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The Anime Galaxy Japanese Animation As New Media
i i i i i i i i i i i i i i i i i i i i Herlander Elias The Anime Galaxy Japanese Animation As New Media LabCom Books 2012 i i i i i i i i Livros LabCom www.livroslabcom.ubi.pt Série: Estudos em Comunicação Direcção: António Fidalgo Design da Capa: Herlander Elias Paginação: Filomena Matos Covilhã, UBI, LabCom, Livros LabCom 2012 ISBN: 978-989-654-090-6 Título: The Anime Galaxy Autor: Herlander Elias Ano: 2012 i i i i i i i i Índice ABSTRACT & KEYWORDS3 INTRODUCTION5 Objectives............................... 15 Research Methodologies....................... 17 Materials............................... 18 Most Relevant Artworks....................... 19 Research Hypothesis......................... 26 Expected Results........................... 26 Theoretical Background........................ 27 Authors and Concepts...................... 27 Topics.............................. 39 Common Approaches...................... 41 1 FROM LITERARY TO CINEMATIC 45 1.1 MANGA COMICS....................... 52 1.1.1 Origin.......................... 52 1.1.2 Visual Style....................... 57 1.1.3 The Manga Reader................... 61 1.2 ANIME FILM.......................... 65 1.2.1 The History of Anime................. 65 1.2.2 Technique and Aesthetic................ 69 1.2.3 Anime Viewers..................... 75 1.3 DIGITAL MANGA....................... 82 1.3.1 Participation, Subjectivity And Transport....... 82 i i i i i i i i i 1.3.2 Digital Graphic Novel: The Manga And Anime Con- vergence........................ 86 1.4 ANIME VIDEOGAMES.................... 90 1.4.1 Prolongament...................... 90 1.4.2 An Audience of Control................ 104 1.4.3 The Videogame-Film Symbiosis............ 106 1.5 COMMERCIALS AND VIDEOCLIPS............ 111 1.5.1 Advertisements Reconfigured............. 111 1.5.2 Anime Music Video And MTV Asia......... -
Nye Bøger, Film Spil Og Musik BØGER Involveres I Opklaringen Af En Painter, Kristen Jael
- for unge Nye bøger, film spil og musik BØGER involveres i opklaringen af en Painter, Kristen Jael. Er Karou og Akiva stærke mordsag, tvinges hun til at Uskyldigt blod nok til at hævde sig blandt Dark fantasy arbejde tæt sammen med den Tellerup, 2016. 532 s. 13-16 år guder og uhyrer? mystiske vampyr Chase. Men House of Comarré ; 1 hvorfor har Della det dårligt, Chrysabelle er comarré og og hvad har hun egentlig til- hendes blod er eftertragtet Drengeliv fælles med Chase? blandt adelige vampyrer. Da hendes vampyr-herre findes myrdet, må hun flygte til men- neskenes verden, hvor hun falder i armene på den lækre, men vanvittige vampyr, Mal. Carriger, Gail Uskyldig Tellerup, 2016. 383 s. 13-16 år Soulless, #3 Albertalli, Becky Den for-naturlige Alexia bliver Simon vs. verdens smidt ud af sin ægtemand, Kate, Lauren forventninger varulvealfaen Lord Maccon. De spildte årtusinder Høst, 2016. 249 s. 14-16 år Alexia må flygte over hals og Tellerup, 2016. 321 s. 12-16 år Simon lever et helt alminde- hoved for ikke at miste livet, Fallen ; 5 ligt liv, med lektier, venner, da både varulve, vampyrer og Fantasy. For 3000 år siden skolens dramahold og velme- tempelridderne vil have fat i svigtede den faldne engel, Taylor, Laini nende, men irriterende foræl- hendes hemmelighed. Cam sin elskede Lilith. Han Guder og uhyrer dre, indtil han ved et tilfælde indgår nu et væddemål med Bazar, 2016. 709 s. kommer i kontakt med Blue, Lucifer, regenten i Helvede. Ønskekræmmerens datter ; 3 en dreng, han bliver vildt forel- Hunter, C. C. -
The Poetics of Reflection in Digital Games
© Copyright 2019 Terrence E. Schenold The Poetics of Reflection in Digital Games Terrence E. Schenold A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2019 Reading Committee: Brian M. Reed, Chair Leroy F. Searle Phillip S. Thurtle Program Authorized to Offer Degree: English University of Washington Abstract The Poetics of Reflection in Digital Games Terrence E. Schenold Chair of the Supervisory Committee: Brian Reed, Professor English The Poetics of Reflection in Digital Games explores the complex relationship between digital games and the activity of reflection in the context of the contemporary media ecology. The general aim of the project is to create a critical perspective on digital games that recovers aesthetic concerns for game studies, thereby enabling new discussions of their significance as mediations of thought and perception. The arguments advanced about digital games draw on philosophical aesthetics, media theory, and game studies to develop a critical perspective on gameplay as an aesthetic experience, enabling analysis of how