Playing the Victim
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Počítačové Hry Jako Fenomén Nových Médií Jan Rylich
Počítačové hry jako fenomén nových médií Jan Rylich [ DIPLOMOVÁ PRÁCE ] Jan Rylich Ústav informačních studií a knihovnictví FF UK Studia nových médií 2011 1 1 Počítačové hry jako fenomén nových médií Jan Rylich Počítačové hry jako fenomén nových médií Vedoucí diplomové práce: Oponent diplomové práce: Datum obhajoby: Hodnocení: 2 2 Počítačové hry jako fenomén nových médií Jan Rylich Počítačové hry jako fenomén nových médií Prohlášení: Prohlašuji, že jsem diplomovou práci vypracoval samostatně, že jsem řádně citoval všechny použité informační zdroje, a že práce nebyla použita v rámci jiného vysokoškolského studia či k získání jiného nebo stejného titulu. V Praze dne: 18. srpna 2011 Jan Rylich _ _ _ _ _ _ _ _ _ _ _ _ 3 3 Počítačové hry jako fenomén nových médií Jan Rylich Počítačové hry jako fenomén nových médií Identifikační záznam: RYLICH, Jan: Počítačové hry jako fenomén nových médií. Praha, 2011. 112 s. Diplomová práce. Univerzita Karlova v Praze, Filozofická fakulta, Ústav informačních studií a knihovnictví, Studia nových médií. Abstrakt: Diplomová práce se věnuje vývoji počítačových her, videoher, herního průmyslu a herních technologií a jejich vlivu na naši společnost. Kromě nezbytného historického kontextu a praktického i teoretického rozboru herních žánrů a působení her na hráče, se práce ve svých klíčových kapitolách věnuje významu her a jejich vlivu na různé aspekty našeho života, od ekonomických a demografických hledisek až po vliv na naši kulturu a současné umění. Práce si v neposlední řadě klade za cíl představit a prezentovat počítačové hry a videohry v souvislosti s konceptem neglected media a v kontextu teorie remediace a demonstrovat tak jejich dopad na celou naši společnost. -
Reality Inspired Games: Expanding the Lens of Games' Claims To
Reality Inspired Games: Expanding the Lens of Games’ Claims to Authenticity Robyn McMillan, Darshana Jayemanne, Iain Donald School of Design and Informatics, Division of Games and Arts University of Abertay Bell Street, Dundee DD1 1HG +44 1382 308000 [email protected] [email protected] [email protected] ABSTRACT This paper considers the potentials of contemporary games staking claims to realism through documentary and journalistic techniques as part of a wide-ranging cultural and technological phenomenon– ‘Reality Inspired Games’ or RIGs (Maurin, 2018). We argue that RIGs employ design techniques and strategies of legitimation that are valuable to the reactive development cycles in the indie sector, whilst also being beneficial for academic research and development. Through examining traditional documentary and the concept of Bruzzi’s performative documentary (2006) we highlight how this concept may allow developers to negotiate performativity and authenticity in their videogames. We discuss examples of such games in the realm of indie productions, such as That Dragon, Cancer (2016), This War of Mine (2014), and My Child Lebensborn (2018) and Bury Me, My Love (2017). All of which represent new ground for game design, documentary and journalistic techniques that have influenced our work on the MacMillan project. Keywords Reality Inspired Games, Documentary, Performativity, Indie “Much like photographs, paintings, literature and music are capable of transmitting the full range of the human experience from one human to another, so too can games. Due to their interactivity, games are capable of a higher form of communication, one which actively engages the participant and makes them a part of the experience rather than a passive observer” (Brathwaite & Sharp, 2010, p315). -
Writing US Identities in the Wars Without Frontlines: Literary Perspectives on the Persian Gulf and Iraq Wars
