Fighting Back Against Sexual Harassment in Electronic Sports
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SPRING 2014 SPELMAN Messenger
Stacey Dougan, C’98, Raw Vegan Chef ALSO INSIDE: 2013 Reunion THE ALUMNAE MAGAZINE OF SPELMAN COLLEGE VOLUME 124 NUMBER 1 SPRING 2014 SPELMAN Messenger EDITOR All submissions should be sent to: Jo Moore Stewart Spelman Messenger Office of Alumnae Affairs ASSOCIATE EDITOR 350 Spelman Lane, S.W., Box 304 Joyce Davis Atlanta, GA 30314 COPY EDITOR OR Janet M. Barstow [email protected] Submission Deadlines: GRAPHIC DESIGNER Garon Hart Spring Semester: January 1 – May 31 Fall Semester: June 1 – December 31 ALUMNAE DATA MANAGER ALUMNAE NOTES Alyson Dorsey, C’2002 Alumnae Notes is dedicated to the following: EDITORIAL ADVISORY COMMITTEE • Education Eloise A. Alexis, C’86 • Personal (birth of a child or marriage) Tomika DePriest, C’89 • Professional Kassandra Kimbriel Jolley Please include the date of the event in your Sharon E. Owens, C’76 submission. TAKE NOTE! WRITERS S.A. Reid Take Note! is dedicated to the following Lorraine Robertson alumnae achievements: TaRessa Stovall • Published Angela Brown Terrell • Appearing in films, television or on stage • Special awards, recognition and appointments PHOTOGRAPHERS Please include the date of the event in your J.D. Scott submission. Spelman Archives Julie Yarbrough, C’91 BOOK NOTES Book Notes is dedicated to alumnae authors. Please submit review copies. The Spelman Messenger is published twice a year IN MEMORIAM by Spelman College, 350 Spelman Lane, S.W., We honor our Spelman sisters. If you receive Atlanta, Georgia 30314-4399, free of charge notice of the death of a Spelman sister, please for alumnae, donors, trustees and friends of contact the Office of Alumnae Affairs at the College. -
Blog Title Blog URL Blog Owner Blog Category Technorati Rank
Technorati Bloglines BlogPulse Wikio SEOmoz’s Blog Title Blog URL Blog Owner Blog Category Rank Rank Rank Rank Trifecta Blog Score Engadget http://www.engadget.com Time Warner Inc. Technology/Gadgets 4 3 6 2 78 19.23 Boing Boing http://www.boingboing.net Happy Mutants LLC Technology/Marketing 5 6 15 4 89 33.71 TechCrunch http://www.techcrunch.com TechCrunch Inc. Technology/News 2 27 2 1 76 42.11 Lifehacker http://lifehacker.com Gawker Media Technology/Gadgets 6 21 9 7 78 55.13 Official Google Blog http://googleblog.blogspot.com Google Inc. Technology/Corporate 14 10 3 38 94 69.15 Gizmodo http://www.gizmodo.com/ Gawker Media Technology/News 3 79 4 3 65 136.92 ReadWriteWeb http://www.readwriteweb.com RWW Network Technology/Marketing 9 56 21 5 64 142.19 Mashable http://mashable.com Mashable Inc. Technology/Marketing 10 65 36 6 73 160.27 Daily Kos http://dailykos.com/ Kos Media, LLC Politics 12 59 8 24 63 163.49 NYTimes: The Caucus http://thecaucus.blogs.nytimes.com The New York Times Company Politics 27 >100 31 8 93 179.57 Kotaku http://kotaku.com Gawker Media Technology/Video Games 19 >100 19 28 77 216.88 Smashing Magazine http://www.smashingmagazine.com Smashing Magazine Technology/Web Production 11 >100 40 18 60 283.33 Seth Godin's Blog http://sethgodin.typepad.com Seth Godin Technology/Marketing 15 68 >100 29 75 284 Gawker http://www.gawker.com/ Gawker Media Entertainment News 16 >100 >100 15 81 287.65 Crooks and Liars http://www.crooksandliars.com John Amato Politics 49 >100 33 22 67 305.97 TMZ http://www.tmz.com Time Warner Inc. -
Downloadable Gamers
Play With Me? Understanding and Measuring the Social Aspect of Casual Gaming Adam Alsén Julian Runge Anders Drachen Daniel Klapper Wooga, Analytics and Wooga and Humboldt Aalborg University and Humboldt University Data Science University, Berlin The Pagonis Network Berlin [email protected] [email protected] [email protected] [email protected] Abstract non: By August 2012, Facebook had 235 million monthly Social gaming is today a pervasive phenomenon. Driven by active players which amounts to roughly a fourth of its the advent of social networks and the digitization of game monthly active user base at that time [4]. distribution. In this paper the impact of digitization and