particular games strategically educe and organize reflective modes of thought and perception by design, and do so for the purposes of generating meaning and supporting expressive or artistic goals beyond amusement. The project also provides critical discussion of two important contexts relevant to understanding the significance of this poetic strategy in the field of digital games: the dynamics of the contemporary media ecology, and the technological and cultural forces informing game design thinking in the ludic century. The project begins with a critique of limiting conceptions of gameplay in game studies grounded in a close reading of Bethesda's Morrowind, arguing for a new a "phaneroscopical perspective" that accounts for the significance of a "noematic" layer in the gameplay experience that accounts for dynamics of player reflection on diegetic information and its integral relation to ergodic activity. -
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 -
The Videogame Style Guide and Reference Manual
The International Game Journalists Association and Games Press Present THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL DAVID THOMAS KYLE ORLAND SCOTT STEINBERG EDITED BY SCOTT JONES AND SHANA HERTZ THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL All Rights Reserved © 2007 by Power Play Publishing—ISBN 978-1-4303-1305-2 No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher. Disclaimer The authors of this book have made every reasonable effort to ensure the accuracy and completeness of the information contained in the guide. Due to the nature of this work, editorial decisions about proper usage may not reflect specific business or legal uses. Neither the authors nor the publisher shall be liable or responsible to any person or entity with respects to any loss or damages arising from use of this manuscript. FOR WORK-RELATED DISCUSSION, OR TO CONTRIBUTE TO FUTURE STYLE GUIDE UPDATES: WWW.IGJA.ORG TO INSTANTLY REACH 22,000+ GAME JOURNALISTS, OR CUSTOM ONLINE PRESSROOMS: WWW.GAMESPRESS.COM TO ORDER ADDITIONAL COPIES OF THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL PLEASE VISIT: WWW.GAMESTYLEGUIDE.COM ACKNOWLEDGEMENTS Our thanks go out to the following people, without whom this book would not be possible: Matteo Bittanti, Brian Crecente, Mia Consalvo, John Davison, Libe Goad, Marc Saltzman, and Dean Takahashi for editorial review and input. Dan Hsu for the foreword. James Brightman for his support. Meghan Gallery for the front cover design. -
Game Design Und Produktion“
Leseprobe zu „Game Design und Produktion“ von Gunther Rehfeld Print-ISBN: 978-3-446-46315-8 E-Book-ISBN: 978-3-446-46367-7 E-Pub-ISBN: 978-3-446-46645-6 Weitere Informationen und Bestellungen unter http://www.hanser-fachbuch.de/978-3-446-46315-8 sowie im Buchhandel © Carl Hanser Verlag, München Vorwort zur 2. Auflage Seit dem Erscheinen des Buchs vor mehr als sechs Jahren hat sich an der technologischen Front einiges geändert. Anderes ist beim Alten geblieben. So sind VR (Virtual Reality) und AR (Augmented Reality) zurzeit in aller Munde. Zudem nimmt der Vertrieb von Spielen über digitale Plattformen wie Steam immer mehr Raum ein. Die Game-Engines werden immer komplexer, gleichzeitig aber auch effizienter und einfacher zu bedienen. Virtual Reality (VR) ist zurzeit ein viel diskutierter Trend. Auf der anderen Seite ist das, was ein Spiel ausmacht, gleich geblieben. Die Grundlagen des Game Design werden sich ebenso wenig verändern wie der Prozess der Kreativität, der Umgang mit Spielelementen und -mechaniken, der Kern dessen, was eine gute Geschichte ausmacht etc. Sicherlich, immer neue Formate betreten den Markt. Oft als Moden, die 6 Vorwort zur 2. Auflage jedoch nicht nur auf den Bereich von Games (Computerspielen) beschränkt sind. Ein Beispiel hierfür sind die sogenannten Exit- oder Escape-Games. Sie erfreuen sich zurzeit sowohl digital, als auch als analoge Formate einer großen Beliebtheit. Nach wie vor treiben Games als gemeinschaftliche Interaktion die digitalen Märkte an. Mul- tiplayer-Survival-Titel wie Ark:Survival Evolved (Studio Wildcard, 2017), Blockbuster wie Fortnite (Epic Games, 2017) bis hin zu Browser-Games sind immer wieder an den Spitzen der Charts zu finden. -
CTIN 483 Intro to Game Development Syllabus 2013-1
