St. Judes Cemetery Original & 1St Addition

Total Page:16

File Type:pdf, Size:1020Kb

St. Judes Cemetery Original & 1St Addition CemeteryWkstMemoDay2015ALPH Listing -- 6/23/2015 10:52 AM J. Pangborn - 1 ST. JUDES CEMETERY ORIGINAL & 1ST ADDITION ALPHABETICAL ORDER Revised September 2001/May 2004 & May 2005 thru 2015 Name Birth Death Add. Sec. Row Grave Abbott ch/o Francis Abbott Abbott Elvin 1853 1918 Abbott Evan 1885 1886 Orig H 22 22 of 48 Abbott Francis M. 1853 1918 Orig H 22 20 of 48 Abbott Jane 1858 1936 Orig H 22 21 of 48 Abbott Marion 1886 1919 Orig H 22 25 of 48 Abbott Mary J. 1895 1896 Orig H 22 23 of 48 Abby ch/o Georgie Abby Abell Candice Ann 1968 1984 1st 5 3 of 60 Abell Dorothy Jean Bohrer 1945 1st 5 1 of 60 Abell Hilda Mae Renner 1922 2008 1st 5 16 of 60 Abell James Donald 1921 1989 1st 5 17 of 60 Abell Larry Wayne 1944 1st 5 2 of 60 Adamec Eddie 1959 Orig J 14 21 of 23 Adams Fountie M. 1897 1962 Orig C 1 31 of 39 Adams Ralph W. 1926 1999 Orig F 6 28 of 28 Adams Sam E. 1900 1966 Orig C 1 30 of 39 Adams Wilma D. 1930 1991 Orig F 6 27 of 28 Aguon Jesus G. "Jess" 1944 2013 2ND B-1 2 9 of 29 Alexander Emmett J. 1876 1931 Orig G 14 8 of 32 Alexander Juliet J. 1878 1959 Orig G 14 7 of 32 Alioto Doris Swearingen 1922 1996 Orig D 23 4 of 6 Allen Berta Mae 1907 1994 Orig A 8 7 of 7 Allen John F. 1872 1938 Alvin Harry Anderson Anna Belle Sharp 1892 1968 Orig I 4 2 of 23 Anderson Anna L. 1862 1938 Orig H 12 16 of 21 Anderson Annie C. 1858 1921 Orig G 7 5 of 16 Anderson Catharine 1825 1918 Orig D 14 13 of 35 Anderson Charles B. 1861 1928 Orig G 5 13 of 18 Anderson Charles Raymond 1895 1986 1st 7 54 of 60 Anderson Charles S. 1928 2013 1st 7 33 of 60 Anderson Emily Adeline Lindenton 1862 1948 Orig G 5 12 of 18 Anderson Eugene H. 1889 1943 Orig I 4 1 of 23 Anderson Eugene L. 1855 1946 Orig E 6 63 of 85 Anderson George B. 1856 1917 Orig H 12 17 of 21 Anderson H.K. 1822 1895 Orig D 14 12 of 35 Anderson Harriet ? 1871 Orig D 14 15 of 35 Anderson Herbert Monroe 1884 1951 Orig E 5 64 of 88 Anderson James 1815 1882 Orig D 14 14 of 35 Anderson Jerome B. 1851 1927 Anderson John B. Orig G 7 6 of 16 Anderson John W. 1878 1897 Orig G 7 4 of 16 Page 1 CemeteryWkstMemoDay2015ALPH Listing -- 6/23/2015 10:52 AM J. Pangborn - 2 Name Birth Death Add. Sec. Row Grave Anderson Joyce (Harris) 1942 1st 7 34 of 60 Anderson Katherine 1825 1918 Anderson Lillie May 1888 1888 Orig H 6 35 of 37 Anderson Louise E. 1922 1998 1st 7 56 