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Generation Kill and the New Screen Combat Magdalena Yüksel and Colleen Kennedy-Karpat
15 Generation Kill and the New Screen Combat Magdalena Yüksel and Colleen Kennedy-Karpat No one could accuse the American cultural industries of giving the Iraq War the silent treatment. Between the 24-hour news cycle and fictionalized enter- tainment, war narratives have played a significant and evolving role in the media landscape since the declaration of war in 2003. Iraq War films, on the whole, have failed to impress audiences and critics, with notable exceptions like Kathryn Bigelow’s The Hurt Locker (2008), which won the Oscar for Best Picture, and her follow-up Zero Dark Thirty (2012), which tripled its budget in worldwide box office intake.1 Television, however, has fared better as a vehicle for profitable, war-inspired entertainment, which is perhaps best exemplified by the nine seasons of Fox’s 24 (2001–2010). Situated squarely between these two formats lies the television miniseries, combining seriality with the closed narrative of feature filmmaking to bring to the small screen— and, probably more significantly, to the DVD market—a time-limited story that cultivates a broader and deeper narrative development than a single film, yet maintains a coherent thematic and creative agenda. As a pioneer in both the miniseries format and the more nebulous category of quality television, HBO has taken fresh approaches to representing combat as it unfolds in the twenty-first century.2 These innovations build on yet also depart from the precedent set by Band of Brothers (2001), Steven Spielberg’s WWII project that established HBO’s interest in war-themed miniseries, and the subsequent companion project, The Pacific (2010).3 Stylistically, both Band of Brothers and The Pacific depict WWII combat in ways that recall Spielberg’s blockbuster Saving Private Ryan (1998). -
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. -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
Bioshock 2 Game
WARNING Before playing this game, read the Xbox 360 B I O S H O C K 2 accessory manuals for important safety and health information.® Keep console all manualsand for future reference. For replacement console and accessory manuals, go to CONTENTS www.xbox.com/support. Xbox LIVE 2 Main Menu 2 Important Health Warning About Playing Video Games Photosensitive seizures SINGLE PLAYER GAME A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Rapture’s Nightmare 3 Even people who have no history of seizures or epilepsy may have an undiagnosed Story 3 condition that can cause these “photosensitive epileptic seizures” while watching video games. Controls 4 Little Sisters 5 These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, HUD 6 confusion, or momentary loss of awareness. Seizures may also cause loss of Weapons & Plasmids 7 consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Gene Tonics . 9 Immediately stop playing and consult a doctor if you experience any of these Finding Items . 9 symptoms. Parents should watch for or ask their children about the above symptoms— Threats 10 children and teenagers are more likely than adults to experience these seizures. The risk Devices & Machines . .12 of photosensitive epileptic seizures may be reduced by taking the following precautions: Sit farther from the screen; use a smaller screen; play in a well-lit room; do not play Hacking 14 when you are drowsy or fatigued. -
Please Please Don't Buy This Game Like I Did. I
“Please please don't buy this game like I did. I feel terrible and wish I could return it!”: A corpus-based study of professional and consumer reviews of video games Andrew Kehoe and Matt Gee (Birmingham City University, UK) Background This paper is a corpus-based comparison of professional and consumer reviews of video games. Professional video games journalism is a well-established field, with the first dedicated publications launched in 1981 (Computer and Video Games in the UK, followed by Electronic Games in the US). Over the next 30 years, such publications were highly influential in the success of particular video games, often leading to accusations of conflicts of interest, with the publishers of the games under review also paying substantial amounts of money to advertise their products in the same video games magazines. The rapid growth of the web since the early 2000s has seen a decline in all traditional print media, and games magazines are no exception. Such publications have now been largely replaced by professional video games review sites such as IGN.com, established in 1996 as the Imagine Games Network. However, the influence of professional review sites such as IGN appears to be waning, with a recent report by the Entertainment Software Association suggesting that only 3% of consumers rely on professional reviews as the most important factor when making a decision on which game to purchase (ESA 2015). The decline of professional games reviews does not reflect the state of the video games industry in general. It has been estimated (Newzoo 2016) that the industry generated almost $100 billion of revenue worldwide during 2016. -
Master Thesis