Introduction to Game Development – Spring, 2013 Syllabus USC School of Cinematic Arts, CTIN 483 (Sections 18354 & 18355) For any class questions, send email to: [email protected] Instructor: Student Assistant: Jeremy Gibson Will Hellwarth (434) 321-8624 (310) 422-3054 [email protected] [email protected] Course Rationale: Being a game designer requires an understanding of several different things, just a few of which are psychology, systems, fun, and storytelling. Each designer has different levels of expertise in each of these areas, and some only excel in one or two, but one thing that all designers need is the ability to communicate their ideas to others. Because games are a medium which, for the most part, must be experienced to be understood, rapid prototyping is often the best possible way to communicate your design ideas to others, and the ability of game designers to prototype can be thought of as equivalent to the ability of cinematographers to sketch; it's not the core skill of game design, but it does make it drastically easier for a game designer to communicate. This course will teach you the basic knowledge you need to be able to create digital prototypes of your own ideas. While you should not expect to come out of this course a great programmer, you will come out a better designer. This course is also required preparation for CTIN 484: Intermediate Game Development, in which students work in pairs to create a single, released game by the end of the semester. Course Description: This production class is focused on rapidly developing game prototypes. -
Family Friendly Magazine 129 in PDF Format
Family Friendly Gaming The VOICE of TM the FAMILY in GAMING Kingdom Hearts III, Ooblets, Monster Hunter World and more in this fabu- lous issue!! ISSUE #129 NI NO KUNI II REVENANT KING- DOM wants you to April 2018 role play. CONTENTS ISSUE #129 April 2018 CONTENTS Links: Home Page Section Page(s) Editor’s Desk 4 Female Side 5 Comics 7 Sound Off 8 - 10 Look Back 12 Quiz 13 Devotional 14 Helpful Thoughts 15 In The News 16 - 23 We Would Play That! 24 Reviews 25 - 37 Sports 38 - 41 Developing Games 42 - 67 Now Playing 68 - 83 Last Minute Tidbits 84 - 106 “Family Friendly Gaming” is trademarked. Contents of Family Friendly Gaming is the copyright of Paul Bury, and Yolanda Bury with the exception of trademarks and related indicia (example Digital Praise); which are prop- erty of their individual owners. Use of anything in Family Friendly Gaming that Paul and Yolanda Bury claims copyright to is a violation of federal copyright law. Contact the editor at the business address of: Family Friendly Gaming 7910 Autumn Creek Drive Cordova, TN 38018 [email protected] Trademark Notice Nintendo, Sony, Microsoft all have trademarks on their respective machines, and games. The current seal of approval, and boy/girl pics were drawn by Elijah Hughes thanks to a wonderful donation from Tim Emmerich. Peter and Noah are inspiration to their parents. Family Friendly Gaming Page 2 Page 3 Family Friendly Gaming Editor’s Desk FEMALE SIDE this instance I feel wonderful. God has given God is my prize and my goal. -
The Role of Audio for Immersion in Computer Games
CAPTIVATING SOUND THE ROLE OF AUDIO FOR IMMERSION IN COMPUTER GAMES by Sander Huiberts Thesis submitted in fulfilment of the requirements for the degree of PhD at the Utrecht School of the Arts (HKU) Utrecht, The Netherlands and the University of Portsmouth Portsmouth, United Kingdom November 2010 Captivating Sound The role of audio for immersion in computer games © 2002‐2010 S.C. Huiberts Supervisor: Jan IJzermans Director of Studies: Tony Kalus Examiners: Dick Rijken, Dan Pinchbeck 2 Whilst registered as a candidate for the above degree, I have not been registered for any other research award. The results and conclusions embodied in this thesis are the work of the named candidate and have not been submitted for any other academic award. 3 Contents Abstract__________________________________________________________________________________________ 6 Preface___________________________________________________________________________________________ 7 1. Introduction __________________________________________________________________________________ 8 1.1 Motivation and background_____________________________________________________________ 8 1.2 Definition of research area and methodology _______________________________________ 11 Approach_________________________________________________________________________________ 11 Survey methods _________________________________________________________________________ 12 2. Game audio: the IEZA model ______________________________________________________________ 14 2.1 Understanding the structure -
P Ub Lishin G/Distrib Ution
