nigeria Relationship & Health Muttaqa Abdulra'uf Research Fellow International Trade Union Nigeria Confederation (ITUC) Kehinde Abdulsalam Interfaith Minister Strength in Diversity Nigeria Development Centre, Nigeria Kassim Abdulsalam Zonal Coordinator/Field Strength in Diversity Nigeria Executive Development Centre, Nigeria and Farmers Advocacy and Support Initiative in Nig Shahlo Abdunabizoda Director Jahon Tajikistan Shontaye Abegaz Executive Director International Insitute for Human United States Security Subhashini Abeysinghe Research Director Verite -
The Heroic Journey of a Villain
Háskóli Íslands Hugvísindasvið Enska The Heroic Journey of a Villain The Lost and Found Humanity of an Artificial Intelligence Ritgerð til MA-prófs í Ensku Ásta Karen Ólafsdóttir Kt.: 150390-2499 Leiðbeinandi: Guðrún B. Guðsteinsdóttir Maí 2017 Abstract In this essay, we will look at the villain of the Portal franchise, the artificial intelligence GLaDOS, in context with Maureen Murdock’s theory of the “Heroine’s Journey,” from her book The Heroine’s Journey: Woman’s Quest for Wholeness. The essay argues that although GLaDOS is not a heroine in the conventional sense, she is just as important of a figure in the franchise as its protagonist, Chell. GLaDOS acts both as the first game’s narrator and villain, as she runs the Aperture Science Enrichment Center where the games take place. Unlike Chell, GLaDOS is a speaking character with a complex backstory and goes through real character development as the franchise’s story progresses. The essay is divided into four chapters, a short history of women’s part as characters in video games, an introduction to Murdock’s “The Heroine’s Journey,” and its context to John Campbell’s “The Hero’s Journey,” a chapter on the Portal franchises, and then we go through “The Heroine’s Journey,” in regards to GLaDOS, and each step in its own subchapter. Our main focus will be on the second installment in the series, Portal 2. Since, in that game, GLaDOS goes through most of her heroine’s journey. In the first game, Portal, GLaDOS separates from her femininity and embraces the masculine, causing her fractured psyche, and as the player goes through Portal 2 along with her, she reclaims her femininity, finds her inner masculinity, and regains wholeness. -
The Impact of Video Game Interactivity on the Narrative
THE IMPACT OF VIDEO GAME INTERACTIVITY ON THE NARRATIVE CAMERON EDMOND (BA) MACQUARIE UNIVERSITY FACULTY OF ARTS DEPARTMENT OF ENGLISH OCTOBER 2015 This thesis is presented in partial fulfilment of the requirements of the degree of Master of Research at Macquarie University. I certify that this thesis is entirely my own work and that I have given fully documented reference to the work of others. The thesis has not previously, in part or in whole, been submitted for assessment in any formal course of study. Signed: (Cameron Edmond) Contents Summary...................................................................................................................................7 Acknowledgements...................................................................................................................9 Introduction............................................................................................................................11 Chapter 1 – The Player-Hero: A Hollow Sphere................................................................25 Chapter 2 – The NPC Goddess: A Bridge Between Spheres..............................................43 Chapter 3 – The Game World: The Ultimate Controller of Interactivity........................59 Conclusion...............................................................................................................................75 Works Cited............................................................................................................................79 Appendix…….........................................................................................................................87 -
Machinima As Digital Agency and Growing Commercial Incorporation
A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation A thesis presented to the faculty of the College of Fine Arts of Ohio University In partial fulfillment of the requirements for the degree Master of Arts Megan R. Brown December 2012 © 2012 Megan R. Brown. All Rights Reserved 2 This thesis titled A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation by MEGAN R. BROWN has been approved for the School of Film and the College of Fine Arts by Louis-Georges Schwartz Associate Professor of Film Studies Charles A. McWeeny Dean, College of Fine Arts 3 ABSTRACT BROWN, MEGAN R., M.A., December 2012, Film Studies A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation (128 pp.) Director of Thesis: Louis-Georges Schwartz. This thesis traces machinima, films created in real-time from videogame engines, from the exterior toward the interior, focusing on the manner in which the medium functions as a tool for marginalized expression in the face of commercial and corporate inclusion. I contextualize machinima in three distinct contexts: first, machinima as historiography, which allows its minority creators to articulate and distribute their interpretation of national and international events without mass media interference. Second, machinima as a form of fan fiction, in which filmmakers blur the line between consumers and producers, a feature which is slowly being warped as videogame studios begin to incorporate machinima into marketing techniques. Finally, the comparison between psychoanalytic film theory, which explains the psychological motivations behind cinema's appeal, applied to videogames and their resulting machinima, which knowingly disregard established theory and create agency through parody. -