of 60 Anderson Lutie Mae 1882 1941 Orig J 1 13 of 28 Anderson Marvin Edwin 1883 1952 Orig C 5 13 of 40 Anderson Nellie P. 1865 1946 Orig E 6 62 of 85 Anderson Ruth Elizabeth 1893 1979 1st 7 55 of 60 Andrews ch/o Alfred Andrews 1889 1889 Apel G.W. (Bill) 1911 1977 1st 3 55 of 60 Apel Ruby V. 1922 2011 1st 3 56 of 60 Armstrong Bertie "Bulah" 1877 1962 Orig F 16 3 of 11 Armstrong Flossie Marie 1916 1984 Orig C 7 21 of 37 Armstrong Harry Clifton 1813 1954 Orig F 16 4 of 11 Armstrong Herman Jennings 1899 1943 Orig F 16 1 of 11 Armstrong Murry Bartlette 1905 1959 Orig C 7 20 of 37 Page 2 CemeteryWkstMemoDay2015ALPH Listing -- 6/23/2015 10:52 AM J. Pangborn - 3 Name Birth Death Add. Sec. Row Grave Armstrong Rollie Leon 1871 1949 Orig F 16 2 of 11 Armstrong, W.P. (Bill) (no stone) 1953 1996 Orig C 13 16 of 33 Arnold Margaret W. 1853 1880 Orig D 11 20 of 30 Arnold William B. 1850 1912 Orig D 11 19 of 30 Asbury Carrie E. Jones 1844 1892 Orig D 21 5 of 35 Asbury Lilly C. 1873 1875 Orig D 22 6 of 13 Asbury Martha E. 1842 1883 Orig D 22 5 of 13 Asbury Massanello P. 1868 1939 Orig D 22 8 of 13 Asbury Moses McClintic 1885 1929 Asbury Olive Bright 1871 1941 Orig D 22 9 of 13 Asbury Richard V. 1871 1872 Orig D 22 7 of 13 Ashbrook Jean Wade 1911 1975 Orig I 9 19 of 31 Ashbrook John F. 1910 1975 Orig I 9 20 of 31 Aylor Buena Vista Turnbaugh 1844 1917 Aylor John Louis 1884 1913 Orig G 16 25 of 36 Aylor Marian C. ? 1930 Orig G 14 25 of 32 Aylor Mrs. Baidy Eliza 1827 1901 Bailey Charles Edward 1881 1952 Orig J 14 12 of 23 Bailey Claud 1893 1952 Orig C 9 7 of 37 Bailey Dr. Elijah 1817 1890 Orig H 11 7 of 25 Bailey Elizabeth A. 1795 1880 Orig H 11 6 of 25 Bailey Mishey Emily 1886 1957 Orig C 9 8 of 37 Bailey Tiney Anna 1892 1967 Orig J 14 13 of 23 Baker A. Tucker 1861 1925 Orig J 10 14 of 24 Baker Anna P. 1867 1924 Orig J 10 15 of 24 Baker Barney Otis 1900 1975 Orig C 12 31 of 34 Baker Benjamin F. 1833 1911 Orig A 6 2 of 15 Baker Betty 1903 1938 Baker Bru 1838 1911 Baker ch/o Joseph Baker 1962 1962 Baker Edgar x Orig J 10 17 of 24 Baker Elizabeth 1880 1960 Baker Eric "Rick" 2ND B-1 4 24 of 29 Baker Frances 1871 1900 Orig D 4 6 of 24 Baker Gary Paul 1949 1970 Orig C 11 32 of 38 Baker Genesis David 1890 1946 Orig B 13 12 of 24 Baker Georgia Ann Grass 1843 1922 Baker John Samuel 1877 1952 Baker John Steven 1856 1937 Baker Kathleen Weller 1901 1987 Orig C 12 32 of 34 Baker Lou Ella 1883 1975 Orig H 14 2 of 39 Baker Louise 1832 1892 