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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. -
Post-Script Competing Literacies and the Politics of Video Game Trailers
Post-Script Competing Literacies and the Politics of Video Game Trailers A Thesis Submitted to the Faculty of the Graduate School of Arts and Sciences of Georgetown University in partial fulfillment of the requirements for the degree of Master of the Arts in Communication, Culture and Technology By Michael R. Moore, B.S. Washington, D.C. May 2008 Abstract Video game trailers are simultaneously scrutinized and overlooked. Both game fans and the gaming industry invest huge amounts of time and money into video game trailers, yet few outside the community pay notice. Media critics, film critics, and game studies scholars have little to say about video game trailers. This critical oversight has political consequences. To paraphrase Langdon Winner, our understanding of new media and new technology affects our lived experience of that media and technology. And as modern technology continues to outpace itself, society struggles to navigate an ever larger pool of new cultural forms. Looking specifically at video game trailers, I argue that audiences approach new media through both formal history and social literacy. Using Lisa Kernan’s work on film trailers as a guide, I trace a history of the trailer from pre-cinematic appeals, to motion picture previews, and finally to video game trailers. Comparing film trailers to game trailers, I argue that game trailers often offer audiences greater interpretive flexibility. Following Gee’s work on video games and semiotic domains, I argue that audiences read game trailers through particular affinity groups. Moreover, as Gee emphasizes, these readings are inherently political. Building on Jenkins’ work with fan communities, I look at the political implications of competing literacies. -
How Sound Effects Affect the Player in Video Games
California State University, Monterey Bay Digital Commons @ CSUMB Capstone Projects and Master's Theses Capstone Projects and Master's Theses 12-2018 How Sound Effects Affect the Player in Video Games Wendell Orteza California State University, Monterey Bay Follow this and additional works at: https://digitalcommons.csumb.edu/caps_thes_all Recommended Citation Orteza, Wendell, "How Sound Effects Affect the Player in Video Games" (2018). Capstone Projects and Master's Theses. 405. https://digitalcommons.csumb.edu/caps_thes_all/405 This Capstone Project (Open Access) is brought to you for free and open access by the Capstone Projects and Master's Theses at Digital Commons @ CSUMB. It has been accepted for inclusion in Capstone Projects and Master's Theses by an authorized administrator of Digital Commons @ CSUMB. For more information, please contact [email protected]. Orteza 1 Wendell Orteza Senior Capstone Fall 2018 How Sound Effects Affect the Player in Video Games Video game sound effects have become an integral part of the experience for players playing a video game. The majority of this paper will compare the concepts introduced in Karen Collins’ Playing with Sound and ideas introduced in Rob Bridgett’s From the Shadows of Film Sound. Collins has researched on game sound extensively, writing many books about music and sound design in video games. Bridgett has worked on video game sound in games such as 50 Cent: Blood on the Sand and Shadow of the Tomb Raider while occasionally posting articles for the site Gamasutra. Both are veterans in the field of video game audio. As this paper details the concepts presented in both books, the paper will also draw examples of video games that follow the concepts presented. -
The Transformative Use Test Fails to Protect Actor-Celebrities╎
Northwestern Journal of Technology and Intellectual Property Volume 13 | Issue 2 Article 5 Fall 2015 The rT ansformative Use Test Fails to Protect Actor- Celebrities’ Rights of Publicity Kevin Chin Recommended Citation Kevin Chin, The Transformative Use Test Fails to Protect Actor-Celebrities’ Rights of Publicity, 13 Nw. J. Tech. & Intell. Prop. 197 (2015). https://scholarlycommons.law.northwestern.edu/njtip/vol13/iss2/5 This Comment is brought to you for free and open access by Northwestern Pritzker School of Law Scholarly Commons. It has been accepted for inclusion in Northwestern Journal of Technology and Intellectual Property by an authorized editor of Northwestern Pritzker School of Law Scholarly Commons. NORTHWESTERN OF JOURNAL TECHNOLOGY AND INTELLECTUAL PROPERTY The Transformative Use Test Fails to Protect Actor-Celebrities’ Rights of Publicity Kevin