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Data-Dating-Galeriecharlot-F6kb87.Pdf
Curator Valentina Peri Data Dating 18.05 - 25.07.2018 Galerie Charlot 47, rue Charlot 75003 Paris, France Curator Valentina Peri Production Valérie Hasson-Benillouche Galerie Charlot - Paris/Tel Aviv galeriecharlot.com Graphic design Valentina Peri Rayane Ferrahi Editor Galerie Charlot Editions Data Dating What does it mean to love in the Internet age? How are digital interfaces reshaping our personal relationships? What do new technologies imply for the future of the romantic sphere? How do screens affect our sexual intimacy? Are the new means of connection shifting the old paradigms of adult life? The advent of the Internet and smartphones has brought about a split in the romantic lives of millions of people, who now inhabit both the real world and their very own “phone world”. In terms of romance and sexual intimacy these phenomena have generated new complexities that we are still trying to figure out. By bringing together the work of several international artists, the exhibition Data Dating attempts to explore new directions in modern romance: new forms of intimate communication, the process of commodification of love through online dating services and hookup applications, unprecedented meeting and mating behaviors, the renegotiation of sexual identities, and changing erotic mores and taboos. Over the past century, the history of dating practices has shown that the acquisition of new freedoms is often accompanied by suspicions and stereotypes: what appears disturbing to one generation often ends up being acceptable for the next. From the early computers algorithms of the 1960s, to the video cameras of the 1970s, the bulletin board systems of the 1980s, the Internet of the 1990s, and the smartphones of the last decade, every new format of electronically mediated matching has faced a stigma of some kind. -
Intersomatic Awareness in Game Design
The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking. -
Game Developer Magazinedevelopergame Revisiting Android +++ Postmortem: Hundreds +++ Intro to User Analytics May2013
GAME GAME DEVELOPER MAGAZINE REVISITING ANDROID +++ POSTMORTEM: HUNDREDS +++ INTRO TO USER ANALYTICS 2013 MAY MAY 2013 VOLUME 20 NUMBER 05 THE LEADING GAME INDUSTRY MAGAZINE VOLUME VOLUME 20 NUMBER 05 THE LEADING GAME INDUSTRY MAGAZINE GAME DESTINATION: BLACKBERRY 10 It’s where your game belongs. Discover how you can create games that keep them coming back for more. BlackBerry® 10 o ers a powerful and easy platform for game development. It’s integrated with major development tools and leading game engines, including Unity, Marmalade and Shiva 3D. Plus, the leading BlackBerry 10 hardware produces a visually stunning and incredibly immersive gaming experience that really lets your masterpiece shine. Get your game where it needs to be. Fast. Users everywhere are hooked on the simplicity, elegance and blazing-fast performance that BlackBerry 10 delivers. They are enthusiastically snapping up amazing entertainment and apps to make their BlackBerry experience that much richer. All of this demand means that there has never been a better time for you to bring your game to BlackBerry. It’s easy to get started By o ering both native development tools and integration with the major development tools on the market, BlackBerry makes it simple for you to choose an option that works best with your individual skills and preferences. So you can develop your game faster and with the greatest fl exibility. POSIX-based Consistent form Development tools Leading game OS, support factor makes it using Microsoft engine and for openGL ES, easy for Visual Studio and middleware OpenAL developers Eclipse EDT support Shadowgun image courtesy of SHADOWGUN, by MADFINGER. -
Independent Video Games and the Games ‘Indiestry’ Spectrum: Dissecting the Online Discourse of Independent Game Developers in Industry Culture By
Independent Video Games and the Games ‘Indiestry’ Spectrum: Dissecting the Online Discourse of Independent Game Developers in Industry Culture by Robin Lillian Haislett, B.S., M.A. A Dissertation In Media and Communication Submitted to the Graduate Faculty of Texas Tech University in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY Approved Dr. Robert Moses Peaslee Chair of Committee Dr. Todd Chambers Dr. Megan Condis Dr. Wyatt Philips Mark Sheridan Dean of the Graduate School December, 2019 Copyright 2019, Robin Lillian Haislett Texas Tech University, Robin Lillian Haislett, December 2019 ACKNOWLEDGMENTS This is the result of the supremely knowledgeable Dr. Robert Moses Peaslee who took me to Fantastic Fest