so- To enable viral spread of the games on the social net- cial networks such as Facebook on digital games is de- work, developers made these games very accessible scribed and evaluated. This impact follows several vectors, including the introduction of new game formats and extend- through simple gameplay and well-designed tutorials aim- ing the traditional audiences for games, which in turn has ing at onboarding players smoothly [5-6] as well as by increased industrial revenue. The industry is in turn shaped using the and by using the Free-to-Play (F2P) business by new business model such as Free-to-Play, digital distri- model [7]. This high accessibility and social mechanics bution and the use of viral social features. These changes do made the games appeal to audiences that were not previ- not only appear irreversible, but more importantly, play a part in shaping the future of digital game design, notably for ously involved with gaming. -
Mapping the Monetization Challenge of Gaming in Various Domains
Mapping the Monetization Challenge of Gaming in Various Domains Evangelos Markopoulos1, Panagiotis Markopoulos2, Mika Liumila3, Younus Almufti1, Vasu Aggarwal 1 1 HULT International Business School, 35 Commercial Road, Whitechapel, E1 1LD London United Kingdom. 2 University of the Arts London, Elephant and Castle, SE1 6SB, London, United Kingdom. 3 Turku University of Applied Science, Joukahaisenkatu 3, 20520, Turku, Finnland. [email protected], [email protected], [email protected] [email protected], [email protected] Abstract. The cost of developing successful games for either entertainment or business purposes is a high-risk investment but mandatory due to the nature of the sector. However, there are discrete and innovative ways that minimize the investments risk and assure profitability without losing the player’s engage- ment. Gaming monetization can be approached from direct or indirect financial charges based on the scope of the game and its target group. As of today, no monetization practice can be considered as a silver bullet as they are all affected by geographical, cultural, social, economic and other factors. This paper attempts to define the major monetization elements in the gaming industry. It also at- tempts to define the major gaming categories and subcategories and associate on them the monetization elements and techniques. Furthermore, it creates a map for the development of gamification monetization approaches per case which can contribute towards effective gaming investments management. Keywords: Gaming · Gamification · Serious Games · Investment Management · Entertainment Games · Monetization · Ethics · Management 1 Introduction The growth of the computer and digital games industry has turned out to be non- predictable in market size and number of applications. -
Loot Boxes.” Loot Boxes Are a Subcategory of in What Amounted to a Pay-To-Win Scheme
Disclaimer: This article was written and submitted in the author’s personal capacity as a member of the gaming law community. It does not reflect, nor should it be interpreted as reflecting, any regulatory position or policy stance of, or on behalf of, the Nevada Gaming Commission or its individual members. LOOT BOANXD ETHS E QUESTION OF GAMBLING By Elijah Tredup At the ever-increasing intersection of gambling and video consumers felt like a disproportionate time to unlock games, one topic that has stoked impassioned discussion features through regular gameplay, raised complaints that among consumers, video game publishers, lawmakers, and the game was too heavily trying to push loot box purchases 8 regulators are “loot boxes.” Loot boxes are a subcategory of in what amounted to a pay-to-win scheme. While initial the microtransaction monetization model used by video consumer backlash was centered on perceived price gouging game developers—a microtransaction generally being of customers, it also cast increased scrutiny on the loot box categorized as an in-game purchase made after the initial mechanic itself, its perceived similarities to gambling, and 1 purchase or download of the video