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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 -
Considerations for a Study of a Musical Instrumentality in the Gameplay of Video Games
Playing in 7D: Considerations for a study of a musical instrumentality in the gameplay of video games Pedro Cardoso, Miguel Carvalhais ID+, Faculty of Fine Arts, University of Porto, Porto, Portugal [email protected] / [email protected] Abstract. The intersection between music and video games has been of increased interest in academic and in commercial grounds, with many video games classified as ‘musical’ having been released over the past years. The purpose of this paper is to explore some fundamental concerns regarding the instrumentality of video games, in the sense that the game player plays the game as a musical or sonic instrument, an act in which the game player becomes a musical performer. We define the relationship between the player and the game system (the musical instrument) to be action- based. We then propose that the seven discerned dimensions we found to govern that relationship to also be a source of instrumentality in video games. Something that not only will raise a deeper understanding of musical video games but also on how the actions of the player are actually embed in the generation and performance of music, which, in some cases, can be transposed to other interactive artefacts. In this paper we aim at setting up the grounds for discussing and further develop our studies of action in video games intersecting it with that of musical performance, an effort that asks for multidisciplinary research in musicology, sound studies and game design. Keywords: Action, Gameplay, Music, Sound, Video games. Introduction Music and games are no exception when it comes to the ubiquity of computational systems in contemporary society. -
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. -
An Archaeology of Music Video Games
Journal of Sound, Silence, Image and Technology 41 Issue 3 | December 2020 | 41-51 ISSN 2604-451X An Archaeology of Music Video Games Israel V. Márquez Universidad Complutense de Madrid [email protected] Date received: 1-10-2020 Date of acceptance: 30-10-2020 KEY WORDS: MEDIA ARCHAEOLOGY | NEW MEDIA | MUSIC VIDEO GAMES | SOUND | IMAGE | NOVELTY Journal of Sound, Silence, Image and Technology | Issue 3 | December 2020 42 An Archaeology of Music Video Games ABSTRACT This article is a contribution to the study of video games – and more specifically, of so-called “music video games” – from an archaeological perspective. In recent years, much academic attention has been paid to the archaeology of media as an area of knowledge thanks to its ability to construct alternative narratives for media that were previously rejected or forgotten, in addition to offering resistance to the rhetoric around digital and its emphasis on change and innovation. Studies on new media, including those dedicated to video games, often share a disregard for the past (Huhtamo and Parikka, 2011, p. 1), something that is also observed in specific genres such as music video games. Starting from these and other premises, the aim of this article is to understand music video games from an archaeological point of view that allows us to go beyond the rhetoric of change and novelty linked to modern digital and three-dimensional versions of this type of video game. Journal of Sound, Silence, Image and Technology | Issue 3 | December 2020 43 An Archaeology of Music Video Games Introduction The so-called archaeology of media, or “media archaeology”, has been of great interest to academics for several years, especially in the Anglo-Saxon and Central European sphere and increasingly in the Spanish-speaking academic community. -
The Best Schools for Aspiring Game Developers
