Game Narrative Review
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Life Is Strange 2: Tutti I Dettagli
Life is Strange 2: tutti i dettagli Non è semplice sviluppare un gioco che possa legare emotivamente giocatore e protagonista, ma Dontnod ce l’ha fatta. Con Life is Strange ha creato un mondo del tutto nuovo, con personaggi comuni sotto alcuni punti di vista, ma unici nel complesso. Già dal primo episodio, pubblicato il 30 gennaio 2015, la critica e soprattutto i giocatori, di tutte le età, hanno elogiato il titolo, tanto da permettere a Square Enix di pubblicare altri due giochi: Life is Strange: Before The Storm e, un solo episodio di The Awesome Adventures of Captain Spirit, un assaggio di quel ci aspetterà in Life is Strange 2. Proprio quest’ultimo è stato il protagonista di un trailer e un video gameplay pubblicato prima dell’apertura al pubblico di una delle fiere più importanti d’Europa: la Gamescom di Colonia. Dontnod ha, sin dal primo capitolo della saga, creato e sviluppato dei personaggi semplici, con vite comuni, dei soggetti mai stereotipati, in modo che ogni giocatore, indipendentemente dall’età, possa immergersi, possa identificarsi in uno dei personaggi. I problemi che affliggono i protagonisti sono di vita quotidiana nell’adolescenza: amori non corrisposti, litigi e incomprensioni con i genitori, amicizie che finiscono e altre che cominciano, bullismo, droga e molto altro. Dontnod, con Chloe e Max è riuscita a fare tutto ciò: due ragazzine che si affacciano al mondo “adulto”, due semplici adolescenti, che con la loro naturalezza hanno stregato milioni di giocatori. Questa volta, però, i protagonisti saranno due ragazzi e la storia sarà ambientata non più ad Arcadia Bay, ma a Seattle. -
Nordic Game Is a Great Way to Do This
2 Igloos inc. / Carcajou Games / Triple Boris 2 Igloos is the result of a joint venture between Carcajou Games and Triple Boris. We decided to use the complementary strengths of both studios to create the best team needed to create this project. Once a Tale reimagines the classic tale Hansel & Gretel, with a twist. As you explore the magical forest you will discover that it is inhabited by many characters from other tales as well. Using real handmade puppets and real miniature terrains which are then 3D scanned to create a palpable, fantastic world, we are making an experience that blurs the line between video game and stop motion animated film. With a great story and stunning visuals, we want to create something truly special. Having just finished our prototype this spring, we have already been finalists for the Ubisoft Indie Serie and the Eidos Innovation Program. We want to validate our concept with the European market and Nordic Game is a great way to do this. We are looking for Publishers that yearn for great stories and games that have a deeper meaning. 2Dogs Games Ltd. Destiny’s Sword is a broad-appeal Living-Narrative Graphic Adventure where every choice matters. Players lead a squad of intergalactic peacekeepers, navigating the fallout of war and life under extreme circumstances, while exploring a breath-taking and immersive world of living, breathing, hand-painted artwork. Destiny’s Sword is filled with endless choices and unlimited possibilities—we’re taking interactive storytelling to new heights with our proprietary Insight Engine AI technology. This intricate psychology simulation provides every character with a diverse personality, backstory and desires, allowing them to respond and develop in an incredibly human fashion—generating remarkable player engagement and emotional investment, while ensuring that every playthrough is unique. -
Playing Shakespeare Vernon Guy Dickson Michael Lutz
SAA 2021: Playing Shakespeare Vernon Guy Dickson Michael Lutz Participant Abstracts Lindsay Adams, Saint Louis University "Empowerment or Erasure? Agency, Feminism, and Invisible Disability in Elsinore" The vital question at the heart of Hamlet is action or inaction; the play and its titular protagonist are obsessed with choice and performance. Elsinore deconstructs the narrative of Hamlet through a time-loop game mechanic that offers a seemingly endless, and at times almost crippling, number of possible choices—utilizing the genre of science-fiction and the video game medium to address its source material’s concern. Elsinore deconstructs the narrative of Hamlet through a time-loop game mechanic that offers a seemingly endless