Arcade in 2012 as part of a fandom and fan production class during my doctoral work. This is where I met many of the independent game designers I’ve come to know and respect while feeling this renewed sense of vigor about my academic studies. I came alive when I discovered this area of study and I still have that spark every time I talk about it to others or read someone else’s inquiry into independent game development. For this, I thank Dr. Peaslee for being the catalyst in finding a home for my passions. More pertinent to the pages that follow, Dr. Peaslee also carefully combed through each malformed draft I sent his way, narrowed my range of topics, encouraged me to keep my sense of progress and challenged me to overcome challenges I had not previously faced. I feel honored to have worked with him on this as well as previous projects. -
Android Pack 2014
Android Pack 2014 DVD 1 Antivirus & Internet Security Apps 360 Mobile Security 1.5.1.1012 Advanced Mobile Care 4.0.2 AirCover Security 1.0.4 ALYac 1.4.3.2 Android Antivirus+ 1.07 Android Firewall 2.3.2 Armor for Android Security 2.1.6.1 avast! Mobile Security 3.0.6978 AVG AntiVirus 3.4.3 Avira Android Security 3.1 CM Security 1.0.4 Comodo Mobile Security 2.4.1 Dr. Web AntiVirus Light 7.00.10 F-Secure Mobile Security 7.6.09823 Kaspersky Mobile Security 9.10.141 LINE Antivirus 1.0.25 Lookout 8.24-59c0ddc Malwarebytes Anti-Malware 1.00.0.0400 Norton Mobile Security 3.3.0.892 NQ Mobile Security 7.0.08.00 Panda Firewall 1.4 TrustGo 1.3.14 WebRoot SecureAnywhere Premier 3.1.0.4547 Zoner Mobile Security 1.1.4 Astronomy & Map Apps City Maps 2Go Pro 3.8.0.16 Clipless 1.2 Deluxe Moon 1.37 Google Earth 7.1.3.1255 Google Maps 7.6.1 Google Maps Engine 51 Google Sky Map 1.6.4 GPS Navigation & Maps 4.0 Hemisphere 1.0.4 Life360 6.0.1 Maps With Me Pro 2.4.6 Maverick Pro 1.91 MeteoEarth Premium 1.4.1 Mobile Observatory 2.10 My Tracks 2.0.5 NASA 1.43 National 1.0.0 Scout 1.6.1.7610003 SkyORB 1.6.6 Solar Explorer 2.5.1 Star Chart 3.0.012 Transit 1.0.3 Waze 3.7.1.0 Yandex.Maps 3.46 Audio Record & Manager Apps AIVC-Pro 2.7 Alarm System 1.2.3 Around Sound Pro 2.62 Audio Control 2.1.2 Bass Booster Pro 2.0.2 Easy Voice Recorder Pro 1.5.5 Google Text-to-speech Engine 2.4.3.864779 Headset Button Controller 7.3 Headset Droid 1.27.2 MAVEN Recorder Pro 1.9.1 Real Tunes HD 1.0 Shazam Encore 4.0.0 Smart Volume Control+ 1.1.5 SoundHound Unlimited 5.7.0 Speakerphone Control -
U.S. $10.00 Can $12.99 11 Limetm
A A 3 6 5 0 L 12345678901234 R 4 9 8 5 12 U.S. $10.00 Can $12.99 11 LimeTM AD Dream big. ISSUE 01 From the Editor’s Desk What if creators couldn’t create? In the past, there was a major barrier to making creative work your day job: fnancial resources. Only those with the biggest wallets (or the biggest wallet behind them) could follow their dream to build, design, and create. But not anymore. New media has changed how we become part of the creative class. If you want to design a board game and sell it, you don’t have to work at Hasbro or Parker Brothers. You can crowdfund the creation and fnd customers online. Do you want to broadcast your stories to a thousand listeners? You don’t have to work your way up the ranks of a radio station. Take to the web and upload a podcast. Creativity is now as simple as what you can make with your own skill and imagination. There are now fewer and fewer gatekeepers. If you can get online you can fnd an audience. The clack of fngers on a keyboard. The sliding of a stylus on a tablet. The click of plastic pieces in a cardboard box. These are the sounds of a new generation. This is how we play and how we create. But mainstream media still treats this revolution like a fad. We’re here to change that. Today we launch a new era in new media, dedicated to the creative minds at work around us. -
Keogh, Brendan. "Between Aliens, Hackers and Birds: Non-Casual Mobile Games and Casual Game Design." Social, Casual and Mobile Games: the Changing Gaming Landscape
Keogh, Brendan. "Between aliens, hackers and birds: Non-casual mobile games and casual game design." Social, Casual and Mobile Games: The changing gaming landscape. Ed. Tama Leaver and Michele Willson. New York: Bloomsbury Academic, 2015. 31–46. Bloomsbury Collections. Web. 24 Sep. 2021. <http://dx.doi.org/10.5040/9781501310591.ch-003>. Downloaded from Bloomsbury Collections, www.bloomsburycollections.com, 24 September 2021, 04:10 UTC. Copyright © Tama Leaver, Michele Willson and Contributors 2016. You may share this work for non-commercial purposes only, provided you give attribution to the copyright holder and the publisher, and provide a link to the Creative Commons licence. 