Video Games: Their Effect on Society and How We Must Modernize Our Pedagogy for Students of the Digital Age
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City of Bainbridge Island 2020 Lodging Tax / Tourism Fund Proposal Cover Sheet
CITY OF BAINBRIDGE ISLAND 2020 LODGING TAX / TOURISM FUND PROPOSAL COVER SHEET Project Name: 4th of July Fireworks Name of Applicant Organization: Bainbridge Island Lodging Association (BILA) Applicant Organization IRS Chapter Status and Tax ID Number: 501(c)3; EIN: 71-1051175 Date of Incorporation as a WA Corporation and UBI Number: January 16, 2002 / 602-175- 381 Primary Contact: Kelly Gurza and Scott Isenman Mailing Address: P.O. Box 10895, Bainbridge Island, Washington 98110 Email(s): [email protected] and [email protected] Cell phone: Kelly Gurza: 1 650 776-8306 Scott Isenman 1 206 661-6531 Project Type Tourism marketing Marketing and operations of special events and festivals designed to attract tourists. Supporting the operations of a tourism-related facility owned or operated by a nonprofit organization. Supporting the operations and/or capital expenditures of a tourism-related facility owned or operated by a municipality. LODGING/TOURISM FUND APPLICATION Applicant Information Please respond to each of these questions in the order listed. If the proposal includes multiple partners, please include the requested information for each organization. 1. Describe the applicant organization’s mission, history, and areas of expertise. Describe the applicant’s experience in tourism promotion on Bainbridge Island and its demonstrated ability to complete the proposed project. Alternate question for event or facility funding: Describe the event or facility proposed including its purpose, history, and budget. Include past attendance history, if applicable, and estimate the number of tourists drawn to the event or facility/year. Please estimate total attendance and the number of tourists estimated to attend for 2020. -
Video and Computer Games As Grounding Experiences for Learning
Black, J.B., Khan, S.A.and Huang,S.C.D.(2014) Video games as grounding experiences for learning. In F. C. Blumberg (Ed.) Learning by playing: Frontiers of videogaming in education. New York: Oxford University Press Video and Computer Games as Grounding Experiences for Learning John B. Black, Saadia A. Khan and Shih-Chieh Doug Huang Teachers College, Columbia University Abstract A powerful role for games and simulations is providing rich, perceptually- grounded experience with the content being learned, which when combined with more formal learning activities, provides deeper more robust learning that transfers. Research with an historical simulation game found that grappling with historical dynamics via game play prepared students to learn more from reading a difficult chapter from a college history text. Similarly, interpreting observations in an archaeological site simulation increased students’ ability to interpret and argue using such observations. Other research showed that having learners use avatars to role play historical actors and events in a virtual world simulation of the history increased learning, understanding and transfer of historical knowledge acquired from reading about the history. Further research found that increasing the perceptual richness of grounding physics experiences with a simulation game providing force feedback increased student learning and understanding of concepts in physics. Keywords: Grounded Cognition, Embodied Cognition, Experience, Learning, Transfer 1 Most of learning in school is thin and shallow: it is not understood very deeply, is quickly forgotten and does not really become part of the way the learners think about the world. As Dewey (1938) pointed out, learning without experiencing what is being learned is not meaningful. -
Evaluating Dynamic Difficulty Adaptivity in Shoot'em up Games
