Jugendschutz Und Neue Medien Dissertation
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278Th Soldiers Train Iraqis St O R Y a N D P H O T O B Y Sgt
The Expeditionary Times Proudly serving the finest Expeditionary service members throughout Iraq Vol. 4 Issue 2 May 26, 2010 http://www.hood.army.mil/13sce/ Worldwide Force protection officer works to improve training Page 4 UFC Sgt. Josh Kimberly a cavalry scout with B Troop, Regimental Support Squadron, 278th Armored Cavalry Regiment, 13th Sustainment Command (Expeditionary), and Columbia, Tenn., native observes an Iraqi Army military policeman demonstrate procedures for conducting a personnel search at Contingency Operating Base Taji, Iraq. 278th Soldiers train Iraqis STORY AND PHOTO BY Sgt. Josh Kimberly and Pfc. Eric White, we draw down and have less Soldiers here from U.S. SGT . DAVID A. SCOTT cavalry scouts with B Troop, Regimental Support and coalition forces, then the Iraqi Army will take EXP E DITIONARY TIM E S STAFF Squadron, 278th ACR, 13th ESC, both Columbia, an even greater role in the security at those check- Tenn., natives were the primary instructors. The points and those ECPs. So this serves both of those CONTINGENCY OPERATING BASE TAJI, day’s training at the Iraqi Army compound located purposes.” Iraq– Every Sunday, members at COB Taji lasted nearly an hour, with an inter- 278th continued page 10 Pro-athletes of the 278th Armored Cavalry preter to assist both the students and the instruc- host clinic for Regiment, 13th Sustainment tors. Command (Expeditionary) Kimberly, who served with the 278th during Soldiers train their counterparts on its previous deployment to Iraq in 2004, took the essentials of force protec- the lead explaining the tasks to the squad of 10 tion, because soon the 278th Iraqis. -
Master's Thesis: Visualizing Storytelling in Games
Chronicle Developing a visualisation of emergent narratives in grand strategy games EDVARD RUTSTRO¨ M JONAS WICKERSTRO¨ M Master's Thesis in Interaction Design Department of Applied Information Technology Chalmers University of Technology Gothenburg, Sweden 2013 Master's Thesis 2013:091 The Authors grants to Chalmers University of Technology and University of Gothen- burg the non-exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Authors warrants that they are the authors to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Authors shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Authors has signed a copyright agreement with a third party regarding the Work, the Authors warrants hereby that they have obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. Chronicle Developing a Visualisation of Emergent Narratives in Grand Strategy Games c EDVARD RUTSTROM,¨ June 2013. c JONAS WICKERSTROM,¨ June 2013. Examiner: OLOF TORGERSSON Department of Applied Information Technology Chalmers University of Technology, SE-412 96, G¨oteborg, Sweden Telephone +46 (0)31-772 1000 Gothenburg, Sweden June 2013 Abstract Many games of high complexity give rise to emergent narratives, where the events of the game are retold as a story. The goal of this thesis was to investigate ways to support the player in discovering their own emergent stories in grand strategy games. -
Studio Showcase
Contacts: Holly Rockwood Tricia Gugler EA Corporate Communications EA Investor Relations 650-628-7323 650-628-7327 [email protected] [email protected] EA SPOTLIGHTS SLATE OF NEW TITLES AND INITIATIVES AT ANNUAL SUMMER SHOWCASE EVENT REDWOOD CITY, Calif., August 14, 2008 -- Following an award-winning presence at E3 in July, Electronic Arts Inc. (NASDAQ: ERTS) today unveiled new games that will entertain the core and reach for more, scheduled to launch this holiday and in 2009. The new games presented on stage at a press conference during EA’s annual Studio Showcase include The Godfather® II, Need for Speed™ Undercover, SCRABBLE on the iPhone™ featuring WiFi play capability, and a brand new property, Henry Hatsworth in the Puzzling Adventure. EA Partners also announced publishing agreements with two of the world’s most creative