Declaration of Ryan S. Hilbert in Support of 311 Declaration In
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Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames
UC Berkeley UC Berkeley Electronic Theses and Dissertations Title Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames Permalink https://escholarship.org/uc/item/5pg3z8fg Author Chien, Irene Y. Publication Date 2015 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames by Irene Yi-Jiun Chien A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Film and Media and the Designated Emphasis in New Media in the Graduate Division of the University of California, Berkeley Committee in charge: Professor Linda Williams, Chair Professor Kristen Whissel Professor Greg Niemeyer Professor Abigail De Kosnik Spring 2015 Abstract Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames by Irene Yi-Jiun Chien Doctor of Philosophy in Film and Media Designated Emphasis in New Media University of California, Berkeley Professor Linda Williams, Chair Programmed Moves examines the intertwined history and transnational circulation of two major videogame genres, martial arts fighting games and rhythm dancing games. Fighting and dancing games both emerge from Asia, and they both foreground the body. They strip down bodily movement into elemental actions like stepping, kicking, leaping, and tapping, and make these the form and content of the game. I argue that fighting and dancing games point to a key dynamic in videogame play: the programming of the body into the algorithmic logic of the game, a logic that increasingly organizes the informatic structure of everyday work and leisure in a globally interconnected information economy. -
Nhl 08 Cheats
Nhl 08 cheats click here to download Get all the inside info, cheats, hacks, codes, walkthroughs for NHL 08 on GameSpot. Xbox Cheats - NHL This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for NHL 08 for Xbox If you've discovered a cheat you'd like to. NHL 08 Cheats - PC Cheats: This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for NHL 08 for PC. If you've discovered a cheat you'd like to add to. The best place to get cheats, codes, cheat codes, walkthrough, guide, FAQ, unlockables, tricks, and secrets for NHL 08 for PlayStation 2 (PS2). Unlockable: Reebok Gear Head to the in-game cheat menu (the "RBK password"), and type in "h3oyxpwksf8ibcgt" (without the quotes). If inserted correctly, you will get a bunch of new Reebok-related jerseys. Xbox | Submitted by gavin. Unlock Reebok Edge Jerseys. Reebok Edge Code Option. h3oyxpwksf8ibcgt. For NHL 08 on the Xbox , GameFAQs has 27 cheat codes and secrets. For NHL 08 on the PlayStation 2, GameFAQs has 2 cheat codes and secrets. For NHL 08 on the PC, GameFAQs has game information and a community message board for game discussion. We have 3 questions and 0 answers for this game. Check them out to find answers or ask your own to get the exact game help you need. How to use ex points on dynasty mode · How to use earned expiernce points on dynaode · how do i? More questions - Ask your own. NHL 08 Walkthroughs. We have 1 Walkthroughs for. -
Than a Game: Sports-Themed Video Games and Player Narratives
CORE Metadata, citation and similar papers at core.ac.uk Provided by University of Salford Institutional Repository Sociology of Sport Journal, 2009, 26, 50-66 © 2009 Human Kinetics, Inc. More Than a Game: Sports-Themed Video Games and Player Narratives Garry Crawford and Victoria K. Gosling University of Salford This article considers the social importance of sports-themed video games, and more specifically, discusses their use and role in the construction of gaming and wider social narratives. Here, building on our own and wider sociological and video games studies, we advocate adopting an audience research perspective that allows for con- sideration of not only narratives within games but also how these narratives are used and located within the everyday lives of gamers. In particular, we argue that sports- themed games provide an illustrative example of how media texts are used in identity construction, performances, and social narratives. Cet article considère l’importance sociale des jeux vidéo sur le sport et, plus spéci- fiquement, il porte sur leur utilisation et leur rôle dans la construction des récits de jeu et des récits sociaux. À partir de nos propres études sociologiques et de jeux vidéo, nous favorisons une perspective de recherche fondée sur l’auditoire qui permet de considérer non seulement les récits au sein des jeux mais également la façon dont ces récits sont utilisés et situés dans la vie quotidienne des joueurs. En particulier, nous suggérons que les jeux à thème sportif offrent une illustration de la façon dont les textes des médias sont utilisés dans la construction de l’identité, les performances et les récits sociaux. -
Tion Thomas EA Graphics Lunch Presentation