1 Master Thesis THE VALUE OF METACRITIC AND ITS RELATIONSHIP WITH VIDEO GAME SALES FLAVIO TONA SHNEIDER MIKE-E January, 2020 2 3 Contents 1 INTRODUCTION ................................................................................................................................ 5 2 LITERATURE REVIEW ..................................................................................................................... 8 3 MARKET ANALYSIS ....................................................................................................................... 13 3.1 METASCORE ............................................................................................................................ 14 3.1.1 GRADE CONVERSION .................................................................................................... 17 3.2 HARDWARE MARKET ............................................................................................................ 19 3.3 SOFTWARE MARKET ............................................................................................................. 20 4 - VALUE ..................................................................................................................................................... 21 4.1 CONSUMER ....................................................................................................................................... 21 4.2 - VALUE FOR THE INDUSTRY AND USAGE ......................................................................................... 22 4 METHODOLOGY -
Everyman, All at Once Formatted 4.10.18
Ben Phelan Brigham Young University, United States Everyman, All at Once Baptism and the Liberal Subject in BioShock Infinite Even as liberalism has penetrated nearly every nation on earth, its vision of human liberty seems increasingly to be a taunt rather than a promise. —Patrick J. Deneen, Why Liberalism Failed Abstract The 2013 video game BioShock Infinite stages baptism as a way to place the player within a liminal space where he or she is ostensibly a free subject, able to choose from an array of political options, but who will inevitably choose liberalism. In order to get the player to the point where they make—or rather confirm—their choice, the game must also force the player to arrive there. This conundrum mirrors the paradox of liberalism, following theorists like Patrick J. Deneen: that we supposedly choose among a realm of infinite possibly and yet those possibilities are forced upon us. This paradox is also the mode within which BioShock Infinite operates. The game uses self-referential and metatextual techniques to call attention to its gameness, and yet, it still asks the player to accept its liberal ideology. Althusser argues that the role of “Ideological State Apparatuses” (or ISAs) is to convince us that we are subjects who freely choose the dominant ideology, as opposed to any other system. ISAs do this through confirming us as subjects through rituals of ideological recognition enacted through, among other things, theatre, film, and video games. BioShock Infinite places the player in a position where they confirm that they are, indeed, a liberal subject, and then asks that liberal subject to choose the very order from which their (mis)recognition occurs. -
Ubisoft to Co-Publish Oblivion™ on Playstation®3 and Playstation® Portable Systems in Europe and Australia
UBISOFT TO CO-PUBLISH OBLIVION™ ON PLAYSTATION®3 AND PLAYSTATION® PORTABLE SYSTEMS IN EUROPE AND AUSTRALIA Paris, FRANCE – September 28, 2006 – Today Ubisoft, one of the world’s largest video game publishers, announced that it has reached an agreement with Bethesda Softworks® to co-publish the blockbuster role-playing game The Elder Scrolls® IV: Oblivion™ on PLAYSTATION®3 and The Elder Scrolls® Travels: Oblivion™ for PlayStation®Portable (PSP™) systems in Europe and Australia. Developed by Bethesda Games Studios, Oblivion is the latest chapter in the epic and highly successful Elder Scrolls series and utilizes next- generation video game hardware to fully immerse the players into an experience unlike any other. Oblivion is scheduled to ship for the PLAYSTATION®3 European launch in March 2007 and Spring 2007 on PSP®. “We are pleased to partner with Besthesda Softworks to bring this landmark role-playing game to all PlayStation fans,” said Alain Corre EMEA Executive Director. “No doubt that this brand new version will continue the great Oblivion success story” The Elder Scrolls® IV: Oblivion has an average review score of 93.6%1 and has sold over 1.7 million units world-wide since its launch in March 2006. It has become a standard on Windows and the Xbox 360 TM entertainment system thanks to its graphics, outstanding freeform role- playing, and its hundreds of hours worth of gameplay. 1 Source : gamerankings.com About Ubisoft Ubisoft is a leading producer, publisher and distributor of interactive entertainment products worldwide and has grown considerably through its strong and diversified lineup of products and partnerships. -
Need for Speed SHIFT Console Demo Available October 1