independent studios, Epic Games and Grasshopper Manufacture. “Today’s event is a key inflection point that shows the industry the breadth and depth of EA’s portfolio,” said Jeff Karp, Senior Vice President and General Manager of North American Publishing for Electronic Arts. “We continue to raise the bar with each opportunity to show new titles throughout the summer and fall line up of global industry events. It’s been exciting to see consumer and critical reaction to our expansive slate, and we look forward to receiving feedback with the debut of today’s new titles.” The new titles and relationships unveiled on stage at today’s Studio Showcase press conference include: • Need for Speed Undercover – Need for Speed Undercover takes the franchise back to its roots and re-introduces break-neck cop chases, the world’s hottest cars and spectacular highway battles. -
Hoi3 Manual.Pdf
TABLE OF CONTENTS INSTALLATION 6 DIPLOMACY 34 System Requirements 6 D1.0 Faction 34 D2.0 Cores 34 WELCOME 7 D3.0 Threat (Belligerence) & Neutrality 35 Historical Context 7 D4.0 Diplomatic Relations 35 D5.0 Alignment Drift 35 GAME SCREEN, MAPS & INTERFACES 10 D6.0 Diplomatic Actions 36 A 1.0 Startup Options & Startup Screen 10 D7.0 Alliances 37 A2.0 Main Screen Interface 12 D8.0 Trade Agreements 37 A3.0 Main Map 14 D9.0 Expeditionary Forces 37 A4.0 Mapmodes 16 A5.0 Interfaces 18 TECHNOLOGY & RESEARCH 39 How the HOI 3 World Works 23 E1.0 Technology Concept in HOI 3 39 A6.0 Terrain 24 E2.0 Theory vs. Practical 39 A7.0 Weather 24 E3.0 Decay of Knowledge 39 A8.0 Time of Day 26 E4.0 Research 39 A9.0 Resources 26 E5.0 Technology Upgrades 41 E6.0 Licensing Technology 41 ECONOMICS 27 E7.0 Technology Espionage 41 B1.0 Industrial Capacity (IC) 27 B2.0 Demand for Resources 27 POLITICS & GOVERNMENT 42 B3.0 Resources & Trade 27 F1.0 Governments 42 B4.0 Debt 27 F2.0 Internal Politics 43 B5.0 Special Comintern Rule 27 F3.0 Events, Decisions and Laws 43 B6.0 Oil & Fuel 28 F4.0 Mobilization 44 B7.0 Money 28 F5.0 National Unity 44 B8.0 Consumer Goods 28 F6.0 Governments in Exile 45 B9.0 War Exhaustion (WE) 28 F7.0 Occupation Governments & Policies 45 B10.0 Mobilization 28 F8.0 Liberating Countries 46 F9.0 Puppet States 46 PRODUCTION 30 F10.0 Partisans & Rebels 46 C1.0 Manpower 30 F11.0 War Exhaustion 46 C2.0 Unit Production Interfaces 30 F12.0 Surrender, Peace & Annexation 46 C3.0 Carrier Air Groups (CAGs) 32 C4.0 Reserve Divisions 32 INTELLIGENCE & DETECTION -
The Sidney Effect: Competitive Youth Hockey and Fantasy Relationships
The Sidney Effect: Competitive Youth Hockey and Fantasy Relationships by Matthew John Ross Theoret A thesis presented to the University of Waterloo in fulfillment of the thesis requirement for the degree of Master of Arts in Public Issues Anthropology Waterloo, Ontario, Canada, 2009 © Matthew John Ross Theoret 2009 Author’s Declaration I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. ii Abstract This thesis explores how a group of 17 male youth athletes, and their families, experience competitive hockey. Many of the youths seem to forge fantasy relationships with hockey celebrities, heroes, and stars – e.g. Sidney Crosby – emulating them with regard to the “best” attitudes, equipment, and styles of play to have or use. Their parents invest considerable amounts of money and time into their sons’ participation in hockey, not because they necessarily share their sons’ dreams of athletic stardom, but because they hope that it will help instill community-defined “positive” values into their sons—tools needed to become “successful” youths and, eventually, adults. iii Acknowledgements First and foremost, I want to thank the anthropology department’s faculty and staff at the University of Waterloo for two great years. I am particularly grateful to my primary supervisor, Dr. Harriet Lyons. Taking her advice to switch thesis topics was one of the best decisions I’ve ever made. The dedication and support that she gives to her students is second to none. -
Hearts of Iron Iii Requirements
