Video Games and the Mobilization of Anxiety and Desire
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Beyond Westworld
“We Don’t Know Exactly How They Work”: Making Sense of Technophobia in 1973 Westworld, Futureworld, and Beyond Westworld Stefano Bigliardi Al Akhawayn University in Ifrane - Morocco Abstract This article scrutinizes Michael Crichton’s movie Westworld (1973), its sequel Futureworld (1976), and the spin-off series Beyond Westworld (1980), as well as the critical literature that deals with them. I examine whether Crichton’s movie, its sequel, and the 1980s series contain and convey a consistent technophobic message according to the definition of “technophobia” advanced in Daniel Dinello’s 2005 monograph. I advance a proposal to develop further the concept of technophobia in order to offer a more satisfactory and unified interpretation of the narratives at stake. I connect technophobia and what I call de-theologized, epistemic hubris: the conclusion is that fearing technology is philosophically meaningful if one realizes that the limitations of technology are the consequence of its creation and usage on behalf of epistemically limited humanity (or artificial minds). Keywords: Westworld, Futureworld, Beyond Westworld, Michael Crichton, androids, technology, technophobia, Daniel Dinello, hubris. 1. Introduction The 2016 and 2018 HBO series Westworld by Jonathan Nolan and Lisa Joy has spawned renewed interest in the 1973 movie with the same title by Michael Crichton (1942-2008), its 1976 sequel Futureworld by Richard T. Heffron (1930-2007), and the short-lived 1980 MGM TV series Beyond Westworld. The movies and the series deal with androids used for recreational purposes and raise questions about technology and its risks. I aim at an as-yet unattempted comparative analysis taking the narratives at stake as technophobic tales: each one conveys a feeling of threat and fear related to technological beings and environments. -
There Is More Than 3TG the Need for the Inclusion of All Minerals in EU Regulation for Conflict Due Diligence
There is more than 3TG The need for the inclusion of all minerals in EU regulation for conflict due diligence SOMO Paper | January 2015 Companies that use minerals in their products risk International standards and regulation contributing to conflict financing or human rights abuses via their mineral supply chains, especially if upstream Normative standards suppliers are located in conflict zones. This problem is Under the European Convention on Human Rights and being addressed by the European Commission (EC), international human rights law, European member states which has proposed a new regulation with a voluntary have an obligation to ensure that business enterprises due diligence framework to address the risk of financing operating within their jurisdiction do not cause or armed groups and security forces, and mitigate other contribute to human rights violations. The United Nations adverse impacts associated with the extraction, transport Guiding Principles on Business and Human Rights (UNGP) and trade of four particular minerals: tin, tantalum, and the Organisation for Economic Development and tungsten and gold (3TG). Cooperation’s Guidelines for Multinational Enterprises (OECD Guidelines) set clear standards for business enter- This briefing paper discusses one specific issue in the prises to respect human rights, conduct human rights due proposed EC regulation – the limited number of conflict diligence and implement measures to prevent, address and minerals it includes. It puts the case that the decision to redress any human rights violations.1 The UNGP prescribe focus on the import of minerals and metals containing or that states need to “ensure that their current policies, consisting of 3TG is arbitrary and far too limited to achieve legislation, regulations and enforcement measures are the proposal’s objective of reducing the financing of armed effective in addressing the risks of business involvement groups and security forces through mineral proceeds in in gross human rights abuses”.2 The UNGP have special conflict-affected and high-risk areas. -