The Next Gen Art Collectors 2021
COLLECTORS 1 THE NEXT COLLECTORS REPORT 2021 3 LARRY’S LIST is pleased to present The Next Gen that have not yet been acknowledged or made visible For us, size wasn’t a main consideration. Indeed, not a blue-chip artist will most likely generate more “likes” FOREWORDArt Collectors Report. Here, we continue our mission on a global scale. We want to share their stories and everyone listed has a large collection; charmingly, the than an unknown artist in an equally brilliant interior of monitoring global happenings, developments and thoughts. Next Gen often have collections in the making. The setting. But we still try to balance it and set aside any trends in the art world—particularly in the contemporary We also consider LARRY’S LIST as a guide and tool process is a development that happens over years care about the algorithm. art collector field—by looking extensively at the next for practitioners. We share and name collectors, those and so a mid-20-year-old collector may not yet be at generation of young art collectors on the scene. Over people who are buying art and contributing to the the same stage in their collection as someone in their Final words the past few months, we have investigated and profiled art scene. The Next Gen Art Collectors Report is a late 30s. I would like to express my gratitude to all the collectors these collectors, answering the questions central to this resource for artists, galleries, dealers, a general art- The end result of our efforts is this report listing over we exchanged with in the preparation of this report topic: Who are these collectors founding the next art interested audience and, of course, peer collectors. -
The Foundations of Song Bird
Running head: THE FOUNDATIONS OF SONG BIRD GENDER SPECTRUM NEUTRALITY AND THE EFFECT OF GENDER DICHOTOMY WITHIN VIDEO GAME DESIGN AS CONCEPTUALIZED IN: THE FOUNDATIONS OF SONG BIRD A CREATIVE PROJECT SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS BY CALEB JOHN NOFFSINGER DR. MICHAEL LEE – ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA DECEMBER 2018 THE FOUNDATIONS OF SONG BIRD 2 ABSTRACT Song Bird is an original creative project proposed and designed by Caleb Noffsinger at Ball State University for the fulfillment of a master’s degree in Telecommunication: Digital Storytelling. The world that will be established is a high fantasy world in which humans have risen to a point that they don’t need the protection of their deities and seek to hunt them down as their ultimate test of skill. This thesis focuses more so on the design of the primary character, Val, and the concept of gender neutrality as portrayed by video game culture. This paper will also showcase world building, character designs for the supporting cast, and examples of character models as examples. The hope is to use this as a framework for continued progress and as an example of how the video game industry can further include previously alienated communities. THE FOUNDATIONS OF SONG BIRD 3 TABLE OF CONTENTS Introduction . 4 Chapter 1: Literature Review. 8 Chapter 2: Ludology vs. Narratology . .14 Chapter 3: Song Bird, the Narrative, and How I Got Here. 18 Chapter 4: A World of Problems . 24 Chapter 5: The World of Dichotomous Gaming: The Gender-Neutral Character . -
Adventuring with Books: a Booklist for Pre-K-Grade 6. the NCTE Booklist
DOCUMENT RESUME ED 311 453 CS 212 097 AUTHOR Jett-Simpson, Mary, Ed. TITLE Adventuring with Books: A Booklist for Pre-K-Grade 6. Ninth Edition. The NCTE Booklist Series. INSTITUTION National Council of Teachers of English, Urbana, Ill. REPORT NO ISBN-0-8141-0078-3 PUB DATE 89 NOTE 570p.; Prepared by the Committee on the Elementary School Booklist of the National Council of Teachers of English. For earlier edition, see ED 264 588. AVAILABLE FROMNational Council of Teachers of English, 1111 Kenyon Rd., Urbana, IL 61801 (Stock No. 00783-3020; $12.95 member, $16.50 nonmember). PUB TYPE Books (010) -- Reference Materials - Bibliographies (131) EDRS PRICE MF02/PC23 Plus Postage. DESCRIPTORS Annotated Bibliographies; Art; Athletics; Biographies; *Books; *Childress Literature; Elementary Education; Fantasy; Fiction; Nonfiction; Poetry; Preschool Education; *Reading Materials; Recreational Reading; Sciences; Social Studies IDENTIFIERS Historical Fiction; *Trade Books ABSTRACT Intended to provide teachers with a list of recently published books recommended for children, this annotated booklist cites titles of children's trade books selected for their literary and artistic quality. The annotations in the booklist include a critical statement about each book as well as a brief description of the content, and--where appropriate--information about quality and composition of illustrations. Some 1,800 titles are included in this publication; they were selected from approximately 8,000 children's books published in the United States between 1985 and 1989 and are divided into the following categories: (1) books for babies and toddlers, (2) basic concept books, (3) wordless picture books, (4) language and reading, (5) poetry. (6) classics, (7) traditional literature, (8) fantasy,(9) science fiction, (10) contemporary realistic fiction, (11) historical fiction, (12) biography, (13) social studies, (14) science and mathematics, (15) fine arts, (16) crafts and hobbies, (17) sports and games, and (18) holidays.