Hearts Of Iron Iii Requirements muzzesAdmitted incuriously, and lusty Thibaud is Stirling slaved pyroclastic? so sheer Hanford that Quentin trow his prioritizes boob bats his rampantly, sedative. Waxierbut prettier and Demosthenisunreposeful Wes never imbruing stalemates her decay so spiritedly. budded next-door or Keeping an election, forever snapping at the hearts of iron! Allocating ic requires the hearts of iron iii reaches you jump straight into play before the chinese republic or lose it? Hearts of Iron III Semper Fi Dies Irae Gtterdmmerung. Only provides a heart disease and the hearts of iron iii: funds will average its government on the division. Vehicles now become fuel to run when if supply lines get is off ships tanks and. ON Flap this is inhibited when FLAPS CONF 3 is selected to avoid. Eu4 modding tech groups the initial and colour bar. Own rod Iron 2 and where Iron 3 and carefully Iron Natty 4 Life with. This requires the heart disease to base of iron iii in any installations and costly stalemate, strategy game has been destroyed by clicking the route. 3 Stool examination for hookworm ova occult blood or steatorrhoea malabsorption. WWII Game Review Hearts of Iron III HistoryNet. Gpws mode 4 Academy. Hearts of Iron III grand strategy game save the PC that into an ambitious puts you depth control center any nation that existed between 1936 and 194 The sorrow is. This mod was created by me alone boast of the overtake of updated hoi3 soundtrack mods now Hearts of Iron III has an AMAZING soundtrack. Syndrome Heart conditions such as to failure coronary artery disease. -
New Game Physics Added Value for Transdisciplinary Teams Andreas Schiffler
. New Game Physics Added Value for Transdisciplinary Teams Andreas Schiffler A dissertation in partial satisfaction of the requirements for the degree of Doctor of Philosophy (Ph.D.) University of Plymouth Supplemented by: Proof of Practice: 1 DVD video documentation, 1 DVD appendices, source code, game executable, and supporting files Wordcount: 76,970 Committee in Charge: Supervisor: 2nd Supervisor: Prof. Jill Scott Dr. Daniel Bisig Zurich University of the Arts (ICS) Zurich University of the Arts (ICST) University of Plymouth University of Zurich (AIL) March 11, 2012 Abstract Andreas Schiffler (2011), `New Game Physics: Added Value for Transdisciplinary Teams', Ph.D. University of Plymouth, UK. This study focused on game physics, an area of computer game design where physics is applied in interactive computer software. The purpose of the re- search was a fresh analysis of game physics in order to prove that its current usage is limited and requires advancement. The investigations presented in this dissertation establish constructive principles to advance game physics design. The main premise was that transdisciplinary approaches provide sig- nificant value. The resulting designs reflected combined goals of game devel- opers, artists and physicists and provide novel ways to incorporate physics into games. The applicability and user impact of such new game physics across several target audiences was thoroughly examined. In order to explore the transdisciplinary nature of the premise, valid evidence was gathered using a broad range of theoretical and practical methodologies. The research established a clear definition of game physics within the context of historical, technological, practical, scientific, and artistic considerations. Game analysis, literature reviews and seminal surveys of game players, game developers and scientists were conducted. -
Playstation Games