L. Chin September 2015 VOL. 13, NO. 2 © 2015 by Northwestern University School of Law Northwestern Journal of Technology and Intellectual Property Copyright 2015 by Northwestern University School of Law Volume 13, Number 2 (September 2015) Northwestern Journal of Technology and Intellectual Property The Transformative Use Test Fails to Protect Actor-Celebrities’ Rights of Publicity By Kevin L. Chin* Videogame technology has reached the point where characters can accurately mimic real-life individuals’ faces, features, and expressions. This has prompted new issues in the conflict between the right of publicity and freedom of expression. While the common- law right of publicity prevents the use of one’s identity or image without consent, the First Amendment limits this doctrine’s reach. Courts agree that the right of publicity must be balanced with freedom of expression, but differ on how to do so. -
Ludology and Narratology in Modern Gaming
Virginia Commonwealth University VCU Scholars Compass Theses and Dissertations Graduate School 2018 The Player’s Journey: Ludology and Narratology in Modern Gaming Angelica Fuchs Virginia Commonwealth University Follow this and additional works at: https://scholarscompass.vcu.edu/etd Part of the Other English Language and Literature Commons, and the Other Film and Media Studies Commons © The Author Downloaded from https://scholarscompass.vcu.edu/etd/5460 This Thesis is brought to you for free and open access by the Graduate School at VCU Scholars Compass. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of VCU Scholars Compass. For more information, please contact [email protected]. © Angelica Fuchs 2018 All Rights Reserved The Player’s Journey: Ludology and Narratology in Modern Gaming A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts at Virginia Commonwealth University. by Angelica Fuchs Director: Dr. David Golumbia, Associate Professor, Department of English/MATX PhD Program Virginia Commonwealth University Richmond, Virginia May, 2018 i Table of Contents List of Figures ........................................................................................................................................... iii List of Abbreviations ................................................................................................................................ iv Abstract .......................................................................................................................................................v -
The Cinematisation of Computer and Console Games
The Cinematisation of Computer and Console Games Aesthetic and Commercial Convergence in the Film and Game Industries Dee Majek Filmvetenskapliga Institutionen / Department of Cinema Studies Examensarbete 15 hp / Bachelor's Thesis 15 credits Filmvetenskap / Cinema Studies Kandidatkurs (15-30 hp) / Bachelor's course (15-30 credits) Höst-terminen / Autumn term 2011 Handledare / Supervisor: Joel Frykholm The Cinematisation of Computer and Console Games Aesthetic and Commercial Convergence in the Film and Game Industries Dee Majek Abstract This thesis examines the growing trend of cinematisation in computer and console games, where both visual styles and industrial practices are concerned. The ever-increasing runtime of cinematic cutscenes in games, and the stylization of game graphics in accordance with established film genres are of primary focus regarding the gaming industry's absorption and interpretation of cinematic visuals. Comparisons of film-game convergence are based on the proliferation of non-gameplay promotional trailers and their role in hype-generation; as well as game producer strategies of franchising, cross-promotion, and initial-sales business model. Comparison is thus accomplished with regards to a number of fundamental similarities in both industries' business and commercial tactics, as stemming from the risk and reward-based investment financing system prevalent in both industries. Finally, a selection of user and industry professional video responses to the aforementioned trends are examined, both for their value in counter-balancing the assumptions of success which often follow staggeringly high initial sales figures; and for their value in layering the depth of film-game convergence even further, as they respond to the recent, filmic trends in games using the very language of film. -
Game Trailers
