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Gay Engines: Imagining a Queer Development Platform for Video
Gay Engines: Imagining a Queer Development Platform for Video Games Cass Zegura MCM 1990: Honors Thesis/Project in Modern Culture and Media April 5, 2020 1 Preface The story of this project begins in the fall of 2017, at a crowded tapas bar in downtown Providence. My aunt and uncle, who live in Boston, had come down to visit and take me out to dinner. It was a perfectly ordinary night except in one regard: when I told my aunt and uncle about the classes I was taking that semester, a strange look crossed their faces. I thought the source of their confusion might be the computer science course I had mentioned, an upper-level design class called Independent Study in 2D Game Engines. I assumed that they, like I, had never heard of the term “game engine” before and thus did not know what it was. And as I launched into my explanation (which I won’t repeat here—I’ve already written an entire chapter dedicated to this question), the confusion diminished, but only somewhat, and we soon changed subjects. On a phone call with my mom a few days later, I learned the true source of my aunt and uncle’s befuddlement. In that noisy restaurant, the word “game” had transformed into the word “gay.” They thought that I was taking a class on 2D gay engines. No wonder they were confused! I would’ve been too. What the heck is a gay engine anyway? Of course, I didn’t know then that I was going to spend my senior year trying to answer that question. -
November 2012
MIDDLE-EARTH’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE VOL 15 ISSUE 8 PC / PLAYSTATION / XBOX / NINTENDO LEGO The Lord of the Rings It’s Middle-earth in LEGO – all of it. FEATURES rAge report back COD: Black Ops II multiplayer one ring to rule them all SPECIAL EDITION Cover 1 of 4 - Gandalf & Frodo MIDDLE-EARTH’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE VOL 15 ISSUE 8 PC / PLAYSTATION / XBOX / NINTENDO LEGO FEATURES The Lord rAge report back of the Rings COD: Black Ops II multiplayer It’s Middle-earth in LEGO – all of it. one ring to find them SPECIAL EDITION Cover 2 of 4 - Aragorn & Pippin MIDDLE-EARTH’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE VOL 15 ISSUE 8 PC / PLAYSTATION / XBOX / NINTENDO LEGO The Lord of the Rings It’s Middle-earth in LEGO – all of it. FEATURES rAge report back COD: Black Ops II multiplayer one ring to bring them all and in the darkness bind them SPECIAL EDITION Cover 3 of 4 - Legolas & Gimli MIDDLE-EARTH’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE VOL 15 ISSUE 8 in the land of mordor where the shadows lie. SPECIAL EDITION PC / PLAYSTATION / XBOX / NINTENDO Cover 4 of 4 - Mordor FEATURES LEGO rAge report back COD: Black Ops II The Lord multiplayer of the Rings It’s Middle-earth in LEGO – all of it. Editor Michael “RedTide“ James [email protected] Assistant editor Geoff “GeometriX“ Burrows Staff writer Contents Dane “Barkskin “ Remendes Contributing editor Regulars Lauren “Guardi3n “ Das Neves 12 Ed’s Note 14 Inbox Features Technical writer Neo “ShockG“ Sibeko 18 Bytes 53 home_coded 32 RAGE 2012: BEAUTIFUL CHAOS International correspondent 72 Everything else When the country’s biggest and best gaming Miktar “Miktar” Dracon extravaganza comes to a close, it’s only natural to feel profound panic and despair at the thought of having Contributors to wait a whole year for the next one. -
From Damsel in Distress to Peach Bomber He Stereotypical Image of a Gamer Girl Gamers and Tis a Smelly, Basement-Dwelling Girls in Games Teen Boy
From damsel in distress to Peach Bomber he stereotypical image of a gamer Girl gamers and Tis a smelly, basement-dwelling girls in games teen boy. In reality, adult women make up 33% of gamers, with boys under 18 only representing 18% their tastes are as varied as male gamers – the of the population (Entertainment results are all over the map. One journalist Software Association, 2009a, ¶ spoke with a group of young girls who play 3). Yet a survey from 2002 found first-person-shooter game Counterstrike in a that only 16% of characters in best-selling video games are female local league (Wells, 2006, ¶ 21). (Entertainment Software Association, 2009a, ¶ 3). Game box art Generally speaking, there are a also mostly shows men, usually in dominant poses, while the few number of games that are currently popular women who grace video game covers are frequently in submissive among girls. In published interviews with teen gamers, girls state poses (Chaika, 2004, ¶ 8). So what is the relationship between girls that they love Super Smash Bros., a fighting game made by Nintendo and video games? Are there any games out there designed with girls in that includes their most popular characters from over the years, such mind? And should we be encouraging girls to play more games? as Pikachu, Princess Zelda, Samus, Mario, and Yoshi. Simulation games are a popular genre, from the classic PC Do girls play games? game The Sims and its expansion packs to farm simulator Harvest Moon. But girls also enjoy music and rhythm games such as Rock he figure most widely cited online is that 40% of people who Band, Sing Star, and Dance Dance Revolution. -
Resident Evil Series