3 Between aliens, hackers and birds: Non-casual mobile games and casual game design B r e n d a n K e o g h he January 2012 issue of video game magazine Edge did not display a T high-defi nition render of an upcoming blockbuster game on its cover. It simply showed the increasingly ubiquitous logo of technology company Apple, creators of the iPhone. ‘Apple has changed the video game industry irrevo- cably’ the corresponding feature starts. ‘And the simple truth is that it has changed it without even really trying. It did it with a handheld device that has no buttons, no sticks and no ports for physical media, and it did it with a vir- tual storefront that was created, in the main, to revolutionize the way people bought music, not videogames’ ( Edge 2012, 77). As devices that traditionally brought together digital screens and buttons, that video games would appear on mobile phones in one fashion or another was inevitable. -
Academy of Interactive Arts & Sciences 17Th Annual D.I.C.E
Academy of Interactive Arts & Sciences 17th Annual D.I.C.E. Finalists GAME TITLE PUBLISHER DEVELOPER Outstanding Achievement in Original Music Composition Beyond: Two Souls Sony Computer Entertainment America Quantic Dream Bioshock Infinite 2K Games Irrational Games Puppeteer Sony Computer Entertainment America SCE Japan Studio rain Sony Computer Entertainment America SCE Japan Studio Rayman Legends Ubisoft Ubisoft Montpellier Outstanding Achievement in Sound Design Battlefield 4 Electronic Arts Inc. DICE Bioshock Infinite 2K Games Irrational Games God of War: Ascension Sony Computer Entertainment America SCE Santa Monica Grand Theft Auto V Rockstar Games Rockstar North The Last of Us Sony Computer Entertainment America Naughty Dog Inc. Outstanding Achievement in Story Beyond: Two Souls Sony Computer Entertainment America Quantic Dream Bioshock Infinite 2K Games Irrational Games The Last of Us Sony Computer Entertainment America Naughty Dog Inc. The Novelist Orthogonal Games Orthogonal Games Tomb Raider Square Enix Inc. Crystal Dymanics Outstanding Character Performance Grand Theft Auto V - Trevor Rockstar Games Rockstar North Ryse - Marius Titus Microsoft Studios Crytek The Last of Us - Ellie Sony Computer Entertainment America Naughty Dog Inc. The last of Us - Joel Sony Computer Entertainment America Naughty Dog Inc. The Stanley Parable - Narrator Galactic Café Galactic Café Downloadable Game of the Year Brothers – A Tale of Two Sons 505 Games Starbreeze Studios Far Cry 3: Blood Dragon Ubisoft Ubisoft Montreal Gone Home The Fullbright Company The Fullbright Company Papers, Please Lucas Pope Lucas Pope The Stanley Parable Galactic Café Galactic Café Casual Game of the Year Candy Box aniwey aniwey Peggle 2 Electronic Arts Inc. Popcap, Electronic Arts Inc. -
Zach Gage Born 1985 New York City, New York Education 2010 Parsons
Zach Gage Born 1985 New York City, New York Education 2010 Parsons: The New School, New York MFA - Art Design Technology 2007 Skidmore College, New York BS - Art Selected Awards and Honors 2020 Card of Darkness: Honorable Mention Best Mobile Game at the Game Choice Awards 2020 Card of Darkness: Honorable Mention Best Mobile Game at the Game Choice Awards 2019 Card of Darkness: #1 Apple Arcade game, 148Apps 2019 Card of Darkness: The 10 Apple Arcade launch games you have to play, The Verge 2019 Card of Darkness: Top 10 best mobile games of 2019, Paste Magazine 2019 Typeshift: 50 best mobile games of 2010s, Paste Magazine 2019 Card of Darkness: 50 best mobile games of 2010s, Paste Magazine 2019 Ridiculous Fishing: 50 best mobile games of 2010s, Paste Magazine 2018 Flipflop Solitaire: Honorable Mention Best Mobile Game at the Game Choice Awards 2017 Flipflop Solitaire: 40 Amazing Free Games for iPhone and iPad, STUFF Magazine 2017 Flipflop Solitaire: My Favorite iOS Games of 2017, Mac Stories 2017 Typeshift: My Favorite iOS Games of 2017, Mac Stories 2016 Really Bad Chess: Top 20 videogames of 2016 from Ars Technica 2016 Really Bad Chess: Best of 2016 from Touch Arcade 2016 Sage Solitaire: Honorable Mention for Nuovo Award at the Independent Game Festival Awards 2016 Sage Solitaire: Honorable Mention for Nuovo Award at the Independent Game Festival Awards 2016 Sage Solitaire: Honorable Mention for Best Mobile / Handheld Game at the Game Developers Choice Awards 2015 Electric Objects Art Club: Awarded a Commission 2014 Ridiculous Fishing: Game -
Rules and Procedures