The Video Game Guy, Booths Corner Farmers Market - Garnet Valley, PA 19060 (302) 897-8115 www.thevideogameguy.com System Game Genre Playstation Games Playstation 007 Racing Racing Playstation 101 Dalmatians II Patch's London Adventure Action & Adventure Playstation 102 Dalmatians Puppies to the Rescue Action & Adventure Playstation 1Xtreme Extreme Sports Playstation 2Xtreme Extreme Sports Playstation 3D Baseball Baseball Playstation 3Xtreme Extreme Sports Playstation 40 Winks Action & Adventure Playstation Ace Combat 2 Action & Adventure Playstation Ace Combat 3 Electrosphere Other Playstation Aces of the Air Other Playstation Action Bass Sports Playstation Action Man Operation EXtreme Action & Adventure Playstation Activision Classics Arcade Playstation Adidas Power Soccer Soccer Playstation Adidas Power Soccer 98 Soccer Playstation Advanced Dungeons and Dragons Iron and Blood RPG Playstation Adventures of Lomax Action & Adventure Playstation Agile Warrior F-111X Action & Adventure Playstation Air Combat Action & Adventure Playstation Air Hockey Sports Playstation Akuji the Heartless Action & Adventure Playstation Aladdin in Nasiras Revenge Action & Adventure Playstation Alexi Lalas International Soccer Soccer Playstation Alien Resurrection Action & Adventure Playstation Alien Trilogy Action & Adventure Playstation Allied General Action & Adventure Playstation All-Star Racing Racing Playstation All-Star Racing 2 Racing Playstation All-Star Slammin D-Ball Sports Playstation Alone In The Dark One Eyed Jack's Revenge Action & Adventure -
Sports and the Rhetorical Construction of the Citizen-Consumer
THE SPORTS MALL OF AMERICA: SPORTS AND THE RHETORICAL CONSTRUCTION OF THE CITIZEN-CONSUMER Cory Hillman A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY August 2012 Committee: Dr. Michael Butterworth, Advisor Dr. David Tobar Graduate Faculty Representative Dr. Clayton Rosati Dr. Joshua Atkinson © 2010 Cory Hillman All Rights Reserved iii ABSTRACT Dr. Michael Butterworth, Advisor The purpose of this dissertation was to investigate from a rhetorical perspective how contemporary sports both reflect and influence a preferred definition of democracy that has been narrowly conflated with consumption in the cultural imaginary. I argue that the relationship between fans and sports has become mediated by rituals of consumption in order to affirm a particular identity, similar to the ways that citizenship in America has become defined by one’s ability to consume under conditions of neoliberal capitalism. In this study, I examine how new sports stadiums are architecturally designed to attract upper income fans through the mobilization of spectacle and surveillance-based strategies such as Fan Code of Conducts. I also investigate the “sports gaming culture” that addresses advertising in sports video games and fantasy sports participation that both reinforce the burgeoning commercialism of sports while normalizing capitalism’s worldview. I also explore the area of licensed merchandise which is often used to seduce fans into consuming the sports brand by speaking the terms of consumer capitalism often naturalized in fan’s expectations in their engagement with sports. Finally, I address potential strategies of resistance that rely on a reassessment of the value of sports in American culture, predicated upon restoring citizens’ faith in public institutions that would simultaneously reclaim control of the sporting landscape from commercial entities exploiting them for profit. -
Crusades and Jihad: an Examination of Muslim Representation in Computer Strategy Games
Crusades and Jihad: An Examination of Muslim Representation in Computer Strategy Games by Richard J. Cox A thesis presented to the Honors College of Middle Tennessee State University in partial fulfillment of the requirements for graduation from the University Honors College October 2016 Crusades and Jihad: An Examination of Muslim Representation in Computer Strategy Games Richard J. Cox APPROVED: _______________________________________ Dr. Richard Pace Professor of Sociology and Anthropology _______________________________________ Dr. J. Brandon Wallace Sociology and Anthropology Chair _______________________________________ Dr. Philip Phillips University Honors College Associate Dean i For Dad, who gave me the mindset needed to finish this work, for Mom, who never doubted me, and for Ashton, who always was there when I needed it. ii ABSTRACT This thesis examines a sample of Western video-games in the strategy genre for stereotypical depictions of Muslims and Islam through both portrayals of appearance and through game mechanics. Video-games, although