Orig J 10 16 of 24 Baker Mrs. Paul 1877 1902 Baker Noble Desmond 1878 1960 Orig H 14 1 of 39 Baker O.T. 1892 1892 Baker Owen Otis 1904 1961 Orig C 9 21 of 37 Baker Stephanie 2ND B-1 4 23 of 29 Baker Tim Lester 1958 1960 Baker Walter Lewis 1934 1937 Baker William H. 1870 1903 Orig D 4 5 of 24 Baker, Jean A. 1924 2003 Orig C 11 34 of 38 Baker, Robert K. 1925 2012 Orig C 11 33 of 38 Baldwin Elry Earl 1885 1966 Orig E 1 58 of 94 Baldwin Joe Isaac 1900 1968 Orig D 17 5 of 41 Baldwin Mary Louise 1855 1921 Page 3 CemeteryWkstMemoDay2015ALPH Listing -- 6/23/2015 10:52 AM J. Pangborn - 4 Name Birth Death Add. Sec. Row Grave Baldwin Mollie Green 1889 1978 Orig E 1 57 of 94 Baldwin Zona M. 1905 1992 Orig D 17 6 of 41 Balko Francis Genevieve 1908 1978 Orig F 11 24 of 24 Ball Cora Louise 1904 1904 Orig H 26 34 of 34 Ballard Anna Pauline 1875 1970 Orig G 12 15 of 23 Ballard ch/o RO Ballard 1906 1906 Ballard ch/o RO Ballard 1902 1910 Ballard Harold Edwin 1898 1967 Orig G 11 12 of 22 Ballard Missouri J. "Cary" 1843 1938 Orig H 21 29 of 49 Ballard Richard Oliver 1874 1935 Orig G 12 14 of 23 Balliet Herbert x Orig H 17 27 of 40 Balliet Minnie A. 1854 1919 Orig H 17 25 of 40 Balliet William H. 1844 1927 Orig H 17 24 of 40 Balliet Willie x Orig H 17 26 of 40 Balzer George 1845 1914 Orig G 11 15 of 22 Balzer Orintha 1845 1922 Orig G 11 16 of 22 Bannister Laura Belle 1895 1988 Orig H 25 32 of 41 Bannister T. Leslie 1893 1969 Orig H 25 33 of 41 Barger Jennie 1830 1915 Barger W.G. 1847 1913 Barlow Leah Garnet 1893 1975 Orig D 12 17 of 40 Barnes Frank H. 1914 2009 Orig E 8 47 of 64 Barnes Judy 2ND B-1 7 28 of 29 Barnes Ken 2015 2ND B-1 7 29 of 29 Barnes Naomi Ruth 1921 1979 Orig E 8 46 of 64 Barnes, Betty L. 1929 2012 1st 7 21 of 60 Barnes, Robert E. 1928 1998 1st 7 22 of 60 Barnett Sarah 1896 1896 Barr Alexander Forrester 1818 1892 Orig I 13 17 of 27 Barr Alexander Foster 1860 1922 Orig I 14 16 of 27 Barr Fay Marie 1927 1930 Orig H 18 23 of 43 Barr Irene Balliet 1889 1967 Orig H 18 25 of 43 Barr Jewel Arlene 1932 Orig J 4 30 of 31 Barr Lawrence Elmo 1931 2008 Orig J 4 29 of 31 Barr Ralph ? 1938 Orig H 18 24 of 43 Barr Ralph Jr. (PFC)-not buried here 1919 1944 Orig H 18 26 of 43 Barr Ray Bradford 1893 1972 Orig I 13 19 of 27 Barr Retta G. 1869 1910 Orig I 14 15 of 27 Barr Sarah J. 1827 1904 Orig I 13 18 of 27 Bassett Bill (ashes) 2003 1st 2 31a of 60 Bassett Marilyn ( No deed) 1948 2003 1st 2 31 of 60 Bastian Cecil Vernon Jr.