number of possible choices for Ophelia — there are thirteen different endings for Elsinore, each tellingly beginning with the line, “This is the fate I choose.” The choice is given back to her and by extension the player. Elsinore uses its medium to explore the discursive possibilities of Hamlet and acknowledge more than one narrative of womanhood. The game looks to re-imagine the play through an intersectional lens; in this adaptation Ophelia is a biracial woman who grapples with prejudice due to her interlocking identities. Yet this intersectionality does not seem to extend to her identity as a disabled woman. Elsinore chooses to erase Ophelia’s identity as a person living with a mental disability. Its feminist rewrites make Ophelia a protagonist with agency over her own choices but turns her madness into a performance or a false patriarchal assumption. It seems to be impossible for Ophelia to be both empowered and disabled, as if two are mutually exclusive. -
PER MUDARRAGARRIDO TFG.Pdf
LOS VIDEOJUEGOS COMO HERRAMIENTA DE COMUNICACIÓN, EDUCACIÓN Y SALUD MENTAL RESUMEN Desde su sencillo origen en 1958 con Tennis For Two y su consiguiente auge en los años 80, la industria del videojuego se ha ido reinventando para hacer de la experiencia del jugador algo totalmente único. Es más que evidente la gran trascendencia de los videojuegos en nuestra sociedad actual, llegando a ser una de las industrias con más ganancias en los últimos años y una de las que más consigue mantener fieles a sus seguidores, debido a todas sus capacidades y aspectos beneficiosos más allá del entretenimiento. Por todo ello, entendemos que, si los videojuegos son un medio tan consolidado y con tanta trascendencia social en el ámbito del ocio, también pueden llegar a tener aplicaciones en otros ámbitos o disciplinas. Esta cuestión es la que va a ser tratada en nuestra investigación, exponiendo como objetivos el llegar a conocer las distintas aplicaciones de los videojuegos en otros ámbitos, debido a sus posibles aspectos beneficiosos (sin dejar de tener en cuenta los perjudiciales) y analizando el cómo son vistos a través de los ojos de una sociedad crítica. Para realizar la investigación nos hemos apoyado en juegos como Life is Strange, Gris o Celeste, así como en entrevistas y encuestas realizadas a una sección de la población. La principal conclusión que podemos sacar de la investigación es que: aunque el uso de los videojuegos no es una metodología muy acogida por los profesionales de la psicología, tiene un gran efecto positivo entre las personas que padecen algún tipo de trastorno psicológico o que ha sufrido acoso. -
An Analysis of Gendered Violence in Life Is Strange and Before the Storm Mitchi Anne Maja University of South Carolina - Columbia, [email protected]
University of South Carolina Scholar Commons Senior Theses Honors College Spring 2019 Violence in the Hands of Women: An Analysis of Gendered Violence in Life is Strange and Before the Storm Mitchi Anne Maja University of South Carolina - Columbia, [email protected] Follow this and additional works at: https://scholarcommons.sc.edu/senior_theses Part of the Feminist, Gender, and Sexuality Studies Commons, Gender and Sexuality Commons, and the Other Film and Media Studies Commons Recommended Citation Maja, Mitchi Anne, "Violence in the Hands of Women: An Analysis of Gendered Violence in Life is Strange and Before the Storm" (2019). Senior Theses. 287. https://scholarcommons.sc.edu/senior_theses/287 This Thesis is brought to you by the Honors College at Scholar Commons. It has been accepted for inclusion in Senior Theses by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. Maja 2 TABLE OF CONTENTS Abstract 3 Introduction 4 Method and Gameplay 15 Female Violence 23 Male Violence 48 Works Cited 52 Maja 3 ABSTRACT This thesis is an analysis of the video games Life is Strange and Before the Storm and how they serve to reflect social expectations and norms placed upon both women and men even today. Cultural studies recently accepted video games as a form of media to study, especially with the prevalence and accessibility of video games in various platforms. Violence in video games is culturally associated with men and the male audience; my analysis focuses on violence in the hands of women. By analyzing the choices I made as a player and how these games present their narratives and characters, I conclude that these video games, which are thus a reflection of society, still hold both women and men to a traditionalist standard. -