Writing US Identities in the Wars without Frontlines: Literary Perspectives on the Persian Gulf and Iraq Wars Jenna Pitchford Thesis submitted in partial fulfilment of the requirements of Nottingham Trent University for the degree of Doctor of Philosophy January 2011 Copyright Statement This work is the intellectual property of the author. You may copy up to 5% of this work for private study, or personal, non-commercial research. Any re-use of the information contained within this document should be fully referenced, quoting the author, title, university, degree level and pagination. Queries or requests for any other use, or if a more substantial copy is required, should be directed in the first instance to the owner(s) of the Intellectual Property Rights. 2 Abstract For many cultural commentators, the Persian Gulf War (1990-1991) signalled a new era in which technological advances transformed warfare into what Jean Baudrillard refers to as a virtual experience epitomised by “surgical strikes” and “smart-bombs”. In contrast, the Iraq War (2003-2009) was hailed by many as a return to a more conventional form of combat in which soldiers fought their enemy in face-to-face interactions. This thesis argues that such an analysis of the conflicts overlooks the complexity of the war experience for many Gulf and Iraq War combatants. It therefore seeks to construct a reading of the literary responses to these conflicts, including novels, memoirs, and poetry, as well as alternative forms of narrative, which acknowledges the complexity of each war. Whilst it is important to recognise the ways in which Gulf War combatants experienced virtual war and Iraq War soldiers experienced guerrilla warfare, it is equally important to acknowledge the ways in which these conflicts resisted popular perceptions of them, and how this incongruence affected the combatants. -
The Role History Plays in Video Games
Georgia Southern University Digital Commons@Georgia Southern Electronic Theses and Dissertations Graduate Studies, Jack N. Averitt College of Fall 2012 Leaving in the Past: The Role History Plays in Video Games Joseph Fordham Follow this and additional works at: https://digitalcommons.georgiasouthern.edu/etd Part of the Education Commons, Film and Media Studies Commons, and the History Commons Recommended Citation Fordham, Joseph, "Leaving in the Past: The Role History Plays in Video Games" (2012). Electronic Theses and Dissertations. 4. https://digitalcommons.georgiasouthern.edu/etd/4 This thesis (open access) is brought to you for free and open access by the Graduate Studies, Jack N. Averitt College of at Digital Commons@Georgia Southern. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of Digital Commons@Georgia Southern. For more information, please contact [email protected]. LEAVING IN THE PAST: THE ROLE HISTORY PLAYS IN VIDEO GAMES by JOSEPH FORDHAM (Under the Direction of Craig Roell) ABSTRACT How can something considered by many within academia as childish or a waste of time be potentially useful in presenting or even studying history? Not only has the video game industry grown into one of the largest forms of media in the world, but these games are also finding use as a training aid for the military and major companies, as an advertising medium, and, most importantly, as a tool for teaching. As developmental capabilities improve with new generations of graphics hardware, video games are turning towards the recreation of real-world and historical events. This drive towards realism and accuracy also brings an increase in the amount of historical research done in order to insure the accuracy of a game’s content. -
Echoes of Invasion: Cultural Anxieties and Video Games
ECHOES OF INVASION: CULTURAL ANXIETIES AND VIDEO GAMES Brian Keilen A Thesis Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of MASTER OF ARTS August 2012 Committee: Dr. Jeremy Wallach, Advisor Dr. Jeffrey Brown Dr. Esther Clinton © 2012 Brian Keilen All Rights Reserved iii ABSTRACT Jeremy Wallach, Advisor Invasion is ubiquitous in popular culture, and while they may be fictional, marauding hordes play on very real human fears. Invaders evoke deep cultural anxieties and challenge our identities on both a personal and national level. This theme has been readily adopted by shooter video games, where players gleefully blast through hordes of foreign invaders, human or otherwise. Most of the scholarly attention given to video games has focused on attempting to find a correlation between video game violence and real world violence, while little attention has been given to the