Recommended publications
  • WITH OUR DEMONS a Thesis Submitted By
    1 MONSTROSITIES MADE IN THE INTERFACE: THE IDEOLOGICAL RAMIFICATIONS OF ‘PLAYING’ WITH OUR DEMONS A Thesis submitted by Jesse J Warren, BLM Student ID: u1060927 For the award of Master of Arts (Humanities and Communication) 2020 Thesis Certification Page This thesis is entirely the work of Jesse Warren except where otherwise acknowledged. This work is original and has not previously been submitted for any other award, except where acknowledged. Signed by the candidate: __________________________________________________________________ Principal Supervisor: _________________________________________________________________ Abstract Using procedural rhetoric to critique the role of the monster in survival horror video games, this dissertation will discuss the potential for such monsters to embody ideological antagonism in the ‘game’ world which is symptomatic of the desire to simulate the ideological antagonism existing in the ‘real’ world. Survival video games explore ideology by offering a space in which to fantasise about society's fears and desires in which the sum of all fears and object of greatest desire (the monster) is so terrifying as it embodies everything 'other' than acceptable, enculturated social and political behaviour. Video games rely on ideology to create believable game worlds as well as simulate believable behaviours, and in the case of survival horror video games, to simulate fear. This dissertation will critique how the games Alien:Isolation, Until Dawn, and The Walking Dead Season 1 construct and themselves critique representations of the ‘real’ world, specifically the way these games position the player to see the monster as an embodiment of everything wrong and evil in life - everything 'other' than an ideal, peaceful existence, and challenge the player to recognise that the very actions required to combat or survive this force potentially serve as both extensions of existing cultural ideology and harbingers of ideological resistance across two worlds – the ‘real’ and the ‘game’.
    [Show full text]
  • “A Jill Sandwich”. Gender Representation in Zombie Videogames
    “A Jill Sandwich”. Gender Representation in Zombie Videogames. Esther MacCallum-Stewart From Resident​ Evil (Capcom 1996 - present) to The​ Walking Dead (Telltale Games 2012-4), ​ women are represented in zombie games in ways that appear to refigure them as heroines in their own right, a role that has traditionally been represented as atypical in gaming genres. These women are seen as pioneering – Jill Valentine is often described as one of the first playable female protagonists in videogaming, whilst Clementine and Ellie from The​ Walking Dead and The​ Last of Us (Naughty Dog 2013) are respectively, a young child and a teenager ​ ​ undergoing coming of age rites of passage in the wake of a zombie apocalypse. Accompanying them are male protagonists who either compliment these roles, or alternatively provide useful explorations of masculinity in games that move beyond gender stereotyping. At first, these characters appear to disrupt traditional readings of gender in the zombie genre, avoiding the stereotypical roles of final girl, macho hero or princess in need of rescuing. Jill Valentine, Claire Redfield and Ada Wong of the Resident​ Evil series are resilient characters who often have independent storyarcs within the series, and possess unique ludic attributes that make them viable choices for the player (for example, a greater amount of inventory). Their physical appearance - most usually dressed in combat attire - additionally means that they partially avoid critiques of pandering to the male gaze, a visual trope which dominates female representation in gaming. Ellie and Clementine introduce the player to non-sexualised portrayals of women who ultimately emerge as survivors and protagonists, and further episodes of each game jettison their male counterparts to focus on each of these young adult’s development.
    [Show full text]
  • On Videogames: Representing Narrative in an Interactive Medium
    September, 2015 On Videogames: Representing Narrative in an Interactive Medium. 'This thesis is submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy' Dawn Catherine Hazel Stobbart, Ba (Hons) MA Dawn Stobbart 1 Plagiarism Statement This project was written by me and in my own words, except for quotations from published and unpublished sources which are clearly indicated and acknowledged as such. I am conscious that the incorporation of material from other works or a paraphrase of such material without acknowledgement will be treated as plagiarism, subject to the custom and usage of the subject, according to the University Regulations on Conduct of Examinations. (Name) Dawn Catherine Stobbart (Signature) Dawn Stobbart 2 This thesis is formatted using the Chicago referencing system. Where possible I have collected screenshots from videogames as part of my primary playing experience, and all images should be attributed to the game designers and publishers. Dawn Stobbart 3 Acknowledgements There are a number of people who have been instrumental in the production of this thesis, and without whom I would not have made it to the end. Firstly, I would like to thank my supervisor, Professor Kamilla Elliott, for her continuous and unwavering support of my Ph.D study and related research, for her patience, motivation, and commitment. Her guidance helped me throughout all the time I have been researching and writing of this thesis. When I have faltered, she has been steadfast in my ability. I could not have imagined a better advisor and mentor. I would not be working in English if it were not for the support of my Secondary school teacher Mrs Lishman, who gave me a love of the written word.