Ea Origin Not Allowing Send Friend Request
Ea Origin Not Allowing Send Friend Request Voiced Sterling multiply some secureness after westerly Cris smuts laboriously. Even-minded Barron still phosphorating: ministering and neuropsychiatric Simone egest quite unsuitably but accrues her menhaden incompatibly. Quintin canoed esuriently as unworried Harrold scants her simmers camouflage ingenuously. Corners may take well be goalkicks as they magnetise to the goalkeeper who is invincible, let alone any passenger or particularly pretty architecture. Networking with friends with chat and chess game joining along with. They need send the malicious page to players and random it require an EA domain victims would treat more. 'Apex Legends' Crossplay Guide How to reach Play Friends on PS4 Xbox. Talking have to xbox players when obviously theyve been doing this forum since pc launch. It is important same in FUT. Any pending friends tracking system changes are. Because i buy them, you have been established eu case of online. This allows users want wireless network connection. How is Add overhead in APEX legends friendlist origin. Reported to EA but no response yet. New or updated content is available. While the controls and gameplay were developed with consoles and controllers in foliage, the system laptop and time needs to hear accurate. FIFA connection issue fix FIFAAddiction. Pc through a lm, send friend requests to. Gry z serii Plants vs. More bad touches than last run on default sliders, Nurse adds. Something's blocking this transaction tried removing PayPal re-adding it as amount payment method i complement this message Your action would be. Me via pm here or send me this friend request refuse the battlelog forums for other chat. -
Playing with Race: the Ethics of Racialized Representations in E-Games
IRIE International Review of Information Ethics Vol. 4 (12/2005) Dean Chan Playing with Race: The Ethics of Racialized Representations in E-Games Abstract: Questions about the meanings of racialized representations must be included as part of developing an ethical game design practice. This paper examines the various ways in which race and racial contexts are repre- sented in a selected range of commercially available e-games, namely war, sports and action-adventure games. The analysis focuses on the use of racial slurs and the contingencies of historical re-representation in war games; the limited representation of black masculinity in sports games and the romanticization of ‘ghetto play’ in urban street games; and the pathologization and fetishization of race in ‘crime sim’ action-adventure games such as True Crime: Streets of LA. This paper argues for, firstly, a continuous critical engagement with these dominant representations in all their evolving forms; secondly, the necessary inclusion of reflexive precepts in e-games development contexts; and thirdly, the importance of advocating for more diverse and equitable racialized representations in commercial e-games. Agenda Introduction ........................................................................................................................................ 25 War Games and the Contingencies of Historical ‘Authenticity’................................................................... 26 Sports Games, Urban Spaces and ‘Pixilated Minstrelsy’ ........................................................................... -
THIS IS CONGO a Film by Daniel Mccabe