THE BEST SCHOOLS FOR ASPIRING GAME DEVELOPERS THE BEST GAME Whether you’re taking your first steps or refining your skills, there’s DESIGN PROGRAMS, a game design program for anyone. Check out the 50 best RANKED BY THE undergraduate and 25 best PRINCETON REVIEW. graduate programs out there. Even in these ridiculous times, video games you want to use your artistic flourish to are there to comfort, challenge, and inspire design fascinating worlds and new us. It takes a lot of work to make your characters? Do you want to manage the favorite games, though, and a lot of business of running a studio? Or do you smarts. It’s dangerous to go alone, as one want to get your hands dirty in the coding famous adventure told us, and that’s where and programming that makes games run? awaiting new image these game design programs come in. Maybe you’re also looking to master your The Princeton Review has done all the skill set with a graduate degree. & cut out heavy lifting of researching the absolute Every adventurer knows that the first best game design programs across North steps can often be the most important. America and Europe. Whether it’s the best If you’re ready to take that leap, read teachers, the most prestigious graduates, on to find out where you should start the best facilities, or the highest average your journey. salary, you’ll find a great school for you. Want to know more? Check out The So take a moment to think about what Princeton Review’s website for further info: kind of game developer you’d like to be. -
The Last of Us Day Photo Mode Contest 2020 OFFICIAL US and CANADA RULES by Participating in the Last of Us
The Last of Us Day Photo Mode Contest 2020 OFFICIAL US AND CANADA RULES By participating in The Last of Us Day - Photo Mode Contest 2020 (the “Promotion”), each Entrant (or his or her parent or legal guardian if the Entrant is under the age of majority in his or her state of residence) unconditionally accepts and agrees to comply with and abide by these Official Rules and the decisions of Sony Interactive Entertainment LLC (“Sponsor”) which shall be final and binding in all respects. Sponsor is responsible for the collection and scoring of entries and the overall administration of the Promotion. Entrants should look solely to Sponsor with any questions, comments or problems related to the Promotion. 1. ELIGIBILITY: The Promotion is only open to legal residents of the 50 United States, the District of Columbia, excluding Arizona, and Canada, excluding Quebec, age 18 or older at time of entry (individually “Entrant”, collectively “Entrants”). Employees of Sponsor and its parent companies, affiliates, subsidiaries, and related companies, agencies, and the judging panel and immediate families (defined as parents, children, siblings and spouse and their respective spouses, regardless of where they reside) and those living in the same household, whether or not related, are not eligible to enter, win or vote. Void in Puerto Rico, all U.S. territories and possessions and overseas military installations and where prohibited or restricted by law. There is one (1) entry method: via Naughty Dog’s user-generated content submission page. Internet access is required to enter this Promotion. Entrants must have a copy of The Last of Us Part II with the Photo Mode tool. -
CPR for the Arcade Culture a Case History on the Development of the Dance Dance Revolution Community
CPR for the Arcade Culture A Case History on the Development of the Dance Dance Revolution Community Alexander Chan SUID 5075504 STS 145: History of Computer Game Design Stanford University March 16, 2004 Introduction Upon entering an arcade, you come across an unusual spectacle. Loud Japanese techno and a flashing neon glow pour out of the giant speakers and multicolored lights of an arcade console at the center of the room. Stranger than the flashy arcade cabinet is the sweaty teenager stomping on a metal platform in front of this machine, using his feet to vigorously press oversized arrows as the screen in front of him displays arrows scrolling upward. A growing group of people crowd around to watch this unusual game-play, cheering the player on. In large letters, the words “Dance Dance Revolution 3rd Mix” glow above the arcade machine. Most people who stumble upon a scene similar to this one would rarely believe that such a conceptually simple arcade game could foster an enormous nation-wide game community, both online and offline. Yet the rules of the game are deceptively simple. The players (one or two) must press the arrows on the platform (either up, down, left, or right) when the corresponding arrows on the screen reach the top, usually on beat with the techno/pop song being played. If the player doesn’t press the arrows on time, the song will quickly come to an end, and the machine will Arrows scrolling up a DDR screen ask for more quarters to continue play. Yet despite its simplicity, Dance Dance Revolution, or DDR for short, has helped create a giant player community in the United States, manifesting itself though various forms. -
IEEE Gamesig Intercollegiate Game Showcase 2018 Game Overview: Super Nova______Date: 4-11-18