Creativity and Learning in Digital Entertainment Games Thesis
Open Research Online The Open University’s repository of research publications and other research outputs Creativity and Learning in Digital Entertainment Games Thesis How to cite: Hall, Johanna (2021). Creativity and Learning in Digital Entertainment Games. PhD thesis The Open University. For guidance on citations see FAQs. c 2020 Johanna Kathryn Hall https://creativecommons.org/licenses/by-nc-nd/4.0/ Version: Version of Record Link(s) to article on publisher’s website: http://dx.doi.org/doi:10.21954/ou.ro.0001248e Copyright and Moral Rights for the articles on this site are retained by the individual authors and/or other copyright owners. For more information on Open Research Online’s data policy on reuse of materials please consult the policies page. oro.open.ac.uk Creativity and Learning in Digital Entertainment Games Johanna Hall Thesis submitted to The Open University for the degree of Doctor of Philosophy Institute of Educational Technology (IET) The Leverhulme Trust June 2020 Johanna Hall The Open University Abstract Creativity has been investigated in areas such as education, the workplace and psychology. However, there remains little in the way of a unanimous definition of what it means to be creative – with various conceptualisations illuminating different aspects of this multifaceted phenomenon. However, it is for the most part agreed that creativity contributes to a wealth of positive outcomes such as openness to experience, cognitive flexibility and emotional wellbeing. Furthermore, creativity is instrumental in facilitating a meaningful learning experience as learners can actively formulate and experiment with ideas in an authentic context. In this way, the creative process leads to ultimately the creative expression itself and subsequent positive effects such as learning. -
Life Is Strange 2: Tutti I Dettagli
Life is Strange 2: tutti i dettagli Non è semplice sviluppare un gioco che possa legare emotivamente giocatore e protagonista, ma Dontnod ce l’ha fatta. Con Life is Strange ha creato un mondo del tutto nuovo, con personaggi comuni sotto alcuni punti di vista, ma unici nel complesso. Già dal primo episodio, pubblicato il 30 gennaio 2015, la critica e soprattutto i giocatori, di tutte le età, hanno elogiato il titolo, tanto da permettere a Square Enix di pubblicare altri due giochi: Life is Strange: Before The Storm e, un solo episodio di The Awesome Adventures of Captain Spirit, un assaggio di quel ci aspetterà in Life is Strange 2. Proprio quest’ultimo è stato il protagonista di un trailer e un video gameplay pubblicato prima dell’apertura al pubblico di una delle fiere più importanti d’Europa: la Gamescom di Colonia. Dontnod ha, sin dal primo capitolo della saga, creato e sviluppato dei personaggi semplici, con vite comuni, dei soggetti mai stereotipati, in modo che ogni giocatore, indipendentemente dall’età, possa immergersi, possa identificarsi in uno dei personaggi. I problemi che affliggono i protagonisti sono di vita quotidiana nell’adolescenza: amori non corrisposti, litigi e incomprensioni con i genitori, amicizie che finiscono e altre che cominciano, bullismo, droga e molto altro. Dontnod, con Chloe e Max è riuscita a fare tutto ciò: due ragazzine che si affacciano al mondo “adulto”, due semplici adolescenti, che con la loro naturalezza hanno stregato milioni di giocatori. Questa volta, però, i protagonisti saranno due ragazzi e la storia sarà ambientata non più ad Arcadia Bay, ma a Seattle. -
An Analysis and Expansion of Queerbaiting in Video Games
Wilfrid Laurier University Scholars Commons @ Laurier Cultural Analysis and Social Theory Major Research Papers Cultural Analysis and Social Theory 8-2018 Queering Player Agency and Paratexts: An Analysis and Expansion of Queerbaiting in Video Games Jessica Kathryn Needham Wilfrid Laurier University Follow this and additional works at: https://scholars.wlu.ca/cast_mrp Part of the Communication Technology and New Media Commons, Gender and Sexuality Commons, and the Gender, Race, Sexuality, and Ethnicity in Communication Commons Recommended Citation Needham, Jessica Kathryn, "Queering Player Agency and Paratexts: An Analysis and Expansion of Queerbaiting in Video Games" (2018). Cultural Analysis and Social Theory Major Research Papers. 