game. the inclusion of a potentially unregulated gambling product 9 in games with large audiences of minors. Loot boxes follow a fairly standard formula across different games. Players either earn the loot box through game play, or With how relatively new the scrutiny of loot boxes as a 2 to save time and effort they can also purchase it with money. gambling product is, it can be easy for many, especially The contents of the loot box are typically determined by those removed from the video game community, to attempt some form of random number generator, and are revealed in to categorically declare loot boxes as either gambling or not a carefully choreographed display of animation, lights, gambling. -
PR and Media Professional
Charles C. Mackey Vice President, Account Director Public Relations • Communications • Publicist • Media Spokesperson 123 Main Street, New York, NY 00000 | (123) 123-1234 | [email protected] Professional Profile ____________________________________________________________________ • High energy, creative professional with enthusiasm for securing media coverage combined with strong experience in public relations, advertising, media, and marketing. Known as a "go-getter" with contagious optimism and strategic vision, a strong writer and public spokesperson, and a collaborative "multi-tasker" of high-tempo creative projects. • Pioneered Social Media program that rocketed engagement at a well-established traditional multi-national manufacturing company, sustaining multiple communication channels and proactively shepherding creative solutions for "new" media exposure in competitive market place. Guided Twitter conversations, blogging, and Facebook presence. • Success pitching and executing brand-building solutions, cultivating a robust media network, and securing high-profile media coverage to include exclusive interviews with Robert Scoble, Mashable, and ZDnet. Proficient in French and Spanish. Areas of Expertise / Core Competencies Include ____________________________________________ - Integrated Public Relations & Marketing - Highly Developed Online Media Contacts - Corporate Promotions & Brand Campaigns - Influencer & Celebrity Interviews - Publicity, Press Events, & Promotions - External & Internal Communications - Online & Social Media -
Bursting the Filter Bubble
BURSTINGTHE FILTER BUBBLE:DEMOCRACY , DESIGN, AND ETHICS Proefschrift ter verkrijging van de graad van doctor aan de Technische Universiteit Delft, op gezag van de Rector Magnificus prof. ir. K. C. A. M. Luyben, voorzitter van het College voor Promoties, in het openbaar te verdedigen op woensdag, 16 September 2015 om 10:00 uur door Engin BOZDAG˘ Master of Science in Technische Informatica geboren te Malatya, Turkije. Dit proefschrift is goedgekeurd door: Promotors: Prof. dr. M.J. van den Hoven Prof. dr. ir. I.R. van de Poel Copromotor: dr. M.E. Warnier Samenstelling promotiecommissie: Rector Magnificus, voorzitter Prof. dr. M.J. van den Hoven Technische Universiteit Delft, promotor Prof. dr. ir. I.R. van de Poel Technische Universiteit Delft, promotor dr. M.E. Warnier Technische Universiteit Delft, copromotor Independent members: dr. C. Sandvig Michigan State University, USA Prof. dr. M. Binark Hacettepe University, Turkey Prof. dr. R. Rogers Universiteit van Amsterdam Prof. dr. A. Hanjalic Technische Universiteit Delft Prof. dr. ir. M.F.W.H.A. Janssen Technische Universiteit Delft, reservelid Printed by: CPI Koninklijke Wöhrmann Cover Design: Özgür Taylan Gültekin E-mail: [email protected] WWW: http://www.bozdag.nl Copyright © 2015 by Engin Bozda˘g All rights reserved. No part of the material protected by this copyright notice may be reproduced or utilized in any form or by any means, electronic or mechanical, includ- ing photocopying, recording or by any information storage and retrieval system, without written permission of the author. An electronic version of this dissertation is available at http://repository.tudelft.nl/. PREFACE For Philip Serracino Inglott, For his passion and dedication to Information Ethics Rest in Peace. -
Are Game Engines Software Frameworks?