forms this violence takes. This thesis attempts to correct this deficiency by analyzing the theme of invasion in video games. Linking these games to earlier invasion narratives, such as George Tomkyns Chesney’s The Battle of Dorking (1871) and H.G. Wells’ The War of the Worlds (1898), I argue that the aliens in these narratives are linked to cultural anxieties concerning Otherness. Brought into a contemporary, post 9/11 setting, I argue that video games in series such as Halo and Call of Duty portray Muslim and Arab peoples as invading Others and play into conservative political rhetoric concerning the “War on Terror” that renders Otherness inhuman and an object of fear. -
NEWSGAMES Journalism at Play
NEWSGAMES Journalism at Play IAN BOGOST SIMON FERRARI BOBBY SCHWEIZER Newsgames Newsgames Journalism at Play Ian Bogost, Simon Ferrari, and Bobby Schweizer The MIT Press Cambridge, Massachusetts London, England © 2010 Massachusetts Institute of Technology All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher. For information about special quantity discounts, please email special_sales@ mitpress.mit.edu This book was set in Stone Sans and Stone Serif by Toppan Best-set Premedia Limited. Printed and bound in the United States of America. Library of Congress Cataloging-in-Publication Data Bogost, Ian. Newsgames : journalism at play / Ian Bogost, Simon Ferrari, and Bobby Schweizer. p. cm. Includes bibliographical references and index. ISBN 978-0-262-01487-8 (hardcover : alk. paper) 1. Video games. 2. Online journalism. 3. Interactive multimedia. I. Ferrari, Simon. II. Schweizer, Bobby. III. Title. GV1469.3.B64 2010 794.8 — dc22 2010011990 10 9 8 7 6 5 4 3 2 1 Contents Acknowledgments vii 1 Newsgames 1 2 Current Events 11 3 Infographics 35 4 Documentary 61 5 Puzzles 83 6 Literacy 105 7 Community 127 8 Platforms 151 9 Journalism at Play 175 Notes 183 Bibliography 205 Index 225 Acknowledgments Research for this book was made possible by a generous grant from the John S. and James L. Knight Foundation. We’ d like to extend special thanks to the journalism program staff at the foundation, and particularly to Alberto Ibarg ü en, Eric Newton, Jessica Goldfi n, Gary Kebbel, and Jenne Hebert. -
Heroism, Gaming, and the Rhetoric of Immortality
Heroism, Gaming, and the Rhetoric of Immortality by Jason Hawreliak A thesis presented to the University of Waterloo in fulfillment of the Thesis requirement for the degree of Doctor of Philosophy in English Waterloo, Ontario, Canada, 2013 © Jason Hawreliak 2013 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 dissertation examines rhetorics of heroism and immortality as they are negotiated through a variety of (new) media contexts. The dissertation demonstrates that media technologies in general, and videogames in particular, serve an existential or “death denying” function, which insulates individuals from the terror of mortality. The dissertation also discusses the hero as a rhetorical trope, and suggests that its relationship with immortality makes it a particularly powerful persuasive device. Chapter one provides a historical overview of the hero figure and its relationship with immortality, particularly within the context of ancient Greece. Chapter two examines the material means by which media technologies serve a death denying function, via “symbolic immortality” (inscription), and the McLuhanian concept of extension. Chapter three examines the prevalence of the hero and villain figures in propaganda, with particular attention paid to the use of visual propaganda in the twentieth and twenty-first centuries. Chapter four situates the videogame as an inherently heroic, death denying medium; videogames can extend the player’s sense of self, provide quantifiable victory criteria, and allow players to participate in “heroic” events. -
In the Army Now – Narrative Elements and Realism in Military First-Person Shooters