6. https://scholars.wlu.ca/cast_mrp/6 This Article is brought to you for free and open access by the Cultural Analysis and Social Theory at Scholars Commons @ Laurier. It has been accepted for inclusion in Cultural Analysis and Social Theory Major Research Papers by an authorized administrator of Scholars Commons @ Laurier. For more information, please contact [email protected]. Queering player agency and paratexts: An analysis and expansion of queerbaiting in video games by Jessica Kathryn Needham Honours Rhetoric and Professional Writing, Arts and Business, University of Waterloo, 2016 Major Research Paper Submitted to the M.A. in Cultural Analysis and Social Theory in partial fulfillment of the requirements for Master of Arts Wilfrid Laurier University 2018 © Jessica Kathryn Needham 2018 1 Abstract Queerbaiting refers to the way that consumers are lured in with a queer storyline only to have it taken away, collapse into tragic cliché, or fail to offer affirmative representation. Recent queerbaiting research has focused almost exclusively on television, leaving gaps in the ways queer representation is negotiated in other media forms. -
Beyond the Author: Collaborative Authorship in Video Games
Beyond the Author: Collaborative Authorship in Video Games Research Thesis Presented in partial fulfillment of the requirements for graduation with research distinction in English Studies in the undergraduate colleges of The Ohio State University by Kim Lemon The Ohio State University April 2018 Project Advisor: Professor Robert Hughes, Department of English Lemon 1 Introduction: In recent years, video games have become part of mainstream American society – references to games appear in conversation almost as frequently (and in some cases more frequently) as references to movies, the rise of smartphones and mobile gaming allows many to game on the go, and the stigma around playing video games has largely disappeared. However, despite such developments, video games are rarely taken as objects of critical and academic analysis. Though a critical theory and study of the video game medium has slowly begun to make its way into some academic and analytical circles under the name of ‘Game Studies,’ and though researchers and critical thinkers in this field apply the same analytical theories used for literature and film to video games (Cășvean 51), the majority of academics have continued to ignore the medium as a subject for critical analysis in favor of more established media. There are several reasons why this may be the case: a lack of time or interest on the part of critics to devote to the study of a new medium, a (misguided) notion that new methods of analysis must be formed to examine these new objects, or simply the outdated prejudices held by many critics and embodied by film critic Roger Ebert's remark that "video games can never be art.” Whatever the reason, the lack of critical analysis being done on video games is a missed opportunity for critical and academic fields to engage in a new medium demonstrating new and alternative modes of expression. -
Modelagem De Jogos De Adventure Através De Machinations
Laiza Costa Camurugy Modelagem de jogos de adventure através de Machinations Salvador 2017 Laiza Costa Camurugy Modelagem de jogos de adventure através de Machinations Monografia apresentada ao Curso de gradu- ação em Ciência da Computação, Departa- mento de Ciência da Computação, Instituto de Matemática e Estatística, Universidade Federal da Bahia, como requisito parcial para obtenção do grau de Bacharel em Ciência da Computação. Universidade Federal da Bahia – UFBA Instituto de Matemática e Estatística Departamento de Ciência da Computação Orientador: Rodrigo Rocha Gomes e Souza Salvador 2017 Laiza Costa Camurugy Modelagem de jogos de adventure através de Machinations/ Laiza Costa Camurugy. – Salvador, 2017- 67 p. : il. (algumas color.) ; 30 cm. Orientador: Rodrigo Rocha Gomes e Souza Monografia – Universidade Federal da Bahia – UFBA Instituto de Matemática e Estatística Departamento de Ciência da Computação, 2017. 1. design de jogos. 2. diagramas. 3. desenvolvimento de jogos. 4. ferramenta. 