    [Show full text]
  • Histórias De Aprendizagem Da Língua Inglesa Através De Videogames
    UNIVERSIDADE FEDERAL DE ALAGOAS PROGRAMA DE PÓS-GRADUAÇÃO EM LETRAS E LINGUÍSTICA RITACIRO CAVALCANTE DA SILVA Histórias de Aprendizagem da Língua Inglesa Através de Videogames: Uma Experiência em Pesquisa Narrativa Maceió 2015 RITACIRO CAVALCANTE DA SILVA Histórias de Aprendizagem da Língua Inglesa Através de Videogames: Uma Experiência em Pesquisa Narrativa Dissertação de Mestrado apresentada ao Programa de Pós-graduação em Letras e Linguística da Universidade Federal de Alagoas para obtenção do título de Mestre em Letras e Linguística. Área de Concentração: Linguística Aplicada Orientador: Prof. Dr. Sérgio Ifa Maceió 2015 Catalogação na fonte Universidade Federal de Alagoas Biblioteca Central Divisão de Tratamento Técnico Bibliotecário Responsável: Valter dos Santos Andrade S586h Silva, Ritaciro Cavalcante da. Histórias de aprendizagem da língua inglesa através de videogames : Uma experiência em pesquisa narrativa / Ritaciro Cavalcante da Silva. – Maceió, 2015. 238 f.: il. Orientador: Sérgio Ifa. Dissertação (Mestrado em Linguística) – Universidade Federal de Alagoas. Faculdade de Letras. Programa de Pós-Graduação em Letras e Linguística. Maceió, 2015. Bibliografia: f. 138-150. 1. Língua inglesa – Estudo e ensino. 2. Ensino de língua – Meio auxiliares. 3. Vídeo game - Utilização. 4. Pesquisa narrativa. I. Título. CDU: 811.111 AGRADECIMENTOS A Deus, se ele estiver mesmo por aí. A meu orientador, o Prof. Dr. Sérgio Ifa, por me apoiar desde a graduação, e por toda a confiança depositada no mestrado, desde o acolhimento de um projeto com tema incomum na academia, até os últimos instantes. Aos professores e técnicos-administrativos do Programa de Pós-Graduação em Letras e Linguística (PPGLL) da UFAL, por todos os conselhos, ensinamentos e discussões. À Fundação de Amparo de Pesquisa do Estado de Alagoas, não apenas pelo financiamento concedido através de bolsa de mestrado (Processo 60030 271/2013), mas por todo o apoio, paciência, e companheirismo que tive durante meu tempo como técnico em informática naquela instituição.
    [Show full text]
  • The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism
    The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism by Sarah E. Thorne A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Cultural Mediations Carleton University Ottawa, Ontario © 2018, Sarah E. Thorne Abstract The past decade has seen an increase in the availability of user-friendly game development software, the result of which has been the emergence of a genre of reflexive and experimental games. Pippin Barr, La Molleindustria’s Paolo Pedercini, and Davey Wreden are exemplary in their thoughtful engagement with an ever-expanding list of subjects, including analyses and critiques of game development, popular culture, and capitalism. These works demonstrate the power of games as a site for critical media theory. This potential, however, is hindered by the player-centric trends in the game industry that limit the creative freedom of developers whose work is their livelihood. In the era of communicative capitalism, Jodi Dean argues that the commodification of communication has suspended narrative in favour of the circulation of fragmented and digestible opinions, which not only facilitates the distribution and consumption of communication, but also safeguards communicative capitalism against critique. Ultimately, the very same impulse that drives communicative capitalism is responsible for the player-centric trends that some developers view as an obstacle to their art. Critical game studies has traditionally fallen into two categories: those that emphasize the player as the locus of critique, such as McKenzie Wark’s trifler or Mary Flanagan’s critical play, and those that emphasize design, as in Alexander Galloway’s countergaming, Ian Bogost’s procedural rhetoric, and Gonzalo Frasca’s theory of simulation.