Tion Thomas EA Graphics Lunch Presentation Software Engineering Intern Central Technology Group – Apt Purdue University – MS ‘09 Mentor: Anand Kelkar Manager: Fazeel Gareeboo EA Company Overview Founded in 1982 Largest 3rd party game publisher in the world Net revenue of $3.67 billion in FY 2008 #1 mobile game publisher (acquired JAMDAT) Multi-Platform philosophy Has/owns development studios all over the globe: Bioware/Pandemic (Bioshock, Mercenaries) Criterion (Burnout, Black) Digital Illusions (Battlefield series) Tiburon (Madden) Valve (Half-Life) Crytek (Crysis) EA Company Overview cont… 4 Major Brands/Divisions: EA Sports (FIFA, Madden, NBA, NFL, Tiger Woods, NASCAR) EA Sports Freestyle (NBA Street, NFL Street, FIFA Street, SSX) EA (Medal of Honor, C&C, Need For Speed, SIMS, Spore, Dead Space) POGO (Casual web based games) Currently has 4 entries on the top selling franchises of all time list: #3 - Sims (100 million) #5 - Need For Speed (80 million) #7 – Madden (70 million) #9 - FIFA (65 million) EA Is Unique Sheer size breaks the traditional game developer paradigm Bound by multi-platform technology Long history with titles on almost every console that ever existed Most studios have annual cycles that cannot be broken Both developer and publisher with ownership in many huge studios Origin Of Tiburon Founded by 3 programmers in Longwood, FL First title was MechWarrior for SNES First Madden title was Madden 96 for Genesis, SNES Acquired by EA in 1998 How Tiburon Got Madden Originally, EA contracted Visual -
Playing with Race: the Ethics of Racialized Representations in E-Games
University of Wollongong Research Online Faculty of Arts - Papers (Archive) Faculty of Arts, Social Sciences & Humanities 2005 Playing with Race: The Ethics of Racialized Representations in E-Games Dean Chan University of Wollongong, [email protected] Follow this and additional works at: https://ro.uow.edu.au/artspapers Part of the Arts and Humanities Commons, and the Social and Behavioral Sciences Commons Recommended Citation Chan, Dean, Playing with Race: The Ethics of Racialized Representations in E-Games 2005. https://ro.uow.edu.au/artspapers/1858 Research Online is the open access institutional repository for the University of Wollongong. For further information contact the UOW Library: [email protected] IRIE International Review of Information Ethics Vol. 4 (12/2005) Dean Chan Playing with Race: The Ethics of Racialized Representations in E-Games Abstract: Questions about the meanings of racialized representations must be included as part of developing an ethical game design practice. This paper examines the various ways in which race and racial contexts are repre- sented in a selected range of commercially available e-games, namely war, sports and action-adventure games. The analysis focuses on the use of racial slurs and the contingencies of historical re-representation in war games; the limited representation of black masculinity in sports games and the romanticization of ‘ghetto play’ in urban street games; and the pathologization and fetishization of race in ‘crime sim’ action-adventure games such as True Crime: Streets of LA. This paper argues for, firstly, a continuous critical engagement with these dominant representations in all their evolving forms; secondly, the necessary inclusion of reflexive precepts in e-games development contexts; and thirdly, the importance of advocating for more diverse and equitable racialized representations in commercial e-games. -
The Power of Play: the Portrayal and Performance of Race in Video Games." the Ecology of Games: Connecting Youth, Games, and Learning.Edited by Katie Salen
Citation: Everett, Anna, and Craig Watkins. “The Power of Play: The Portrayal and Performance of Race in Video Games." The Ecology of Games: Connecting Youth, Games, and Learning.Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 141–166. doi: 10.1162/dmal.9780262693646.141 Copyright: c 2008 Massachusetts Institute of Technology. Published under Creative Commons Attribution-Noncommercial-No Derivative Works Unported 3.0 license. The Power of Play: The Portrayal and Performance of Race in Video Games Anna Everett University of California, Santa Barbara, Department of Film Studies S. Craig Watkins The University of Texas at Austin, Department of Radio-Television-Film Introduction: Young People, Games, and Learning The growing presence of games in the lives of young people creates perils and possibilities. Games have been a constant source of criticism and alarm among parents, researchers, child advocacy groups, and elected officials. The potential harmful effects of gaming have been linked to society’s understandable concerns about the increasingly sedentary lifestyles of youth and childhood obesity, addiction, gender socialization, poor academic performance, and aggressive behavior.1 An area of growing concern is the role of games in the learning experiences and environments of youth.2 While there is growing consensus that learning takes place in games, the question we ask is: “What kinds of learning?” In this chapter we shift the focus on youth, learning, and video games generally to consider the extremely significant but often overlooked matter of race. Specifically, we address the following question: In what ways do young people’s interactions with video games influence how and what they learn about race? We present a critical framework for thinking about how popular game titles and the professionals who design them reflect, influence, reproduce, and thereby teach dominant ideas about race in America. -