5. jogos de adventure. I. Rodrigo Rocha Gomes e Souza. II. Universidade Federal da Bahia. III. Instituto de Matemática e Estatística. IV. Departamento de Ciência da Computação V. Modelagem de jogos de adventure através de Machinations Laiza Costa Camurugy Modelagem de jogos de adventure através de Machinations Monografia apresentada ao Curso de gradu- ação em Ciência da Computação, Departa- mento de Ciência da Computação, Instituto de Matemática e Estatística, Universidade Federal da Bahia, como requisito parcial para obtenção do grau de Bacharel em Ciência da Computação. Trabalho aprovado. Salvador, 7 de abril de 2017: Rodrigo Rocha Gomes e Souza Supervisor Professor Christina Von Flach Garcia Chavez Professor Filipe Tiago Lima Pereira Salvador 2017 Agradecimentos Ao meu orientador Rodrigo Rocha Gomes e Souza por ter sido sempre presente em sua orientação me dando forças para que enfim pudesse concluir esta etapa, minha família, meus amigos e meu namorado que sempre me apoiaram e ofereceram suporte das diversas maneiras possíveis. -
Vgarchive : My Video Game Collection 2021
VGArchive : My Video Game Collection 2021 Nintendo Entertainment System 8 Eyes USA | L Thinking Rabbit 1988 Adventures in the Magic Kingdom SCN | L Capcom 1990 Astérix FRA | L New Frontier / Bit Managers 1993 Astyanax USA | L Jaleco 1989 Batman – The Video Game EEC | L Sunsoft 1989 The Battle of Olympus NOE | CiB Infinity 1988 Bionic Commando EEC | L Capcom 1988 Blades of Steel SCN | L Konami 1988 Blue Shadow UKV | L Natsume 1990 Bubble Bobble UKV | CiB Taito 1987 Castlevania USA | L Konami 1986 Castlevania II: Simon's Quest EEC | L Konami 1987 Castlevania III: Dracula's Curse FRA | L Konami 1989 Chip 'n Dale – Rescue Rangers NOE | L Capcom 1990 Darkwing Duck NOE | L Capcom 1992 Donkey Kong Classics FRA | L Nintendo 1988 • Donkey Kong (1981) • Donkey Kong Jr. (1982) Double Dragon USA | L Technōs Japan 1988 Double Dragon II: The Revenge USA | L Technōs Japan 1989 Double Dribble EEC | L Konami 1987 Dragon Warrior USA | L Chunsoft 1986 Faxanadu FRA | L Nihon Falcom / Hudson Soft 1987 Final Fantasy III (UNLICENSED REPRODUCTION) USA | CiB Square 1990 The Flintstones: The Rescue of Dino & Hoppy SCN | B Taito 1991 Ghost'n Goblins EEC | L Capcom / Micronics 1986 The Goonies II NOE | L Konami 1987 Gremlins 2: The New Batch – The Video Game ITA | L Sunsoft 1990 High Speed ESP | L Rare 1991 IronSword – Wizards & Warriors II USA | L Zippo Games 1989 Ivan ”Ironman” Stewart's Super Off Road EEC | L Leland / Rare 1990 Journey to Silius EEC | L Sunsoft / Tokai Engineering 1990 Kings of the Beach USA | L EA / Konami 1990 Kirby's Adventure USA | L HAL Laboratory 1993 The Legend of Zelda FRA | L Nintendo 1986 Little Nemo – The Dream Master SCN | L Capcom 1990 Mike Tyson's Punch-Out!! EEC | L Nintendo 1987 Mission: Impossible USA | L Konami 1990 Monster in My Pocket NOE | L Team Murata Keikaku 1992 Ninja Gaiden II: The Dark Sword of Chaos USA | L Tecmo 1990 Rescue: The Embassy Mission EEC | L Infogrames Europe / Kemco 1989 Rygar EEC | L Tecmo 1987 Shadow Warriors FRA | L Tecmo 1988 The Simpsons: Bart vs. -
01 2014 FIFA World Cup Brazil 02 50 Cent : Blood on the Sand 03 AC/DC
01 2014 FIFA World Cup Brazil 02 50 Cent : Blood on the Sand 03 AC/DC Live : Rock Band Track Pack 04 Ace Combat : Assault Horizon 05 Ace Combat 6: Fires of Liberation 06 Adventure Time : Explore the Dungeon Because I DON'T KNOW! 07 Adventure Time : The Secret of the Nameless Kingdom 08 AFL Live 2 09 Afro Samurai 10 Air Conflicts : Vietnam 11 Air Conflicts Pacific Carriers 12 Akai Katana 13 Alan Wake 14 Alan Wake - Bonus Disk 15 Alan Wake's American Nightmare 16 Alice: Madness Returns 17 Alien : Isolation 18 Alien Breed Trilogy 19 Aliens : Colonial Marines 20 Alone In The Dark 21 Alpha Protocol 22 Amped 3 23 Anarchy Reigns 24 Angry Bird Star Wars 25 Angry Bird Trilogy 26 Arcania : The Complete Tale 27 Armored Core Verdict Day 28 Army Of Two - The 40th Day 29 Army of Two - The Devils Cartel 30 Assassin’s Creed 2 31 Assassin's Creed 32 Assassin's Creed - Rogue 33 Assassin's Creed Brotherhood 34 Assassin's Creed III 35 Assassin's Creed IV Black Flag 36 Assassin's Creed La Hermandad 37 Asterix at the Olympic Games 38 Asuras Wrath 39 Autobahn Polizei 40 Backbreaker 41 Backyard Sports Rookie Rush 42 Baja – Edge of Control 43 Bakugan Battle Brawlers 44 Band Hero 45 BandFuse: Rock Legends 46 Banjo Kazooie Nuts and Bolts 47 Bass Pro Shop The Strike 48 Batman Arkham Asylum Goty Edition 49 Batman Arkham City Game Of The Year Edition 50 Batman Arkham Origins Blackgate Deluxe Edition 51 Battle Academy 52 Battle Fantasía 53 Battle vs Cheese 54 Battlefield 2 - Modern Combat 55 Battlefield 3 56 Battlefield 4 57 Battlefield Bad Company 58 Battlefield Bad