Need for Speed SHIFT Console Demo Available October 1 Taste the True Driver's Experience in This Year's Most Critically Acclaimed Racing Game REDWOOD CITY, Calif., Sep 29, 2009 (BUSINESS WIRE) -- Electronic Arts Inc. (NASDAQ:ERTS) today announced that the console demo of the highly-rated Need for Speed SHIFT will be available for download on October 1 on PlayStation(R)Network and Xbox LIVE. The demo gives players a chance to see for themselves just how SHIFT delivers on the Need for Speed promise of speed, adrenaline and precision racing. Need for Speed SHIFT has been commended by AOL GameDaily as "one of 2009's best racing games" and as "outstanding" by IGN. Players will sample this year's most intense authentic racing game by pushing one of four cars to its limits on the world-famous Circuit de Spa-Francorchamps and the tight city circuit of London River. Players that dominate each track and collect enough stars will also unlock the ultimate racing machine; the Pagani Zonda F. Jump into the cockpit of one of these five cars and find out how Need for Speed SHIFT combines real-world physics with perception based G-forces to deliver a supercharged on-the-track experience. 1. BMW M3 (E46) 2. 2008 Dodge Viper SRT10 3. 2006 Lotus Elise 111R 4. 2008 Nissan GT-R 5. 2006 Pagani Zonda F (unlockable) The PC demo is currently available for download at www.needforspeed.com. The game introduces a brutal first-person crash dynamic that creates an unparalleled immersive experience. The signature cockpit view delivers a true driver's experience. -
2K Sports Announces NBA(R) 2K11 Now Available #NBA2K11
2K Sports Announces NBA(R) 2K11 Now Available #NBA2K11 October 5, 2010 8:05 AM ET Relive Michael Jordan's greatest moments with the all-new Jordan Challenge and more in NBA 2K11 NEW YORK, Oct 05, 2010 (BUSINESS WIRE) -- 2K Sports announced today that NBA(R) 2K11, the top-selling and top- rated NBA video game simulation franchise*, is available now on Xbox 360(R) video game and entertainment system from Microsoft, PlayStation(R)3 computer entertainment system, system, PlayStation(R)2 computer entertainment system, PSP(R) (PlayStation(R)Portable) system and Windows PC. The game will be available for the Wii(TM) system from Nintendo in mid- October. This season, play as Michael Jordan for the first time and relive his greatest moments with the Jordan Challenge in NBA 2K11. With realistic physics, lifelike player models, broadcast-quality presentations and feature-rich simulation, NBA 2K11 is the most dynamic and complete experience ever available in the NBA 2K franchise. "Michael Jordan is much more than a cover athlete for NBA 2K11," said Greg Thomas, president of product development for 2K Sports. "Building a game mode specifically for the greatest player of all time takes the NBA 2K series to the next level. This is something that has never been done in a video game and we're happy to be the ones to bring this to the fans." In the Jordan Challenge, gamers can step onto the court in 10 legendary games from Michael Jordan's career and replicate his amazing plays in NBA 2K11. Successfully complete the Jordan Challenge and unlock the MJ: Creating a Legend mode, which lets players take control of a rookie Michael Jordan and place him on any current NBA team to start his career. -
Music, Time and Technology in Bioshock Infinite 52 the Player May Get a Feeling That This Is Something She Does Frequently
The Music of Tomorrow, Yesterday! Music, Time and Technology in BioShock Infinite ANDRA IVĂNESCU, Anglia Ruskin University ABSTRACT Filmmakers such as Kenneth Anger, David Lynch and Quentin Tarantino have taken full advantage of the disconcerting effect that pop music can have on an audience. Recently, video games have followed their example, with franchises such as Grand Theft Auto, Fallout and BioShock using appropriated music as an almost integral part of their stories and player experiences. BioShock Infinite takes it one step further, weaving popular music of the past and pop music of the present into a compelling tale of time travel, multiverses, and free will. The third installment in the BioShock series has as its setting the floating city of Columbia. Decidedly steampunk, this vision of 1912 makes considerable use of popular music of the past alongside a small number of anachronistic covers of more modern pop music (largely from the 1980s) at crucial moments in the narrative. Music becomes an integral part of Columbia but also an integral part of the player experience. Although the soundscape matches the rest of the environment, the anachronistic covers seem to be directed at the player, the only one who would recognise them as out of place. The player is the time traveller here, even more so than the character they are playing, making BioShock Infinite one of the most literal representations of time travel and the tourist experience which video games can represent. KEYWORDS Video game music, film music, intertextuality, time travel. Introduction For every choice there is an echo. With each act we change the world […] If the world were reborn in your image, Would it be paradise or perdition? (BioShock 2 launch trailer, 2010) Elizabeth hugs a postcard of the Eiffel Tower. -
Buy Painkiller Black Edition (PC) Reviews,Painkiller Black Edition (PC) Best Buy Amazon
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