SUPERVISOR: HANS KJELLBERG EXAMINER: MICAEL DAHLÉN Game trailers A study of game trailer design Stefan Lars-Gunnar Karlsson 21322 & Sebastian Neal Erik Bergendorf 22263 STOCKHOLM SCHOOL OF ECONOMICS Handelshögskolan i Stockholm, Sveavägen 65, 113 83 Stockholm, Sweden Contents Terminology ............................................................................................................................... 3 Introduction ................................................................................................................................ 4 The Gaming Industry – From $0.8 Billion to $67 Billion in 30 Years ................................... 4 The game trailer’s significance to the promotion of a game .................................................. 4 Current marketing techniques ................................................................................................. 6 Types of trailers ...................................................................................................................... 7 Game trailer controversies ...................................................................................................... 8 Problem investigated .............................................................................................................. 8 Delimitations ........................................................................................................................... 9 What will this thesis add to the current research ................................................................... -
The Cinematic Aesthetics of Digital Virtualism
COPYRIGHT AND USE OF THIS THESIS This thesis must be used in accordance with the provisions of the Copyright Act 1968. Reproduction of material protected by copyright may be an infringement of copyright and copyright owners may be entitled to take legal action against persons who infringe their copyright. Section 51 (2) of the Copyright Act permits an authorized officer of a university library or archives to provide a copy (by communication or otherwise) of an unpublished thesis kept in the library or archives, to a person who satisfies the authorized officer that he or she requires the reproduction for the purposes of research or study. The Copyright Act grants the creator of a work a number of moral rights, specifically the right of attribution, the right against false attribution and the right of integrity. You may infringe the author’s moral rights if you: - fail to acknowledge the author of this thesis if you quote sections from the work - attribute this thesis to another author - subject this thesis to derogatory treatment which may prejudice the author’s reputation For further information contact the University’s Director of Copyright Services sydney.edu.au/copyright The Cinematic Aesthetics of Digital Virtualism Heon Jeong A thesis submitted in fulfilment of the degree of Doctor of Philosophy Department of Art History and Film Studies Faculty of Arts and Social Sciences The University of Sydney 2014 Statement of Originality This is to certify that to the best of my knowledge, the content of this thesis is my own work. This thesis has not been submitted for any degree or other purposes. -
MASTERING the GAME Business and Legal Issues for Video Game Developers Creative Industries – No
Total width of maze blue lines should not exceed 224 pixels Total height including characters should not exceed 288 pixels (upper text may vary) may text (upper pixels 288 exceed not should characters including height Total NOTICE: - Please use this version as a reference for accurate position of characters when developing artwork based on the Pac-man 80s Arcade Game Maze. ACTION SCENE 4 - In addition, note that text/titles do not need to follow any exact position or pixel size and that the examples above are style references. (DRAMATIC SCENE) - Character artwork shall not exceed 16pixels x 16pixels. - Black areas should exist surrounding the maze. ©NAMCO BANDAI Games Inc. Last version: S/S 2012 MASTERING THE GAME Business and Legal Issues for Video Game Developers Creative industries – No. 8 By David Greenspan With contributions from S. Gregory Boyd, Jas Purewal and Matthew Datum Credits for Cover Screenshots: Image (top left) courtesy of Stuart Miles / FreeDigitalPhotos.net Prison Architect (top middle), © Introversion Software Ltd. Thralled (top right), © Miguel Oliveira Image (middle left and used on every odd page) courtesy of Stuart Miles / FreeDigitalPhotos.net PAC-MAN (middle right) TM & © NAMCO BANDAI Games Inc. To The Moon (lower left), © Freebird Games Inc. Battlefield and SimCity (lower middle and right), © EA Mastering the Game 3 TABLE OF CONTENTS LIST OF FIGURES 10 LIST OF TABLES 10 LIST OF BOXES 10 ABOUT THE AUTHORS 11 PREFACE 13 EXECUTIVE SUMMARY 15 CHAPTER 1 18 THE GlOBAL STRUCTURE OF THE VIDEO GAME INDUSTRY 18 1.1 The