SBC - Proceedings of SBGames 2013 Computing Track – Full Papers Evaluating dynamic difficulty adaptivity in shoot’em up games Bruno Baere` Pederassi Lomba de Araujo and Bruno Feijo´ VisionLab/ICAD Dept. of Informatics, PUC-Rio Rio de Janeiro, RJ, Brazil [email protected], [email protected] Abstract—In shoot’em up games, the player engages in a up game called Zanac [12], [13]2. More recent games that solitary assault against a large number of enemies, which calls implement some kind of difficulty adaptivity are Mario Kart for a very fast adaptation of the player to a continuous evolution 64 [40], Max Payne [20], the Left 4 Dead series [53], [54], of the enemies attack patterns. This genre of video game is and the GundeadliGne series [2]. quite appropriate for studying and evaluating dynamic difficulty adaptivity in games that can adapt themselves to the player’s skill Charles et al. [9], [10] proposed a framework for creating level while keeping him/her constantly motivated. In this paper, dynamic adaptive systems for video games including the use of we evaluate the use of dynamic adaptivity for casual and hardcore player modeling for the assessment of the system’s response. players, from the perspectives of the flow theory and the model Hunicke et al. [27], [28] proposed and tested an adaptive of core elements of the game experience. Also we present an system for FPS games where the deployment of resources, adaptive model for shoot’em up games based on player modeling and online learning, which is both simple and effective. -
Res2k Gamelist ATARI 2600
RES2k Gamelist ATARI 2600 Carnival 3-D Tic-Tac-Toe Casino 32 in 1 Game Cartridge Cat Trax (Proto) 2005 Minigame Multicart (Unl) Cathouse Blues A-VCS-tec Challenge (Unl) Cave In (Unl) Acid Drop Centipede Actionauts (Proto) Challenge Adventure Championship Soccer Adventures of TRON Chase the Chuckwagon Air Raid Checkers Air Raiders Cheese (Proto) Air-Sea Battle China Syndrome Airlock Chopper Command Alfred Challenge (Unl) Chuck Norris Superkicks Alien Greed (Unl) Circus Atari Alien Greed 2 (Unl) Climber 5 (Unl) Alien Greed 3 (Unl) Coco Nuts Alien Codebreaker Allia Quest (Unl) Colony 7 (Unl) Alpha Beam with Ernie Combat Two (Proto) Amidar Combat Aquaventure (Proto) Commando Raid Armor Ambush Commando Artillery Duel Communist Mutants from Space AStar (Unl) CompuMate Asterix Computer Chess (Proto) Asteroid Fire Condor Attack Asteroids Confrontation (Proto) Astroblast Congo Bongo Astrowar Conquest of Mars (Unl) Atari Video Cube Cookie Monster Munch Atlantis II Cosmic Ark Atlantis Cosmic Commuter Atom Smasher (Proto) Cosmic Creeps AVGN K.O. Boxing (Unl) Cosmic Invaders (Unl) Bachelor Party Cosmic Swarm Bachelorette Party Crack'ed (Proto) Backfire (Unl) Crackpots Backgammon Crash Dive Bank Heist Crazy Balloon (Unl) Barnstorming Crazy Climber Base Attack Crazy Valet (Unl) Basic Math Criminal Persuit BASIC Programming Cross Force Basketball Crossbow Battlezone Crypts of Chaos Beamrider Crystal Castles Beany Bopper Cubicolor (Proto) Beat 'Em & Eat 'Em Cubis (Unl) Bee-Ball (Unl) Custer's Revenge Berenstain Bears Dancing Plate Bermuda Triangle Dark -
The Music Center Presents Downtown LA's Largest July 4Th
Contact: Bonnie Goodman FOR IMMEDIATE RELEASE For Grand Park 213-308-9539 direct [email protected] The Music Center Presents Downtown LA’s Largest July 4th Celebration with Grand Park’s 4th of July Block Party – Free Blockbuster Event Will Light Up the Sky from the Rooftops Surrounding Grand Park – LOS ANGELES (June 3, 2015) – Angelenos will take over the civic center as they come together for an LA-style July 4th celebration at the third annual Grand Park’s 4th of July Block Party, presented by The Music Center. The free event, which runs from 3:00 p.m. – 9:30 p.m. on Saturday, July 4, 2015, will feature music, art, dancing, food, family, friends and fireworks for a feel-good, hometown event unlike any other Downtown LA has seen. Grand Park will light up the civic center skyline with a new, first-ever rooftop fireworks display set to iconic American music. The block party will be spread over eight city blocks, from Temple Street to 2nd Street, and from Grand Avenue to Main Street. Grand Park’s Fourth of July Block Party is supported by the County of Los Angeles, City Councilmember José Huizar, Bank of America and KCRW. During the block party, Grand Park’s green spaces will be transformed into giant picnic areas, while two dedicated stages – THE FRONT YARD on Grand Park’s Performance Lawn between Grand Avenue and Hill Street and THE BACKYARD on Grand Park’s Event Lawn between Broadway and Spring Street – will showcase a diverse lineup of LA-based musical artists, dancers, jump rope experts and spoken word artists. -
Videogames in the Museum: Participation, Possibility and Play in Curating Meaningful Visitor Experiences