RULES AND PROCEDURES 2 Table of Contents 1 - Introduction .............................................................................................................................. 3 2 - Timeline ..................................................................................................................................... 3 3 - Category Creation/Maintenance .............................................................................................. 3 • Process ........................................................................................................................... 3 4 - Nomination Procedures ............................................................................................................ 3 • Eligibility ......................................................................................................................... 3 • Nominations ................................................................................................................... 4 • Submission Requirements ............................................................................................. 4 5 - Peer Panels ................................................................................................................................ 6 • Introduction ................................................................................................................... 6 • Peer Panel Leaders ......................................................................................................... 6 • Peer Panelists ................................................................................................................ -
Who's Indie Now?
Who’s Indie Now? Classifying indie in the games industry Master Thesis Student: Niels Hoogendoorn Student number: 3938948 Student email: [email protected] Master: New Media & Digital Culture University: Utrecht University Faculty: Faculty of Humanities Tutor: proF. dr. Joost Raessens Second reader: dr. René Glas Date: January 21th, 2014 Abstract To state that indie in the games industry signifies an independent developer is too simple. Indie is no longer only a Question whether a developer is developing independent from a publisher or not. In this thesis I argue that games (and its developers) are classiFied as indie through an interplay between: the developers (through examining the context oF production), the audience (by criticizing games on their authenticity and using indie as an identiFication tool), and the publishers (through making indie a new market segment) in the games industry. The result is an overview of the indie games industry and how indie is classified there. The indie games industry has become a bigger and bigger part oF the greater games industry. The once clear line, that separated indie from mainstream in the games industry, has become blurred. Keywords Indie games, mainstream games, authenticity, game developers, game publishers, games industry 2 Table of Contents Acknowledgements 4 Introduction 5 Research Question 7 Sub-questions 7 Method 8 Theory 9 Overview 11 1. Indie 12 2. The Production Side oF the Indie Games Industry 15 2.1 The Greater Games Industry 16 2.2 Technology 17 2.3 Laws and Regulations 21 2.4.1 Industrial Structures 22 2.4.2 Organizational Structures 27 2.5 Occupational Careers 29 2.6 Conclusion 30 3. -
Magisterarbeit / Master's Thesis
MAGISTERARBEIT / MASTER’S THESIS Titel der Magisterarbeit / Title of the Master‘s Thesis „Die sexualisierte Darstellung von Haupt- und Nebencharakteren in Videospiel- und Casualspieltrailern“ verfasst von / submitted by Stefan Gamperl Bakk. Phil. angestrebter akademischer Grad / in partial fulfilment of the requirements for the degree of Magister der Philosophie (Mag. phil.) Wien, 2019 / Vienna 2019 Studienkennzahl lt. Studienblatt / A 066 841 degree programme code as it appears on the student record sheet: Studienrichtung lt. Studienblatt / Publizistik und Kommunikationswissenschaft degree programme as it appears on the student record sheet: Betreut von / Supervisor: Univ.- Prof. Dr. Jörg Matthes EIDESSTATTLICHE ERKLÄRUNG Ich erkläre an Eides statt, dass ich die von mir erstellten Teile der vorliegenden Bachelorarbeit selbständig und ohne fremde Hilfe verfasst, andere als die angegebenen Quellen und Hilfsmittel nicht benutzt und die den benutzten Quellen wörtlich und inhaltlich entnommenen Stellen als solche erkenntlich gemacht habe. Wien, am xx.xx.2019 Verfasser: GAMPERL Stefan ...................................................................................................................... ...................................................................................................................... ...................................................................................................................... .....................................................................................................................