In the army now – Narrative elements and realism in military first-person shooters Johannes Breuer University of Hohenheim Institute of Communication Studies Wollgrasweg 23 Stuttgart, Germany +49 711 45924479 [email protected] Ruth Festl, Thorsten Quandt University of Hohenheim Institute of Communication Studies Wollgrasweg 23 Stuttgart, Germany +49 711 45924471 [email protected], [email protected] ABSTRACT From their early beginnings until today computer and video games have always been substantial parts of the so-called military-entertainment complex. Especially the genre of first-person shooters (FPS) has been closely associated with the military due to its typical contents and gameplay mechanisms. This paper presents a content analysis of narrative elements in military-themed FPS games from 1992 to 2010 (n=189). The results show that particular conflicts, locations and fractions appear very frequently in these games. The wars and conflicts are almost exclusively portrayed from an American or Western perspective and the degree of realism differs depending on the respective topics and settings. Based on the results of the content analysis, we develop a typology of levels of realism in FPS. The findings are discussed with regard to potential effects of military- themed FPS on their players as suggested by narrative persuasion theory. Keywords First-person shooter, realism, military, war, content analysis INTRODUCTION On the first day after its release, the military-themed first-person shooter (FPS) Call of Duty: Black Ops (Treyarch, 2010) sold more than seven million copies worldwide (about 5.6 million in the United States alone). The game did not only break the record of its predecessor Call of Duty: Modern Warfare 2 (Infinity Ward, 2009), but also became the best-selling digital game of all times in the United States1. -
Murhasimulaattoreista Poliittiseen Korrektiuteen: Väkivalta Pelikohujen Arkkityyppinä Artikkeli
Pelitutkimuksen vuosikirja 2014. Tampereen yliopisto. http://www.pelitutkimus.fi/ Artikkeli TERO PASANEN Jyväskylän yliopisto Murhasimulaattoreista poliittiseen korrektiuteen: [email protected] Väkivalta pelikohujen arkkityyppinä Johdanto Tiivistelmä ohut ovat mediateollisuuden polttoainetta. Niiden avulla myydään tuot- Väkivalta on pelikohujen arkkityyppi. Pelien sisältämän väkivallan aiheuttama sosiaalinen huoli on ollut keskeisessä roolissa pelien yhteiskunnallisen aseman Kteita, herätetään keskustelua, vedotaan pelkoihin, kerätään yleisöä tai met- kehittymisessä. Huolen aiheuttamat kohut ja moraalipaniikit voidaankin nähdä sästetään klikkejä (Dahlgren ym. 2011, 7). Periaatteessa mistä tahansa aiheesta digitaalisten pelien aikuistumisriittinä. Tässä artikkelissa perehdytään viiteen voidaan luoda polemiikkia, kunhan se vain kontekstualisoidaan oikein. Median pelikohuteemaan, joiden ytimessä on väkivalta. Näihin teemoihin perehdytään kaikukammiossa informaatiolla on tapana muuttaa muotoaan ja vääristyä, kun historiallisten ennakkotapausten kautta, jotka ovat tehneet aihepiireistä läpinä- keskusteluun osallistuvat tahot painottavat omia näkökulmiaan ja sivuttavat kyviä tai muuttaneet ne tabuiksi. toisia. Kohuista seuraavana asteena voidaan pitää moraalipaniikkia, joka viittaa Avainsanat: pelikohu, moraalipaniikki, väkivalta, digitaaliset pelit laajempaan liioiteltuun yhteiskunnalliseen huoleen. Moraalipaniikki voi kos- kettaa periaatteessa mitä tahansa yhteiskunnallista epäkohtaa. Se on laajempi käsite kuin mediapaniikki, joka keskittyy -
Game Developer Looks at 20 Companies That Currently Make Better Bosses Or Have the Potential to Set the Course for the Industry's Future
THE LEADING GAME INDUSTRY MAGAZINE voL 17 N o9 o CTo BER 2010 INSIDE: 20 C o M p ANIES T o w ATCH po STM o RTEM: FINAL FANTASY XIII RTEM: FINAL FANTASY RED FACTION ARMAGEDDON. CONTENTS.1010 VOLUME 17 NUMBER 9 POSTMORTEM DEPARTMENTS 24 SQUARE ENIX'S FINAL FANTASY XIII 2 GAME PLAN By Brandon Sheffield [EDITORIAL] When development started on FINAL FANTASY XIII its gameplay, Wal-Mart Versus the Mom and Pops scenario, and technical specs were only vaguely defined. But this didn't stop the team from motoring ahead anyway, creating assets at 4 HEADS UP DISPLAY [NEWS] an ever increasing pace with no clear sense as to whether they would Man on a Mission film review, Assembly 2010, and more. even be usable in the game. It wasn't until the team was obligated to create a playable demo for the Japanese market that the title's 32 TOOL BOX By Ali Tezel [REVIEW] ultimate design came into focus. In this postmortem we get a unique Autodesk Softimage 2011 look at the creation of a game whose epic scope almost got the better of the studio. By Motomu Toriyama and Akihiko Maeda 35 THE INNER PRODUCT By Rulon Raymond [PROGRAMMING] Skin Retargeting FEATURES 38 PIXEL PUSHER By Steve Theodore [ART] 7 COMPANIES TO WATCH Mid Life Crisis The game industry is a constantly shifting landscape. What companies should you be watching to see which way the wind is 41 DESIGN OF THE TIMES By Damion Schubert [DESIGN] blowing? Here Game Developer looks at 20 companies that currently Make Better Bosses or have the potential to set the course for the industry's future. -
Copyright by Matthew Thomas Payne 2011
Copyright by Matthew Thomas Payne 2011 The Dissertation Committee for Matthew Thomas Payne Certifies that this is the approved version of the following dissertation: The Ludic Wars: The Interactive Pleasures of Post-9/11 Military Video Games Committee: Sharon Strover, Supervisor Joseph Straubhaar Kathleen Tyner Michael Kackman Dana Cloud The Ludic Wars: The Interactive Pleasures of Post-9/11 Military Video Games by Matthew Thomas Payne, B.A.; M.A.; M.F.A. Dissertation Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy The University of Texas at Austin August 2011 Dedication for my family Acknowledgements This project was not a labor of love; this project was a consequence of it. I realize all too well that I wouldn’t be enjoying this, the near-final component of the dissertation process – the writing of the acknowledgements page – were I not surrounded by some truly remarkable and generous souls. Let me begin with those in my professional life. I want to begin by thanking my dissertation committee. My utmost gratitude goes to my dissertation supervisor, Sharon Strover, who convinced me that I could, in fact, investigate video games and that I needn’t worry about their status as historically “bad” cultural objects. Her intellectual curiosity and keen mind has been a constant source of inspiration during my time at the University of Texas. I cannot thank her enough for walking me through this equally exciting and wearisome process. Although I “discovered” Joe Straubhaar late in my graduate career, he graciously agreed to join the committee. -
Studi@ Naukowe Pod Redakcją Naukową Sambora Gruczy
50 Dominik Kudła Ocena odbioru lokalizacji językowej gier komputerowych na podstawie danych okulograficznych Studi@ Naukowe pod redakcją naukową Sambora Gruczy Wydawnictwo Naukowe Instytutu Komunikacji Specjalistycznej i Interkulturowej Uniwersytet Warszawski Studi@ Naukowe 50 Komitet Redakcyjny prof. Sambor Grucza (przewodniczący), dr hab. Monika Płużyczka, dr Ilona Banasiak, dr Michał Wilczewski Rada Naukowa prof. Elżbieta Jamrozik (przewodnicząca), dr hab. Agnieszka Andrychowicz-Troja- nowska, prof. Silvia Bonacchi, dr hab. Anna Borowska, prof. Adam Elbanowski, dr hab. Krzysztof Fordoński, dr hab. Magdalena Latkowska, prof. Ludmiła Łucewicz, dr hab. Marta Kaliska, dr hab. Magdalena Olpińska-Szkiełko, dr hab. Joanna Osieje- wicz, dr hab. Grzegorz Pawłowski, prof. Olena Petrashchuk, dr hab. Dario Prola, dr hab. Boris Schwencke, dr hab. Paweł Szerszeń, prof. Anna Tylusińska-Kowalska, dr hab. Bernadetta Wójtowicz-Huber, prof. Ewa Żebrowska Wydawnictwo Naukowe Instytutu Komunikacji Specjalistycznej i Interkulturowej Uniwersytet Warszawski Warszawa 2020 Dominik Kudła Ocena odbioru lokalizacji językowej gier komputerowych na podstawie danych okulograficznych Wydawnictwo Naukowe Instytutu Komunikacji Specjalistycznej i Interkulturowej Uniwersytet Warszawski Warszawa 2020 Komitet redakcyjny prof. Sambor Grucza (przewodniczący), dr hab. Monika Płużyczka, dr Ilona Banasiak, dr Michał Wilczewski Redakcja językowa Dominik Kudła Skład i redakcja techniczna Dominik Kudła Projekt okładki BMA Studio e-mail: [email protected] www.bmastudio.pl Założyciel serii prof. dr hab. Sambor Grucza ISSN 2299-9310 ISBN 978-83-64020-76-6 Wydanie pierwsze Wydanie w otwartym dostępie na licencji CC BY-NC-ND (https://creativecom- mons.org/licenses/by-nc-nd/4.0/deed.pl). This is an open access book under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).