Earnings Conference Call Second Quarter Fiscal 2005 – Ended September 30, 2004
Earnings Conference Call Second Quarter Fiscal 2005 – Ended September 30, 2004 EA Conference Call – October 19, 2004 – Second Quarter Ended September 30, 2004 1 See Safe Harbor Statements (pages 3-4, 34) Today’s Call Table of Contents Page Welcome and Safe Harbor Statement 3-4 Highlights 5-9 Agenda 10 Second Quarter Results 11-23 Our Advantages 24-25 Industry Update 26-27 Financial Guidance 28-32 Summary 33 Safe Harbor Statement 34 Supplemental Information 35 EA Conference Call – October 19, 2004 – Second Quarter Ended September 30, 2004 2 See Safe Harbor Statements (pages 3-4, 34) EA Conference Call Welcome and Safe Harbor Good afternoon and welcome to our second quarter fiscal 2005 earnings conference call. Today on the call we have: Larry Probst – Chairman and Chief Executive Officer Warren Jenson – Chief Financial and Administrative Officer, and David Gardner- Senior Vice President, International Publishing Before we begin – I’d like to remind you that: 1. You may find copies of our SEC filings, our earnings release and a replay of the webcast at http://investor.ea.com. Shortly after the call – we will post a copy of Warren’s remarks on our website. 2. Throughout this conference call – we will present both GAAP and non-GAAP financial results. Non-GAAP results exclude charges associated with restructuring, asset impairment, other-than-temporary impairment of investments in affiliates, acquired in- process technology and amortization of intangibles and employee stock-based compensation – and their related tax effects. A supplemental schedule to our earnings release provides a reconciliation of non-GAAP to GAAP measures. -
1 Before the U.S. COPYRIGHT OFFICE, LIBRARY of CONGRESS
Before the U.S. COPYRIGHT OFFICE, LIBRARY OF CONGRESS In the Matter of Exemption to Prohibition on Circumvention of Copyright Protection Systems for Access Control Technologies Docket No. 2014-07 Reply Comments of the Electronic Frontier Foundation 1. Commenter Information Mitchell Stoltz Kendra Albert Corynne McSherry (203) 424-0382 Kit Walsh [email protected] Electronic Frontier Foundation 815 Eddy St San Francisco, CA 94109 (415) 436-9333 [email protected] The Electronic Frontier Foundation (EFF) is a member-supported, nonprofit public interest organization devoted to maintaining the traditional balance that copyright law strikes between the interests of copyright owners and the interests of the public. Founded in 1990, EFF represents over 25,000 dues-paying members, including consumers, hobbyists, artists, writers, computer programmers, entrepreneurs, students, teachers, and researchers, who are united in their reliance on a balanced copyright system that ensures adequate incentives for creative work while facilitating innovation and broad access to information in the digital age. In filing these reply comments, EFF represents the interests of gaming communities, archivists, and researchers who seek to preserve the functionality of video games abandoned by their manufacturers. 2. Proposed Class Addressed Proposed Class 23: Abandoned Software—video games requiring server communication Literary works in the form of computer programs, where circumvention is undertaken for the purpose of restoring access to single-player or multiplayer video gaming on consoles, personal computers or personal handheld gaming devices when the developer and its agents have ceased to support such gaming. We propose an exemption to 17 U.S.C. § 1201(a)(1) for users who wish to modify lawfully acquired copies of computer programs for the purpose of continuing to play videogames that are no longer supported by the developer, and that require communication with a server. -
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 -
Earnings Conference Call First Quarter Fiscal 2006 – Ended June 30, 2005