Videogames in the museum: participation, possibility and play in curating meaningful visitor experiences Gregor White Lynn Parker This paper was presented at AAH 2016 - 42nd Annual Conference & Book fair, University of Edinburgh, 7-9 April 2016 White, G. & Love, L. (2016) ‘Videogames in the museum: participation, possibility and play in curating meaningful visitor experiences’, Paper presented at Association of Art Historians 2016 Annual Conference and Bookfair, Edinburgh, United Kingdom, 7-9 April 2016. Videogames in the Museum: Participation, possibility and play in curating meaningful visitor experiences. Professor Gregor White Head of School of Arts, Media and Computer Games, Abertay University, Dundee, UK Email: [email protected] Lynn Parker Programme Leader, Computer Arts, Abertay University, Dundee, UK Email: [email protected] Keywords Videogames, games design, curators, museums, exhibition, agency, participation, rules, play, possibility space, co-creation, meaning-making Abstract In 2014 Videogames in the Museum [1] engaged with creative practitioners, games designers, curators and museums professionals to debate and explore the challenges of collecting and exhibiting videogames and games design. Discussions around authorship in games and games development, the transformative effect of the gallery on the cultural reception and significance of videogames led to the exploration of participatory modes and playful experiences that might more effectively expose the designer’s intent and enhance the nature of our experience as visitors and players. In proposing a participatory mode for the exhibition of videogames this article suggests an approach to exhibition and event design that attempts to resolve tensions between traditions of passive consumption of curated collections and active participation in meaning making using theoretical models from games analysis and criticism and the conceit of game and museum spaces as analogous rules based environments. -
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. -
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 -
The First but Hopefully Not the Last: How the Last of Us Redefines the Survival Horror Video Game Genre
The College of Wooster Open Works Senior Independent Study Theses 2018 The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre Joseph T. Gonzales The College of Wooster, [email protected] Follow this and additional works at: https://openworks.wooster.edu/independentstudy Part of the Other Arts and Humanities Commons, and the Other Film and Media Studies Commons Recommended Citation Gonzales, Joseph T., "The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre" (2018). Senior Independent Study Theses. Paper 8219. This Senior Independent Study Thesis Exemplar is brought to you by Open Works, a service of The College of Wooster Libraries. It has been accepted for inclusion in Senior Independent Study Theses by an authorized administrator of Open Works. For more information, please contact [email protected]. © Copyright 2018 Joseph T. Gonzales THE FIRST BUT HOPEFULLY NOT THE LAST: HOW THE LAST OF US REDEFINES THE SURVIVAL HORROR VIDEO GAME GENRE by Joseph Gonzales An Independent Study Thesis Presented in Partial Fulfillment of the Course Requirements for Senior Independent Study: The Department of Communication March 7, 2018 Advisor: Dr. Ahmet Atay ABSTRACT For this study, I applied generic criticism, which looks at how a text subverts and adheres to patterns and formats in its respective genre, to analyze how The Last of Us redefined the survival horror video game genre through its narrative. Although some tropes are present in the game and are necessary to stay tonally consistent to the genre, I argued that much of the focus of the game is shifted from the typical situational horror of the monsters and violence to the overall narrative, effective dialogue, strategic use of cinematic elements, and character development throughout the course of the game. -
The Internet As Playground and Factory November 12–14, 2009 at the New School, New York City