Daedalic Entertainment GmbH Publishing/Distribution Papenreye 51 | 22453 Hamburg | Germany phone +49 (0) 40 / 432 612 70 mail [email protected] | web www.daedalic.de facebook.com/daedalic | @daedalic Key Contacts Our Expertise Daedalic is one of Germany’s most acclaimed publishers and developers, having won numer- ous awards for genre-defining game series such as Deponia, Edna & Harvey, The Whis- pered World and Memoria. Daedalic publishes and develops high-quality games of all genres, with a strong focus on narrative games and compelling characters. Carsten Fichtelmann Daedalic is currently developing a new line- CEO & Founder up of innovative games, across console, PC and +49 (0) 40 / 806 011 30 mobile platforms – including Silence, the suc- [email protected] cessor to renowned The Whispered World, The Devil’s Men, a wholly unique detective/adven- ture title featuring a unique group of characters and a gripping narrative, Ken Follett’s The Pillars of the Earth and The Long Journey Home the first game from Daedalic Studio West. Platforms PC, PlayStation 4, Xbox One, Wii U and Mobile PC Stephan Harms COO Key Projects Console +49 (0) 40 / 845 041 19 [email protected] Deponia, Blackguards series, The Whispered World, Silence, The Night of the Rabbit, Edna & Harvey, The Dark Eye Adventure series, Ken Fol- lett’s The Pillars of the Earth, The Long Journey Handheld Home, The Devil’s Men. Company Facts Mobile • Employees: 115 PUBLISHING • Award Highlights: 21 German Developer Steffen Roche Awards (incl. »Studio of the Year« 2009 and Studio Manager 2013), six German Computer Game Awards MMOs MMOs DEVELOPMENT +49 (0) 40 / 307 290 98 (incl. -
Reviews: • Chaos on Deponia • Dead Reefs • Life in the Dorms • Primordia • the Walking Dead Episode 5: No Time Left November 2012
issue # 3 6 november 2012 REVIEWS: • Chaos on Deponia • Dead Reefs • Life In The Dorms • Primordia • The Walking Dead Episode 5: No Time Left NOVEMBER 2012 Another month has come and gone and we have another issue of Adventure Lantern for your reading pleasure. This month we are bringing you reviews of four brand new adventure game offer- ings, but we also plumbed the depths of the adventure genre to being you a re- view of the third-person, open-world, 2007, adventure Dead Reefs. The other reviews being: Primordia, Life in the Dorms, The Walking Dead season finale, and Chaos on Deponia. We also have a new team member, Igor Tokin, who has taken over com- piling the news section and will work beside Constantin in putting together Cover Image: the magazine each month from the ar- Primordia ticles our other team members write. What I most want to talk about this month is our upcoming partner- ADvENTuRE LANTERN ship with Zodiac. Zodiac is a new ad- #11 (36) november 2012 venture game exclusive online store, or Steam-like to be more precise. They already offer a wide range of new and old games, including free and full priced OWNER/ExECuTIvE Editor games and everything inbetween. Adven- Ugur Sener ture Lantern will remain a volunteer based, free, and not-for-profit magazine, and retain OThER Editor(S) all of our Independence. What we will be doing is including a link on Jonathon Wisnoski our website to Zodiac and including a page in our magazine which they will send us each month. -
About Services the Team Portfolio Customers
ABOUT SERVICES THE TEAM PORTFOLIO CUSTOMERS FACTSHEET CrazyBunch is a small, agile company consis- CrazyBunch GbR ting of experienced game developers. Alexander Kraus Kevin Niederelz Heiner Schmidt We see ourselves as a quality-oriented studio, Malte Schmidt which creates outstanding gaming experiences with high quality gameplay. Game developer based in Ham- burg, Germany We would be glad to support your team during the production of video games and virtual DATE OF FOUNDATION: reality applications or take over the whole 01. September 2014 development of your project. WEBSITE: With the help of our rapid-prototying you can http://crazybunch.biz/ early identify the flaws of a concept and get rid E-MAIL: of them to fully concentrate on the strengths of [email protected] your idea. SOCIAL MEDIA: Facebook We also assist you with expanding your target Twitter groups by porting your existing projects to ADDRESS: additional platforms. Billhorner Röhrendamm 8 20539 Hamburg With many years of experience in the video game industry and our focus on Unity3D we are the perfect partner for your requests. ABOUT SERVICES THE TEAM PORTFOLIO CUSTOMERS PORTING We develop and port games for various platforms. We are experienced with Windows, Mac OS X, Android, iOS, Oculus Rift and the Gear VR. We constantly expand our knowledge and have proven many times, that we can easily adopt new platforms. CUSTOM UNITY PLUGINS We are always interested to provide artists and designers with productive work en- vironments. That‘s why we develop Unity3D editor-plugins and C# interfaces to native libraries. Due to our experience we know, which tools are needed to maximize the productivity of your co-workers.