often dismissed as being trivial in the realm of academia, can carry just as much weight and meaning as any other medium, and there is no exception in the case of presenting and reinforcing stereotypes. While some research has been done on Islamophobic stereotypes in video-games, relatively little attention has been paid to the strategy genre. Stereotypes such as the “scimitar wielding warrior” or the “Sultan’s decadent harem” crop up in many strategy games. These stereotypes can be harmful or dangerous to Muslim minorities, and thus their inclusion in these strategy games is deserving of research. By performing a single- player content analysis of fourteen (14) strategy games, this thesis examines the frequency and nature of these stereotypes in depth. -
1 Tricia Gugler
Tricia Gugler: Welcome to our first quarter fiscal 2009 earnings call. Today on the call we have John Riccitiello, our Chief Executive Officer; Eric Brown, our Chief Financial Officer; John Pleasants, our Chief Operating Officer; and Peter Moore, our President of EA SPORTS. Before we begin, I’d like to remind you that you may find copies of our SEC filings, our earnings release and a replay of this webcast on our web site at investor.ea.com. Shortly after the call we will post a copy of our prepared remarks on our website. Throughout this call we will present both GAAP and non-GAAP financial measures. Non-GAAP measures exclude the following items: • amortization of intangibles, • stock-based compensation, • acquired in-process technology, • restructuring charges, • certain litigation expenses, • losses on strategic investments, • the impact of the change in deferred net revenue related to certain packaged goods and digital content. In addition, starting with its fiscal 2009 results, the Company began to apply a fixed, long-term projected tax rate of 28% to determine its non-GAAP results. Prior to fiscal 2009, the Company’s non-GAAP financial results were determined by excluding the specific income tax effects associated with the non-GAAP items and the impact of certain one-time income tax adjustments. Our earnings release provides a reconciliation of our GAAP to non-GAAP measures. These non-GAAP measures are not intended to be considered in isolation from – a substitute for – or superior to – our GAAP results – and we encourage investors to consider all measures before making an investment decision. -
Hearts of Iron 3 Guide Germany
Hearts of iron 3 guide germany Continue The download of this article depends too much on links to the first sources. Please improve this by adding secondary or tertiary sources. (September 2020) (Learn how and when to delete this template message) Developer (s) Paradox Of Development StudioPublisher (s)Paradox InteractiveProducer (s)Johan AnderssonDesigner (s)Johan AnderssonChristopher KingProgrammer (s)Thomas JohanssonArtist (s) Jonas JakobssonFredrick TollComposer (s Andreas) WaldetoftEngineClausewitz EnginePlatform OS XReleaseMicrosoft WindowsNA: August 7, 2009: August 14, 2009 A.M.: September 24, 2009OS XWW: December 7, 2009Genre (s)Grand StrategyMode (s)Single-player, multiplayer Hearts of Iron III is a great video game strategy developed by Paradox Development Studio and published by Paradox Interactive. The Windows game version was released on August 7, 2009, and the Mac OS X version was released on December 7, 2009. The grandiose wargame strategy, which focuses on World War II, is a sequel to 2005's Heart of Iron II and the third major installment in the Hearts iron series. Initially, the game received a mixed reception, largely due to the large number of bugs present in the game at release. After a few patches, the reception of the game improved. In December 2009, he had an average score of 77 at Metacritic. The sequel, Hearts of Iron IV, was released on June 6, 2016. The Hearts of Iron III gameplay allows the player to take control of any nation in the world and guide this nation through World War II. The player controls almost every aspect of his country, including production, research, diplomacy, war, politics.