? Are Game Engines Software Frameworks? A Three-perspective Study a < b c c Cristiano Politowski , , Fabio Petrillo , João Eduardo Montandon , Marco Tulio Valente and a Yann-Gaël Guéhéneuc aConcordia University, Montreal, Quebec, Canada bUniversité du Québec à Chicoutimi, Chicoutimi, Quebec, Canada cUniversidade Federal de Minas Gerais, Belo Horizonte, Brazil ARTICLEINFO Abstract Keywords: Game engines help developers create video games and avoid duplication of code and effort, like frame- Game-engine works for traditional software systems. In this paper, we explore open-source game engines along three Framework perspectives: literature, code, and human. First, we explore and summarise the academic literature Video-game on game engines. Second, we compare the characteristics of the 282 most popular engines and the Mining 282 most popular frameworks in GitHub. Finally, we survey 124 engine developers about their expe- Open-source rience with the development of their engines. We report that: (1) Game engines are not well-studied in software-engineering research with few studies having engines as object of research. (2) Open- source game engines are slightly larger in terms of size and complexity and less popular and engaging than traditional frameworks. Their programming languages differ greatly from frameworks. Engine projects have shorter histories with less releases. (3) Developers perceive game engines as different from traditional frameworks. Generally, they build game engines to (a) better control the environ- ment and source code, (b) learn about game engines, and (c) develop specific games. We conclude that open-source game engines have differences compared to traditional open-source frameworks al- though this differences do not demand special treatments. -
Artificial Intelligence, China, Russia, and the Global Order Technological, Political, Global, and Creative Perspectives
AIR UNIVERSITY LIBRARY AIR UNIVERSITY PRESS Artificial Intelligence, China, Russia, and the Global Order Technological, Political, Global, and Creative Perspectives Shazeda Ahmed (UC Berkeley), Natasha E. Bajema (NDU), Samuel Bendett (CNA), Benjamin Angel Chang (MIT), Rogier Creemers (Leiden University), Chris C. Demchak (Naval War College), Sarah W. Denton (George Mason University), Jeffrey Ding (Oxford), Samantha Hoffman (MERICS), Regina Joseph (Pytho LLC), Elsa Kania (Harvard), Jaclyn Kerr (LLNL), Lydia Kostopoulos (LKCYBER), James A. Lewis (CSIS), Martin Libicki (USNA), Herbert Lin (Stanford), Kacie Miura (MIT), Roger Morgus (New America), Rachel Esplin Odell (MIT), Eleonore Pauwels (United Nations University), Lora Saalman (EastWest Institute), Jennifer Snow (USSOCOM), Laura Steckman (MITRE), Valentin Weber (Oxford) Air University Press Muir S. Fairchild Research Information Center Maxwell Air Force Base, Alabama Opening remarks provided by: Library of Congress Cataloging-in- Publication Data Brig Gen Alexus Grynkewich (JS J39) Names: TBD. and Lawrence Freedman (King’s College, Title: Artificial Intelligence, China, Russia, and the Global Order : Techno- London) logical, Political, Global, and Creative Perspectives / Nicholas D. Wright. Editor: Other titles: TBD Nicholas D. Wright (Intelligent Biology) Description: TBD Identifiers: TBD Integration Editor: Subjects: TBD Mariah C. Yager (JS/J39/SMA/NSI) Classification: TBD LC record available at TBD AIR UNIVERSITY PRESS COLLABORATION TEAM Published by Air University Press in October -
The Rising Esports Industry and the Need for Regulation
TIME TO BE GROWN-UPS ABOUT VIDEO GAMING: THE RISING ESPORTS INDUSTRY AND THE NEED FOR REGULATION Katherine E. Hollist* Ten years ago, eSports were an eccentric pastime primarily enjoyed in South Korea. However, in the past several years, eSports have seen meteoric growth in dozens of markets, attracting tens of millions of viewers each year in the United States, alone. Meanwhile, the players who make up the various teams that play eSports professionally enjoy few protections. The result is that many of these players— whose average ages are between 18 and 22—are experiencing health complications after practicing as much as 14 hours a day to retain their professional status. This Note will explore why traditional solutions, like existing labor laws, fail to address the problem, why unionizing is impracticable under the current model, and finally, suggest regulatory solutions to address the unique characteristics of the industry. TABLE OF CONTENTS INTRODUCTION ..................................................................................................... 824 I. WHAT ARE ESPORTS? ....................................................................................... 825 II. THE PROBLEMS PLAYERS FACE UNDER THE CURRENT MODEL ....................... 831 III. THE COMPLICATIONS WITH COLLECTIVE BARGAINING ................................. 837 IV. GETTING THE GOVERNMENT INVOLVED: THE WHY AND THE HOW .............. 839 A. Regulate the Visas ...................................................................................... 842 B. Form an -
Security Now! #458 - 06-03-14 Truecrypt: WTF?