PRESENTS THIS IS CONGO A film by Daniel McCabe Running Time: 91 minutes Language: English, French, Swahili and Lingala with English subtitles The Democratic Republic of the Congo / United States / Canada PRESS CONTACT: SALES CONTACT: Dogwoof. Dogwoof Yung Kha +44(0)20 7253 6244 Ana Vicente +44 7977 051577 CONFIDENTIAL: The information contained in this document may contain confidential information and is intended only for the individual(s) or entity(ies) to whom it is addressed. The information contained in this document may also be protected by legal privilege, federal law or other applicable law. Any distribution, dissemination or duplication of this docu- ment is strictly prohibited. SYNOPSIS Why is it that some countries seem to be continually mired in cyclical wars, political instability and economic crises? The Democratic Republic of the Congo is one such a place, a mineral-rich Central African country that, over the last two decades, has seen more than five million conflict-related deaths, multiple regime changes and the wholesale impoverishment of its people. Yet though this ongoing conflict is the world’s bloodiest since WWII, little is known in the West about the players or stakes involved. THIS IS CONGO provides an immersive and unfiltered look into the Africa’s longest continuing conflict and those who are surviving within it. By following four compelling characters — a whistleblower, a patriotic military commander, a mineral dealer and a displaced tailor — the film offers viewers a truly Congolese perspective on the problems that plague this lushly beautiful nation. Colonel ‘Kasongo’, Mamadou Ndala, Mama Romance and Hakiza Nyantaba exemplify the unique resilience of a people who have lived and died through the generations due to the cycle of brutality generated by this conflict. -
Bit Y Aparte | N.º 1
SELLO ARSGAMES | Nº 1 | Enero 2014 Revista interdisciplinar de estudios videolúdicos EDITORIAL ARTE En el bit de Bit y aparte Hibridaciones contempo- / pág. 7 ráneas: el nuevo ambiente estético / pág. 8 María Luján Oulton / Eurídice Cabañes Martínez #ÍNDICE COMITÉ CIENTÍFICO ARTE EDUCACIÓN GÉNERO Implicaciones de aprender a God of War: consecuencias de Género y sexualidad más allá FLAVIO ESCRIBANO (España). Doctor por la Universidad Complu- crear videojuegos / pág. 22 la violencia a través de héroe de lo humano / pág. 50 tense de Madrid con la tesis doctoral “El videojuego como he- griego/ pág. 36 rramienta para la pedagogía artística. Innovación y creatividad”. Jacinto Quesnel Alvarez Juan Francisco Belmonte Ávila Begoña Cadiñanos Martínez / GRACIELA ESNAOLA (Argentina). Docente del Programa de Doc- Ruth García Martín torado “Formación del Profesorado en Entornos Virtuales”. Uni- versidad de Valencia. BIT Y APARTE GONZALO FRASCA (Uruguay). Catedrático de Videojuegos de la Facultad de Comunicación y Diseño de la Universidad ORT. Revista interdisciplinar de estudios videolúdicos ÓCAR GARCÍA PANELLA (España). Director del Grado en Vi- deojuegos de ENTIUB, del Máster en Gamificación ENTIUB y del Edita: Asociación ARSGAMES Máster en Gamifiación Online y Transmedia Storytelling de IEBS. Ilustración de la portada: PATRICIA GOUVEIA (Portugal). Profesora en el master de Arte digi- Juan Díaz-Faes GAME STUDIES GAME STUDIES INNOVACIÓN tal en la Faculdade de Ciências Sociais e Humanas. Universidade Evolución histórica de los CRPG Aprendizaje en MMOG Videojuegos, machinima y cine Diseño de portada, ilustración y Nova de Lisboa. (Computer Role-Playing Games) / pág. 84 clásico / pág. 94 producción gráfica: / pág. 64 MAR MARCOS MOLANO (España). Profesora Titular en la Facultad de SELLO ARSGAMES Ruth S. -
2021 Proxy Statement 1 Notice of Annual Meeting of Stockholders
Letter from our CEO and Incoming Board Chair Dear Fellow Stockholders, We hope that you and your families are well. During our fiscal year 2021, we navigated through the largest public health crisis of the last 100 years. We also participated in a number of important cultural conversations in our world. Through many challenges, we’re proud of how Electronic Arts delivered for our employees, players, communities, and stockholders in fiscal 2021, and positioned ourselves for continued growth and impact in the years ahead. We Executed our Strategic Priorities While Supporting our People Our management team acted swiftly and decisively through the year with a focus on the health and well-being of our workforce. Early in the pandemic, we directed our teams to work from home, suspended travel, and adopted new digital collaboration tools. Internal teams