Earnings Conference Call First Quarter Fiscal 2006 – Ended June 30, 2005 EA Conference Call – July 26, 2005 – First Quarter Ended June 30, 2005 1 See Safe Harbor Statements (pages 3-4, 25) Today’s Call Table of Contents Page Welcome and Safe Harbor Statement 3 Highlights – Our Performance 5 Agenda 7 First Quarter Results 8 Outlook 17 Industry Update 18 Financial Guidance 19 Summary 24 Safe Harbor Statement 25 Supplemental Information 26 EA Conference Call – July 26, 2005 – First Quarter Ended June 30, 2005 2 See Safe Harbor Statements (pages 3-4, 25) EA Conference Call Welcome and Safe Harbor Good afternoon and welcome to our first quarter fiscal 2006 earnings call. Today on the call we have: Larry Probst – Chairman and Chief Executive Officer and Warren Jenson – Chief Financial and Administrative Officer Before we begin – I’d like to remind you that: 1. You may find copies of our SEC filings, our earnings release and a replay of the webcast on our web site at http://investor.ea.com. Shortly after the call – we will post a copy of Warren’s remarks on our website. 2. Throughout this call – we will present both GAAP and non-GAAP financial results. Non- GAAP results exclude charges associated with restructuring, asset impairment, other- than-temporary impairment of investments in affiliates, acquired in-process technology, amortization of intangibles, employee stock-based compensation and certain non- recurring litigation expenses – and their related tax effects. A supplemental schedule to our earnings release provides a reconciliation of non-GAAP to GAAP measures. In addition, a supplemental schedule demonstrating how we calculate ROIC will be included with the copy of Warren’s remarks we post on our website. -
High Tech Blackface -- Race, Sports Video Games and Becoming the Other David J
High Tech Blackface -- Race, Sports Video Games and Becoming the Other David J. Leonard High-Tech Blackface In a recent interview, Adam Clayton Powell III referred At 20, Jeremy Deberry surely is the best football to video games as "high-tech blackface," arguing that player at Central Piedmont Community College in "because the players become involved in the action … Charlotte, N.V. He practices six days a week, they become more aware of the moves that are pro- plays both ways and is generally regarded by his grammed into the game." [4] With this in mind, this peers as among the nation's elite performers, hav- paper explores the ways in which sports games reflect ing earned the moniker the Champ. Few address a history of minstrelsy, providing its primarily white cre- the sophomore as anything but. [1] ators and players the opportunity to become black. [5] In doing so, these games elicit pleasure, playing on white fantasies as they simultaneously affirm white The accolades above were not directed at a high privilege through virtual play. school all-American or even a finalist for the John Wodden award, but a video game player. Jeremy According to historian Eric Lott, minstrelsy was a Deberry is one of many talented virtual athletes, cash- "manifestation of the particular desire to try on the ing in on hand-eye success with fame and fortune. accents of 'blackness' and demonstrates the perme- Donning jerseys, talking trash, and working from ability of the color line." He writes that blackface "facili- excessive levels of testosterone, these virtual sporting tate[s] safely an exchange of energies between two competitions are a ripe source of critical inquiry. -
Kvalitetsbegrepp Och Tv-Spelsbestånd En Fallstudie Av Tv-Spelsverksamheten På Malmö Stadsbibliotek
MAGISTERUPPSATS I BIBLIOTEKS- OCH INFORMATIONSVETENSKAP VID INSTITUTIONEN BIBLIOTEKS- OCH INFORMATIONSVETENSKAP/BIBLIOTEKSHÖGSKOLAN 2007:147 ISSN 1654-0247 Kvalitetsbegrepp och tv-spelsbestånd En fallstudie av tv-spelsverksamheten på Malmö stadsbibliotek ERIC HARALDSSON SANDRA JANRELL © Eric Haraldsson/Sandra Janrell Mångfaldigande och spridande av innehållet i denna uppsats – helt eller delvis – är förbjudet utan medgivande. Svensk titel: Kvalitetsbegrepp och tv-spelsbestånd - En fallstudie av tv- spelsverksamheten på Malmö stadsbibliotek Engelsk titel: Quality Concepts and Video Game Collections - A Case Study of the Video Game Division at Malmo City Library Författare: Eric Haraldsson och Sandra Janrell Kollegium: Växjö Universitet Färdigställt: 2007 Handledare: Håkan Sterner Abstract: The purpose of this thesis is to examine the quality notions used by the library personnel responsible for the video game department at Malmo City Library. Furthermore, the thesis aims to assess how these notions of quality relate to properties of the actual collection of video games. The empirical results are based on interviews with the responsible library personnel. The result is then analyzed by an interpretation of Carl Gustav Johannsen’s library adapted, theory-based, model of quality definitions. In order to assess relevant properties of the video game collection, we performed a categorization according to the genre-based framework of Andrew Rollings and Ernest Adams and, to a lesser extent, the work on video game genres by Mark J. P. Wolf. The results indicate that Johannsen’s proposed persepectives on quality correspond well to the views expressed by the interviewed personnel. However, the properties of the video game catalogue imply a collection lacking in multitude, in many ways identical to the current ratio of the commercial market.