FIRST IN A SERIES OF BIENNIAL CONFERENCES ABOUT THE POLITICS OF DIGITAL MEDIA THE INTERNET AS PLAYGROUND AND FACTORY NOVEMBER 12–14, 2009 AT THE NEW SCHOOL, NEW YORK CITY www.digitallabor.org The conference is sponsored by Eugene Lang College The New School for Liberal Arts and presented in cooperation with the Center for Transformative Media at Parsons The New School for Design, Yale Information Society Project, 16 Beaver Group, The New School for Social Research, The Change You Want To See, The Vera List Center for Art and Politics, New York University’s Council for Media and Culture, and n+1 Magazine. Acknowledgements General Event Support Lula Brown, Alison Campbell, Alex Cline, Conference Director Patrick Fannon, Keith Higgons, Geoff Trebor Scholz Kim, Ellen-Maria Leijonhufvud, Stephanie Lotshaw, Brie Manakul, Lindsey Medeiros, Executive Conference Production Farah Momin, Heather Potts, Katharine Trebor Scholz, Larry Jackson Relth, Jesse Ricke, Joumana Seikaly, Ndelea Simama, Andre Singleton, Lisa Conference Production Taber, Yamberlie Tavarez, Brandon Tonner- Deepthie Welaratna, Farah Momin, Connolly, Jolita Valakaite, Cynthia Wang, Julia P. Carrillo Deepthi Welaratna, Tatiana Zwerling Production of Video Series Voices from Registration Staff The Internet as Playground and Factory Alison Campbell, Alex Cline, Keith Higgons, Assal Ghawami Geoff Kim, Stephanie Lotshaw, Brie Manakul, Overture Video Lindsey Medeiros, Heather Potts, Jesse Assal Ghawami Ricke, Joumana Seikaly, Andre Singleton, Deepthi Welaratna, Tatiana Zwerling Video -
Toward an Ecology of Gaming Katie Salen Institute of Play; Parsons the New School for Design, Design and Technology
Citation: Salen, Katie. “Toward an Ecology of Gaming." The Ecology of Games: Connecting Youth, Games, and Learning.Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 1–20. doi: 10.1162/dmal.9780262693646.001 Copyright: c 2008 Massachusetts Institute of Technology. Published under Creative Commons Attribution-Noncommercial-No Derivative Works Unported 3.0 license. Toward an Ecology of Gaming Katie Salen Institute of Play; Parsons the New School for Design, Design and Technology A time is marked not so much by ideas that are argued about as by ideas that are taken for granted. —Jonathan Letham1 1954. West Germany gains an unexpected 3-2 victory over Hungary in the World Cup, known from then on as The Miracle of Bern. Officials announce that an American hydrogen bomb test had been conducted on Bikini Atoll in the Pacific Ocean. Marilyn Monroe weds Joe DiMaggio. The Geneva Conference partitions Vietnam into North Vietnam and South Vietnam. Mathematician Alan Turing commits suicide. “Gaming as a Technique of Analysis” is released, praising games as designed models with which to think. When viewed from this perspective, 1954 looks a lot like 2007: a year of instability and transformation on the world stage, a year shadowed by the promise and threat of competing ideologies, a year colored by fear, hope, and the advent of new technology. 1954 was also a year, like this year, when games entered the popular lexicon and man the player was seized upon as a harbinger of change. -
Lizengland Resume
Liz England Toronto, ON Systems Designer [email protected] SKILLS Almost 15 years of professional design experience in the game industry, and in a large variety of roles. I work best when wrangling huge complex game systems at the high level, and then also implementing and tuning the detail work needed to support that system at the low level. Some more specific skills and areas of design I am looking to explore on my next project(s): ● systems driven games ● procedural generation ● high player agency & expression ● emergent narrative systems ● simulations ● new/experimental tech (i.e. machine ● AI (non-combat) learning) EXPERIENCE TEAM LEAD GAME DESIGNER, Ubisoft Toronto 2016-2021 Watch Dogs Legion / 2020 / PC & Consoles Design lead on procedural generation and simulation systems involved in the "Play as Anyone" pillar, including: narrative tools and technology development (writing, audio, cinematic, and localization support for procgen characters and dynamic dialogue) and procedurally generated AI (assembling assets/data to generate coherent characters, narrative backstories, relationships, persistent schedules, recruitment systems, and more). DESIGNER, Insomniac Games 2010 - 2016 The Edge of Nowhere and Feral Rites / 2016/ PC & Oculus Rift VR General design tasks (scripting, level design, story development, puzzle design). Created development guidelines (level design, camera, UI, fx, art) to mitigate simulation sickness. Left prior to shipping. Sunset Overdrive / 2014 / Xbox One Focused mainly on integrating many large and small systems together to make a smooth open world experience, such as downtime between missions, shared spaces (quest/mission hubs), roll out of content, abilities, and rewards (macro progression), and miscellaneous open world systems such as collectibles, vendors , fast travel, maps, checkpoints/respawn, and player vanity.