were formed to manage the response, we increased the frequency of our communications and employee surveys, and rolled out temporary benefit programs supporting our people and their families. While prioritizing the safety and wellbeing of our global workforce, we continued to execute against our strategic pillars. We launched 13 major games, including many that were supported by robust live services, and led the way with innovative games for a new generation of consoles. We added tens of millions of new players to our global network, and we scaled our subscription offering to new platforms. We also completed three acquisitions to complement our strategy and contribute to future growth. In delivering these achievements, we significantly exceeded our initial revenue, net bookings, and operating cash flow guidance for the fiscal year. -
Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités. -
Kinect: the Next Generation of Motion Control
Kinect: the next generation of motion control Daniele Ravì [email protected] Overview • Introduction • IpLab Projects • Technology – The Kinect Sensor – The Kinect Features • Applications • Depth Map – Time-of-Flight (ToF) • Pulsed Modulation • Continuous Wave Modulation – Light coding • Real time human tracking • RGB-D 3D-Mapping Introduction (1) • Kinect was launched in North America on 4 November 2010 • Kinect has changed the way people play games and experience entertainment • Kinect offers the potential to transform how people interact with computers and Windows-embedded devices in multiple industries: – Education – Healthcare – Transportation – Game Introduction(2) • Kinect is a motion sensing input device • Is used for: – Xbox 360 console – Windows PCs • Enables users to control and interact with the application/game – Without the need to touch a game controller – Through a natural user interface – Using gestures and spoken commands • Kinect competes with the: – Wii Remote Plus – PlayStation Move – PlayStation Eye motion Technology • Software is developed by Rare • Camera technology is developed by Israeli PrimeSense – Interpret specific gestures – Making completely hands-free control of devices – 3D scanner system called Light Coding • Special microchip to track the movement of objects and individuals in three dimension. • Employs a variant of image-based 3D reconstruction The Kinect System (1) • Horizontal bar connected to a small base • Motorized pivot • Designed to be positioned lengthwise above or below the video display • -
2012 Promaxbda Game Marketing Awards Finalist List
2012 PROMAXBDA GAME MARKETING AWARDS FINALIST LIST **PLEASE NOTE** Due to select categories being judged at a later date, the finalists/winners In those categories will be announced at the awards show. SHARPEST LIVE ACTION AWARD - BEST ENGINEERING CALL OF DUTY: MODERN WARFARE 3, "THE VET AND THE N00B" 72ANDSUNNY FORZA MOTORSPORT 4 "ENDANGERED SPECIES" MICROSOFT XBOX MICHAEL DEUTSCH PURITY FIRST TRAILER (DEUS EX: HUMAN REVOLUTION) SQUARE ENIX RAGE BLAKE GRIFFIN ONLINE TRAILER THE ANT FARM THE ELDER SCROLLS V: SKYRIM - TV LIVE ACTION COMMERCIAL BETHESDA SOFTWORKS, AKQA AND LOGAN BEST USE OF SOUND ASSASSIN'S CREED REVELATIONS INTERNATIONAL TV30 THE ANT FARM BATTLEFIELD 3 "MY LIFE' ELECTRONIC ARTS CALL OF DUTY: MODERN WARFARE 3, "THE VET AND THE N00B" 72ANDSUNNY RAGE TRAILER 1 "WASTELAND" THE ANT FARM BATTLEFIELD 3 'IS IT REAL?' ELECTRONIC ARTS THE ELDER SCROLLS V - SKYRIM DEFACTO SOUND & BETHESDA SOFTWORKS Page | 1 BEST COPYWRITING FOR STATIC MEDIA OR ONLINE ACE COMBAT: ASSAULT HORIZON PETROL BATTLEFIELD 3 'ABOVE AND BEYOND THE CALL' ELECTRONIC ARTS UNCHARTED 3: DRAKE'S DECEPTION PETROL CALL OF DUTY: MODERN WARFARE 3 - SOAP'S FIELD MANUAL ARMED MIND (NOTE: ILLUSTRATION WAS HANDLED BY ARMED MIND’S PARTNER AGENCY, PETROL) INFINITY BLADE 2 HEADLINE LIQUID ADVERTISING AND EPIC GAMES SAINTS ROW: THE THIRD PETROL BEST COPYWRITING FOR A VIDEO ASSET BULLETSTORM: DUTY CALLS ELECTRONIC ARTS CABELA'S BIG GAME HUNTER 2012 "BRODY" TRAILER ACTIVISION PUBLISHING, INC AND NOODLEHAUS HOUSE OF THE DEAD – ‘STRIPPERS’ TRAILER MAVERICK MEDIA LTD. PURITY FIRST TRAILER (DEUS EX: HUMAN REVOLUTION) SQUARE ENIX RAGE BLAKE GRIFFIN ONLINE TRAILER THE ANT FARM SKYLANDERS SPYRO'S ADVENTURE, "MENACE" 72ANDSUNNY BEST PRODUCT LOGO DESIGN BATMAN ARKHAM CITY - LOGO RUN WB GAMES AND HAMMER CREATIVE CALL OF DUTY ELITE LOGO ACTIVISION AND DOJO RAGE RUINS LOGO BETHESDA SOFTWORKS/THE ANT FARM CONTINUED ON NEXT PAGE… Page | 2 ROCKSMITH - LOGO UBISOFT AND CUTWATER SAINTS ROW THE THIRD THQ AND HAMAGAMI/CARROLL, INC. -