IEEE GameSIG Intercollegiate Game Showcase 2018 Game Overview: Super Nova______________ Date: 4-11-18 One-Sentence Inspired by PaRappa the Rapper, Super Nova is a VR game that Description blends rap battles and RPG elements into a rhythm game. List of Team Andrew Barnes, Main School: LCAD ([email protected]) Members and Xueqing Liu, USC ([email protected]) Their Schools Ruoyu Wang, USC ([email protected]) Main Contact: (949) 887-9210 School Level _X_ College/University ___ High School Target Platform VR: Oculus and VIVE and Audience Teen. VR and rhythm game enthusiasts. One-Paragraph In the Super Nova rap battle demo, the player will experience a Summary of virtual rap battle with an NPC friend in front of a corner barbershop. Gameplay and The rap battle has two modes: A defense mode to block raps and Objectives an offense mode to rap. Key Features • Musical rhythm action Art Game • Emotional connection to the game through music and rhythm • First-Person VR and expanding on games like Rhythm Heaven • Two musical game types: Action Defense Rhythm and Lyrical Offense Rhythm (Music Video) • Visual music elements in levels and attached to geometry Thumbnails of Game Art Software Libraries Unity 2017, Koreographer, VRTK, Adobe Fuse, Mixamo, Maya and Packages Used Third-Party and Unity Asset: City Block Pack Ready Made Asset Credits Faculty Member Sandy Appleoff, LCAD ([email protected]) Name & Contact School: (949) 376-6000 Mobile: (785) 393-9070 Information YouTube Link https://youtu.be/lo4i7_m6PE4 Misc. Notes https://vrhymes.com/ Submitted by: Andrew Barnes, [email protected] (949) 887-9210 List of game assets not entirely made by the team. -
20-22 August 2018 the National Videogame Arcade REPLAYING JAPAN 2018
Replaying Japan 2018 20-22 August 2018 The National Videogame Arcade www.thenva.com REPLAYING JAPAN 2018 LOCAL ORGANISERS Alice Roberts, Iain Simons, James Newman and the team at The National Videogame Arcade CONFERENCE CO-ORGANISERS Ritsumeikan Center for Game Studies, Ritsumeikan University Philosophy and Humanities Computing, University of Alberta Institute of East Asian Studies / Japanese Studies, Leipzig University Digital Games Research Association (DiGRA) Japan CONFERENCE CHAIRS Geoffrey ROCKWELL, Philosophy and Humanities Computing, University of Alberta Akinori NAKAMURA, College of Image Arts and Sciences, Ritsumeikan University Jérémie PELLETIER-GAGNON, Comparative Literature and Humanities Computing, University of Alberta Martin PICARD, Institute of East Asian Studies / Japanese Studies, Leipzig University Martin ROTH, Institute of East Asian Studies / Japanese Studies, Leipzig University PROGRAMME COMMITTEE Koichi HOSOI, College of Image Arts and Sciences, Ritsumeikan University Kazufumi FUKUDA, Ritsumeikan Global Innovation Research Organization, Ritsumeikan University Akito INOUE, Graduate School of Core Ethics and Frontier Sciences, Ritsumeikan University Shuji WATANABE, College of Image Arts and Sciences, Ritsumeikan University Tsugumi OKABE, Comparative Literature, University of Alberta Mitsuyuki INABA, College of Policy Science, Ritsumeikan University Hiroshi YOSHIDA, Graduate School of Core Ethics and Frontier Science, Ritsumeikan University !2 of !56 THE NATIONAL VIDEOGAME ARCADE The National Videogame Arcade is a not-for-profit organisation that exists to develop the role of videogames in culture, education and society. It is funded by revenue generated by visitors, hospitality and events as well as generous patrons. The National Videogame Arcade opened in March 2015 and welcomes tens of thousands of visitors a year. As well as the core visitor attraction, we also deliver education programmes to school visits and informal learners. -
Playing in the Continuum: Moral Relativism in the Last of Us
Praxes of popular culture No. 1 - Year 9 12/2018 - LC.7 [sic] - a journal of literature, culture and literary translation Shalini Harilal, English and Foreign Languages University, India ([email protected]) Playing in the Continuum: Moral Relativism in The Last of Us Abstract Contrary to common understanding that an objective is a distinctive feature of every game, the success of process-oriented games (Nielson et al.) shows that linear narratives are not the only way to tell game stories. The Last of Us , despite being a goal-oriented video game, undermines the focus on its objective of “saving humanity” by refusing to let the player fulfil that goal. Saving humanity is a “noble” sentiment that is not only a “universal” moral value but one of import from a biological standpoint. This paper argues that the game’s insistence on making “questionable” choices on behalf of the player and its depiction of a selection of contrasting social structures are a narrative ruse to unsettle ethical complacencies of the generic player, who brings to the game such moral systems to analyze the game as are incompatible with its temporal and spatial specificity. The question of the admissibility of textual analyses based on external moral parameters is of relevance not exclusively to literary studies but to narratives in new audio-visual media as well. This paper attempts to place player reactions to the questionable character choices at the heart of the game story in a continuum between absolute player identification with narrative elements and complete detachment from the game narrative which facilitates play in an objective manner. -
The Impact of Multichannel Game Audio on the Quality of Player Experience and In-Game Performance
The Impact of Multichannel Game Audio on the Quality of Player Experience and In-game Performance Joseph David Rees-Jones PhD UNIVERSITY OF YORK Electronic Engineering July 2018 2 Abstract Multichannel audio is a term used in reference to a collection of techniques designed to present sound to a listener from all directions. This can be done either over a collection of loudspeakers surrounding the listener, or over a pair of headphones by virtualising sound sources at specific positions. The most popular commercial example is surround-sound, a technique whereby sounds that make up an auditory scene are divided among a defined group of audio channels and played back over an array of loudspeakers. Interactive video games are well suited to this kind of audio presentation, due to the way in which in-game sounds react dynamically to player actions. Employing multichannel game audio gives the potential of immersive and enveloping soundscapes whilst also adding possible tactical advantages. However, it is unclear as to whether these factors actually impact a player’s overall experience. There is a general consensus in the wider gaming community that surround-sound audio is beneficial for gameplay but there is very little academic work to back this up. It is therefore important to investigate empirically how players react to multichannel game audio, and hence the main motivation for this thesis. The aim was to find if a surround-sound system can outperform other systems with fewer audio channels (like mono and stereo). This was done by performing listening tests that assessed the perceived spatial sound quality and preferences towards some commonly used multichannel systems for game audio playback over both loudspeakers and headphones. -
Recommended Resources from Fortugno
How Games Tell Stories with Nick Fortugno RECOMMENDED RESOURCES FROM NICK FORTUGNO Articles & Books ● MDA: A Formal Approach to Game Design and Game Research ● Rules of Play Game Textbook ● Game Design Workshop Textbook ● Flow: The Psychology of Optimal Experience Festivals ● Come Out and Play Festival Games ● The Waiting Game at ProPublica ● Rez ● Fallout 4 ● Red Dead Redemption 2 ● Dys4ia ● The Last of Us ● Shadow of the Colossus ● Kentucky Route Zero ● Gone Home ● Amnesia ● Pandemic: Legacy ● Once Upon A Time A SELECTION OF SUNDANCE NEW FRONTIER ALUMNI / SUPPORTED PROJECTS About New Frontier: New Frontier: Storytelling at the Intersection of Art & Technology ● Walden ● 1979 Revolution ● Laura Yilmaz ● Thin Air OTHER GAMING RESOURCES ● NYU Game Center - dedicated to the exploration of games as a cultural form and game design as creative practice ● Columbia Digital Storytelling Lab - focusing on a diverse range of creative and research practices originating in fields from the arts, humanities and technology 1 OTHER GAMING RESOURCES continued ● Kotaku - gaming reviews, news, tips and more ● Steam platform indie tag - the destination for playing, discussing, and creating games ● IndieCade Festival - International festival website committed to celebrating independent interactive games and media from around the globe ● Games for Change - the leading global advocate for the games as drivers of social impact ● Immerse - digest of nonfiction storytelling in emerging media ● Emily Short's Interactive Storytelling - essays and reviews on narrative in games and new media ● The Art of Storytelling in Gaming - blog post 2 .