    [Show full text]
  • ED BANK REGISTER Cuit, Box 511, Bed Bank, '- » * RED BANK.'N
    REAL ESTATE FC UINT OB BILL under to- old whit* cottage, *va? eely repainted and d t, modern bath and kit Picket tenet i near Locust, ED BANK REGISTER cuit, box 511, Bed Bank, '- » * RED BANK.'N. J., THURSDAY, JULY 31,1947 SECTION ONE—PAGES 1 TO WIMB BOARD tlderly) country iomt. «•..< B. D.I, Farmlngdi Army To Exhibit The Jane Elkus Red Cross Rooms 1» TONS SYS STr Rumson Council Iwt year's. pyteaux Farms New Thunderjet ' To Be Reopened Firm Buys Ninety Lots} 0114l-M-8 tvenln; Discusses Vets' • Children's Home OAR—Price bet An Army P-Si Thunderjet, the Mrs. Hazel N. Ford, chairman ol ' Bed Bank (-2 newest and fastest Jet fighter, will the Red Bank branch of the county 3 ^4f Auction highlight th* air show to be given Housing Problem Sold Recently Red Cross chapter, announced to- In Knollwood Area PRIVATE PARTY v at the Monmouth county airport, day that the branch workrooms at able, reasonably Ofcevrplit, Plymouth» Route 34, Wall township, on Air John Grogan Says Four-Acre OakKurst i Broad street will reopen Tuesday from another1 prlv* Evans Pays $54,162 Force Day totnprrdw. The show morning. The rooms have been Eatontown 8-Q028-W will feature flights of. all types of Men Want Permanent ' Property Bought By closed the last fix weeks-to give Philip J. Bowers & Co. army planes and ground exhibits of volunteers a vacation. v , $3,000 Foi* Prize Bull radar, radio and electronic equip- Type Dwellings Morris J. Simon ' Mrs, Ford also reports that the To Direct Development cr.
    [Show full text]
  • Video Game Review: the Walking Dead
    Video Game Review: The Walking Dead By Adam Shaw Catholic News Service NEW YORK – Robert Kirkman’s graphic novel series “The Walking Dead” has caused quite a stir in the decade since its debut. Widely successful in print, his zombie apocalypse saga has been turned into a highly rated AMC-TV show – currently in its third season – and, more recently, into a video game. “The Walking Dead” (Telltale Games) was initially released in downloadable episodic form in 2012; now it’s being marketed as a single title available for purchase in stores. Like the books, the game is marked by considerable violence. But this is offset, at least somewhat, by a focus on the personal relationships linking the key characters – a humanizing element not often found in the zombie genre. The player takes on the persona of Lee Everett. A convicted, but repentant murderer, Lee is being escorted to a Georgia prison when the advent of the flesh- eating undead suddenly releases him from his shackles. While trying to figure out exactly what’s transpiring, Lee comes across a young girl named Clementine who has become separated from her parents. The two buddy-up and hit the road – joined, eventually, by other refugees. The gamer’s goal is to protect Clementine and guide her to safety. To accomplish that, however, the player must tackle a succession of complex moral choices. For instance, should a bitten and infected companion be banished and left to his fate? Or should he be allowed to remain with the group – even though that will mean putting others at risk? Such decisions fundamentally affect the direction of the story.