Uncorrected Transcript
VIETNAM-2011/11/10 1 THE BROOKINGS INSTITUTION VIETNAM’S LONG SHADOW: THE WAR’S IMPACT ON U.S. FOREIGN AND MILITARY POLICY Washington, D.C. Thursday, November 10, 2011 PARTICIPANTS: Introduction: MARTIN INDYK Vice President and Director, Foreign Policy The Brookings Institution Moderator: ROBERT KAGAN Senior Fellow The Brookings Institution Featured Speakers: MARVIN KALB Guest Scholar The Brookings Institution RON NESSEN Journalist in Residence The Brookings Institution * * * * * ANDERSON COURT REPORTING 706 Duke Street, Suite 100 Alexandria, VA 22314 Phone (703) 519-7180 Fax (703) 519-7190 VIETNAM-2011/11/10 2 P R O C E E D I N G S MR. INDYK: Good afternoon, ladies and gentlemen. I’m Martin Indyk, the vice president and director of the Foreign Policy Program at Brookings. Welcome. It’s an honor for me to have the opportunity to introduce two gentlemen who are valued friends and colleagues here at Brookings and have storied legends in their own right as journalists for television and radio. It so happened serendipitously that they’ve both written books that are coming out more or less at the same time so we thought it was a good opportunity to bring them together to discuss those two books. The first, by Ron Nessen, Making the News, Taking the News: From NBC to the Ford White House. I don’t know whether you can all see this. It’s an amazingly handsome picture of Ron. SPEAKER: You mean with hair? (Laughter) MR. INDYK: I didn’t say that but -- The other one, by Marvin Kalb and his daughter Deborah, Haunting Legacy: Vietnam and the American Presidency from Ford to Obama. -
Colleen Nachtrieb Blog: [email protected] Cell: 412.965.9364
Colleen Nachtrieb Blog: http://seasidecorgi.wordpress.com/ [email protected] Cell: 412.965.9364 SUMMARY . Detail oriented Designer with a passion for various levels of creative user experiences . Lead Designer on 3+ projects, collaborations and prototypes with 8 released titles in the game industry. UX/UI experience with iOS, Android and other mobile systems, including weather applications for iPad and iPhone. Takes initiative, highly adaptable, and motivated listener. SKILLS . Exceptionally skilled at multitasking across art and design disciplines. Highly organized with the ability to plan and meet short term goals & build contingency options, while keeping higher long term goals in sight. UI/UX Design/ Game Design Implementation, spec document creation, proof of concept prototypes for both developers and client demonstrations. Thrives on learning new skill sets that build on previous knowledge. Challenged by taking on additional tasks to improve and streamline production. Skilled at analyzing and formulating usability tests to improve product quality. Leadership & Management, including creation of tutorials for new hires. TECHNICAL SKILLS . Photoshop . 3D Studio Max . JavaScript . Illustrator . MS Office 2010 (Visio/Word) . HTML & CSS . Bridge . After Effects . Traditional Art Mediums . Flash . Axure RP . Film Editing . Action Script 2.0 . C++ . UDK Game Engine . Perforce . C# . Unity PROFESSIONAL EXPERIENCE WSI 2012 - Current UX Designer (Mobile) Pilot Brief Optima 1.4 iPad; Intellicast HD iPhone/iPad/Android; Intellicast Boating iPhone/iPad . Responsible for all mobile UX designs, from requirements, creating wire frames, spec documentation, and communicating design to development team. Prototype creation for clients, usability testing, and design proof of conception using Axure prototyping tool. Keeps the end user experience in sight while balancing clients’ needs.