Security Now! #458 - 06-03-14 TrueCrypt: WTF? Link Tracking Warning! This document was first authored in Google Docs, then Downloaded as a PDF. So, Google has thoughtfully (ha!) added “tracking” redirections to all of the links here. (I have no idea why, but that’s Google.) If that bothers you, simply copy the text of the link into your browser’s URL field. This week on Security Now! ● The troubling misuse of the US Computer Fraud & Abuse Act, ● Chrome meaningfully tightens security, ● Brian Williams & Edward Snowden, ● ZeuS Botnet & Cryptolocker are (apparently) paused for two weeks, ● Apple’s WWDC & iOS8, ● Halt & Catch File, ● My final comments on the world's best and most economical shave... ● And... the VERY bizarre past week with TrueCrypt: WTF? Security News: US cybercrime laws being used to target security researchers ● US Computer Fraud and Abuse Act (CFAA). ● http://www.theguardian.com/technology/2014/may/29/us-cybercrime-laws-security-res earchers ○ Security researchers say they have been threatened with indictment for their work investigating internet vulnerabilities. ● “If you go public with this we'll pursue you under the CFAA.” Chrome tightens extension security: ● Santiago Barcia @SewardJack ● Chrome extension ecosystem looking more and more like Apple's chrome.blogspot.com/2014/05/protec… @SGgrc I guess it's good for security?! ● Protecting Chrome users from malicious extensions ○ http://chrome.blogspot.com/2014/05/protecting-chrome-users-from-malicious.ht ml ○ Extensions can ONLY be installed from the Chrome Web Store. ○ Extensions that were previously installed may be automatically disabled and cannot be re-enabled or re-installed until they're hosted in the Chrome Web Store. -
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00:00:00 Music Transition Gentle, trilling music with a steady drumbeat plays under the dialogue. 00:00:01 Promo Promo Speaker: Bullseye with Jesse Thorn is a production of MaximumFun.org and is distributed by NPR. [Music fades out.] 00:00:12 Music Transition “Huddle Formation” from the album Thunder, Lightning, Strike by The Go! Team. A fast, upbeat, peppy song. Music plays as Jesse speaks, then fades out. 00:00:19 Jesse Host It’s Bullseye. I’m Jesse Thorn. This next interview is about video Thorn games. And even if that’s not the kind of thing you’re into—maybe you don’t know what Fortnite is or the last console you owned was a Sega Genesis, but still, hear me out. You’re gonna wanna keep listening. For the better part of a decade, the video game industry has made more in revenue than Hollywood. Year after year. It’s not even close anymore. The two industries have a fair amount in common. Both movies and video games take enormous amounts of work to produce—work that spans dozens of disciplines, sometimes employing thousands of people on a single project. There are big studios, small studios, indie projects, multibillion dollar franchises. But the video game industry—at least compared to film and TV—is relatively new. It’s changing constantly. Sometimes for the better, sometimes for the worse. And the folks who make these games, most of them don’t have the same protections movie crews find in, say, a union or guild. Jason Schreier has made a career reporting on exactly that.