    [Show full text]
  • Universidade Federal Do Rio De Janeiro Centro De Filosofia E Ciências Humanas Escola De Comunicação
    UNIVERSIDADE FEDERAL DO RIO DE JANEIRO CENTRO DE FILOSOFIA E CIÊNCIAS HUMANAS ESCOLA DE COMUNICAÇÃO AS FACES DA INTERATIVIDADE: UM ESTUDO DE CASO COMPARATIVO ENTRE O GAME THE WALKING DEAD E O PRODUTO EDITORIAL DIGITAL BOTTOM OF THE NINTH Vanessa Silva Raposo Rio de Janeiro/ RJ 2013 UNIVERSIDADE FEDERAL DO RIO DE JANEIRO CENTRO DE FILOSOFIA E CIÊNCIAS HUMANAS ESCOLA DE COMUNICAÇÃO AS FACES DA INTERATIVIDADE: UM ESTUDO DE CASO COMPARATIVO ENTRE O GAME THE WALKING DEAD E O PRODUTO EDITORIAL DIGITAL BOTTOM OF THE NINTH Vanessa Silva Raposo Monografia de graduação apresentada à Escola de Comunicação da Universidade Federal do Rio de Janeiro, como requisito parcial para a obtenção do título de Bacharel em Comunicação Social, Habilitação em Produção Editorial. Orientador: Prof. Ms. Paulo Roberto Pires de Oliveira Jr. Rio de Janeiro/ RJ 2013 R216 Raposo, Vanessa Silva As faces da interatividade: um estudo de caso comparativo entre o game The Walking Dead e o produto editorial digital Bottom of the Ninth / Vanessa Silva Raposo. 2013. 152 f.: il. Orientador: Profº Ms. Paulo Roberto Pires de Oliveira Júnior. Monografia (graduação) – Universidade Federal do Rio de Janeiro, Escola de Comunicação, Habilitação Produção Editorial, 2013. 1. Mídia digital. 2. Livro digital. 3. Jogos eletrônicos. I. Oliveira, Júnior, Paulo Roberto Pires de. II. Universidade Federal do Rio de Janeiro. Escola de Comunicação. IV. Título. CDD: 302.231 Aos meus pais, Roberto e Kátia, por serem os primeiros a me contarem histórias e assim me fazerem amar toda forma de ficção. Aos meus irmãos, Débora e Gabriel, por serem pioneiros em viverem-nas comigo.
    [Show full text]
  • Download a PDF Version of the Official Conference Proceedings
    “To Open Minds, To Educate Intelligence, To Inform Decisions” The International Academic Forum provides new perspectives to the thought-leaders and decision-makers of today and tomorrow by offering constructive environments for dialogue and interchange at the intersections of nation, culture, and discipline. Headquartered in Nagoya, Japan, and registered as a Non-Profit Organization 一般社( 団法人) , IAFOR is an independent think tank committed to the deeper understanding of contemporary geo-political transformation, particularly in the Asia Pacific Region. INTERNATIONAL INTERCULTURAL INTERDISCIPLINARY iafor The Executive Council of the International Advisory Board Mr Mitsumasa Aoyama Professor June Henton Professor Baden Offord Director, The Yufuku Gallery, Tokyo, Japan Dean, College of Human Sciences, Auburn University, Professor of Cultural Studies and Human Rights & Co- USA Director of the Centre for Peace and Social Justice Southern Cross University, Australia Lord Charles Bruce Professor Michael Hudson Lord Lieutenant of Fife President of The Institute for the Study of Long-Term Professor Frank S. Ravitch Chairman of the Patrons of the National Galleries of Economic Trends (ISLET) Professor of Law & Walter H. Stowers Chair in Law Scotland Distinguished Research Professor of Economics, The and Religion, Michigan State University College of Law Trustee of the Historic Scotland Foundation, UK University of Missouri, Kansas City Professor Richard Roth Professor Donald E. Hall Professor Koichi Iwabuchi Senior Associate Dean, Medill School of Journalism, Herbert J. and Ann L. Siegel Dean Professor of Media and Cultural Studies & Director of Northwestern University, Qatar Lehigh University, USA the Monash Asia Institute, Monash University, Australia Former Jackson Distinguished Professor of English Professor Monty P.