Zombies, Phallic Monsters, and Rocket Launchers: An Examination of Gender Representations and Simulations in the Resident Evil Series Christopher Alton A Dissertation submitted to the Faculty of Graduate Studies in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Communication and Culture, York University, Toronto, Ontario May, 2020 © Chris Alton, 2020 ii Abstract Capcom’s Resident Evil series (1996-present) is the second longest running horror video game series, following Konami’s Castlevania (1986-present). The series has, from its beginning, offered a choice of gendered protagonists with associated unique narrative and gameplay experiences, to say nothing of the gendered nature of the series antagonists. In this dissertation, I examine how gender dynamics, norms, expectations, and subversions are depicted and represented across the games in the Resident Evil series. I use an approach which embraces presentation (the ways characters are depicted in audio/visual terms), narrative (what roles characters play in the stories), and gameplay aspects (what the player is tasked with in the games, and how they are expected to succeed) of the main games in the Resident Evil series. Using key texts on the ontology of video games, gender/sexuality in the horror genre, and intersectionality/international feminism, I examine the whole of the Resident Evil series, as well as the guides and making-of materials, spin-offs, offshoots, and contemporary reviews. How the choice of male versus female protagonist choice is delineated, paired with the ways in which characters, male, female, and otherwise, are portrayed in relation to one another is the larger focus of this dissertation. -
A Feminist Content Analysis of Female Video Game Characters, and Interviews with Female Gamers
“Pretty Good for a Girl”: A Feminist Content Analysis of Female Video Game Characters, and Interviews with Female Gamers Cardiff University School of Journalism, Media, and Culture Master of Philosophy (Journalism Studies) 2018 Elizabeth Munday Abstract Feminist media scholars have long sought to understand the representations of women in the media, in which women are consistently depicted as secondary to men, which they have used to highlight issues of gender relations. My research involved the analysis of representations of female characters in games and explored how female gamers make sense of them, providing a more in-depth look at women in the media, whilst also addressing issues of gender such as leisure time. The gendering of leisure is important as it provides a wider basis for my more nuanced arguments about video games and those who play them. Throughout my research I endeavoured to study not only how women are represented in video games, but also the experiences of female gamers and how they continue to interact with the gaming community. Drawing widely from existing feminist media research, I studied the common representations of women in video games, and what female gamers thought of them. I also researched their experiences as female gamers within the gaming community – how they had been treated as “gamers”, but also how they continued to engage and interact with the gaming community. In order to gather this information, I utilised Content Analysis to gather and analyse game content through further Visual Analysis. This provided me with a range of insights into common patterns in the representations of women across a wide range of currently popular games, such as the role of healer. -
Alma Mater Studiorum Università Di Bologna SCUOLA DI LINGUE E
Alma Mater Studiorum Università di Bologna SCUOLA DI LINGUE E LETTERATURE, TRADUZIONE E INTERPRETAZIONE Sede di Forlì Corso di Laurea magistrale Specialized Translation (classe LM - 94) TESI DI LAUREA in Software and Game Localization “Dove hai imparato a fare queste cose, piccola?” Localizzazione videoludica e Gender Translation Studies: un’analisi della saga di Tomb Raider CANDIDATO: RELATRICE: Mirco Carlini Francesca Pezzoli CORRELATORI: Raffaella Baccolini Riccardo Lausdei Anno Accademico 2017/2018 Terzo Appello Abstract After a brief introduction to the gaming industry and the gaming localization industry, and a glimpse of the gender representation issue that in some ways persists to this day in the videogame world, this dissertation considers as its object of inquiry the Italian localization of the acclaimed Tomb Raider saga. Its main aim is to scrutinize the evolution of the titles’ main character, Lara Croft, with the objective of pinning down the gender-related issues that arise in the translation from English into Italian. Since the videogame industry has been marred for decades by what could be considered a serious issue with gender representation, this dissertation highlights the elements of game localization that can be taken into consideration to mitigate this issue. Through a discussion of the topics of fidelity and culturalization, it is argued that by following the disruptive and revolutionary principles theorized by the feminist scholars that started Gender Translation Studies, the translator could contribute to reduce the discriminatory and sexist content that the analysis shows could be, even inadvertently, introduced during the translation process. To this end, the global intent of fidelity towards the translation project and the translator-client relationship would still be maintained, but the translator would be given greater liberty to commit to choices as dictated by a newfound sensitivity towards gender-related issues, with the ever-present assurance that the look and feel of the final product would not be compromised in any way.