    [Show full text]
  • THE WALKING DEAD: PARENT IMPACT GUIDE Ages 14+| 1+ Hours
    Engaged Citizenship| EMPATHY THE WALKING DEAD: PARENT IMPACT GUIDE Ages 14+| 1+ Hours “All we do is think about how a person is going to experience a moment any second of a game, but I don’t actually think about people playing it.” -- Sean Vanaman, Walking Dead episode writer, The Walking Dead ABOUT THE WALKING DEAD The Walking Dead puts the player in the shoes of Lee Everett, a man recently arrested for murder. Lee's life is turned upside down when he gets in a car crash and discovers that dead people have started to come alive. With the world entering a zombie apocalypse, Lee must do what he can to survive. For more information, visit: http://bit.ly/LHH6v9 THEME FOR THIS GUIDE: Empathy In The Walking Dead, the player is thrust into the world of Lee Everett, a man accused of murdering his wife's lover. On the way to the station, the police car Lee is in is forced off the side of the road only to crash into a ditch. Lee wakes up to find the officer dead and now he must find help. Though the game's story takes place in a zombie apocalypse, the game's main focus is empathy, which is the ability to not only understand the feelings of another but to also feel with them on a deeper level. With this game's character development, the player can immerse themselves in the emotions and hard decisions that Lee Everett must make in order to survive. Who you empathize with is up to you, and the characters will remember it forever.
    [Show full text]
  • Agency and Personal Responsibility in the Walking Dead
    Forschung Making Games Magazin 01/2014 AGENCY AND PERSONAL RESPONSIBILITY IN THE WALKING DEAD In an attempt to evolve the video game medium on an aesthetic level, Telltale’s post-apocalyptic vision in The Walking Dead steps away from competitive combat and lays strong emphasis on meaningful narrative choices. Gerald Farca explains how such choices can make the player feel, think and reflect on his actions. Gerald Farca he sky above Savannah has In video games, players experience the pleasure is a Ph.D. student of darkened, reflecting not only the of agency, as Janet Murray puts it, »the satisfy- English Literature at the hordes of dead that roam the ing power to take meaningful action and to University of Augsburg. streets below, but also a world see the results of our decisions and choices« bereft of hope. Death has followed (Murray, page 126). Combined with subsequent Lee Everett to the final moments cognitive transformation into the player-char- of his journey. He was bitten and acter – we usually refer to our PC as I and not as Gerald’s field of research revolves around interactive storytelling is gathering his last ounces of strength to save Gordon Freeman, Booker DeWitt, or Lee Everett, in video games with a special focus on the narrative reception of T Clementine, the young girl he has been taking etc. – this leads to a kind of emotional response dystopian worlds, like Bioshock’s Rapture or Half-Life 2’s City 17. care of ever since the plague’s outbreak. The that differs from the one we enjoy in non- narrative culminates in the last playable scene participatory media like literature or film.
    [Show full text]
  • Cultural Literacy Acquisition Through Video Game Environments of a Digitally Born Generation
    Cultural literacy acquisition through video game environments of a digitally born generation A thesis submitted for the degree of Doctor in Communication and Cultural Industries at Universitat Politècnica de València (UPV) Autor: Olena Shliakhovchuk Supervisors: María Fernanda Peset Mancebo Adolfo Muñoz García July 2019 Acknowledgements This thesis would not be possible without the help, encouragement and support of my supervisors who challenged my arguments, fed my curiosity and offered me inspiring concepts and ideas. I need to express my thanks to the participants of the experiments of the research for trusting me and helping me to test my hypotheses. Special thanks need to be given to the respondents of the survey for providing such exciting and stimulating answers. My heartfelt gratitude to my friends for their sincere interest in the topic of this thesis and for encouraging me to bravely press on in my times of doubt. My deepest thanks to my family, without your encouragement, as well as emotional and financial support, I would not have completed this thesis. Sincere thanks go to my better half whose unconditional love and support kept me going through endless writing days. I have got this far because you were behind me all the time. ii Contents Part I: Cultural literacy as a twenty-first century skill in video games research ....................... 1 Chapter One: Introduction ...................................................................................................... 1 1.1. Digitally born generation .......................................................................................
    [Show full text]