The Preservation of Complex Objects Volume 3 Gaming Environments and Virtual Worlds
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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. -
Folha De Rosto ICS.Cdr
“For when established identities become outworn or unfinished ones threaten to remain incomplete, special crises compel men to wage holy wars, by the cruellest means, against those who seem to question or threaten their unsafe ideological bases.” Erik Erikson (1956), “The Problem of Ego Identity”, p. 114 “In games it’s very difficult to portray complex human relationships. Likewise, in movies you often flit between action in various scenes. That’s very difficult to do in games, as you generally play a single character: if you switch, it breaks immersion. The fact that most games are first-person shooters today makes that clear. Stories in which the player doesn’t inhabit the main character are difficult for games to handle.” Hideo Kojima Simon Parkin (2014), “Hideo Kojima: ‘Metal Gear questions US dominance of the world”, The Guardian iii AGRADECIMENTOS Por começar quero desde já agradecer o constante e imprescindível apoio, compreensão, atenção e orientação dos Professores Jean Rabot e Clara Simães, sem os quais este trabalho não teria a fruição completa e correta. Um enorme obrigado pelos meses de trabalho, reuniões, telefonemas, emails, conversas e oportunidades. Quero agradecer o apoio de família e amigos, em especial, Tia Bela, João, Teté, Ângela, Verxka, Elma, Silvana, Noëmie, Kalashnikov, Madrinha, Gaivota, Chacal, Rita, Lina, Tri, Bia, Quelinha, Fi, TS, Cinco de Sete, Daniel, Catarina, Professor Albertino, Professora Marques e Professora Abranches, tanto pelas forças de apoio moral e psicológico, pelas recomendações e conselhos de vida, e principalmente pela amizade e memórias ao longo desta batalha. Por último, mas não menos importante, quero agradecer a incessante confiança, companhia e aceitação do bom e do mau pela minha Twin, Safira, que nunca me abandonou em todo o processo desta investigação, do meu caminho académico e da conquista da vida e sonhos. -
Video Game Preservation in the UK: a Survey of Records Management Practices
n Bachell, A., and Barr, M. (2014) Video game preservation in the UK: a survey of records management practices. International Journal of Digital Curation, 9 (2). pp. 139-170. ISSN 1746-8256 Copyright © 2014 The Authors http://eprints.gla.ac.uk/98882/ Deposited on: 31 October 2014 Enlighten – Research publications by members of the University of Glasgow http://eprints.gla.ac.uk IJDC | Peer-Reviewed Paper Video Game Preservation in the UK: Independent Games Developers’ Records Management Practices Alasdair Bachell Matthew Barr Perth and Kinross Council Archives HATII, University of Glasgow Abstract Video games are a cultural phenomenon; a medium like no other that has become one of the largest entertainment sectors in the world. While the UK boasts an enviable games development heritage, it risks losing a major part of its cultural output through an inability to preserve the games that are created by the country’s independent games developers. The issues go deeper than bit rot and other problems that affect all digital media; loss of context, copyright and legal issues, and the throwaway culture of the ‘next’ game all hinder the ability of fans and academics to preserve video games and make them accessible in the future. This study looked at the current attitudes towards preservation in the UK’s independent (‘indie’) video games industry by examining current record-keeping practices and analysing the views of games developers. The results show that there is an interest in preserving games, and possibly a desire to do so, but issues of piracy and cost prevent the industry from undertaking preservation work internally, and from allowing others to assume such responsibility. -
On Videogames: Representing Narrative in an Interactive Medium
September, 2015 On Videogames: Representing Narrative in an Interactive Medium. 'This thesis is submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy' Dawn Catherine Hazel Stobbart, Ba (Hons) MA Dawn Stobbart 1 Plagiarism Statement This project was written by me and in my own words, except for quotations from published and unpublished sources which are clearly indicated and acknowledged as such. I am conscious that the incorporation of material from other works or a paraphrase of such material without acknowledgement will be treated as plagiarism, subject to the custom and usage of the subject, according to the University Regulations on Conduct of Examinations. (Name) Dawn Catherine Stobbart (Signature) Dawn Stobbart 2 This thesis is formatted using the Chicago referencing system. Where possible I have collected screenshots from videogames as part of my primary playing experience, and all images should be attributed to the game designers and publishers. Dawn Stobbart 3 Acknowledgements There are a number of people who have been instrumental in the production of this thesis, and without whom I would not have made it to the end. Firstly, I would like to thank my supervisor, Professor Kamilla Elliott, for her continuous and unwavering support of my Ph.D study and related research, for her patience, motivation, and commitment. Her guidance helped me throughout all the time I have been researching and writing of this thesis. When I have faltered, she has been steadfast in my ability. I could not have imagined a better advisor and mentor. I would not be working in English if it were not for the support of my Secondary school teacher Mrs Lishman, who gave me a love of the written word. -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes. -
The Legality and Morality of Video Game Emulation (Research-In- Progress)
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by AIS Electronic Library (AISeL) Association for Information Systems AIS Electronic Library (AISeL) SAIS 2020 Proceedings Southern (SAIS) Fall 9-11-2020 The Legality and Morality of Video Game Emulation (Research-In- Progress) Mehruz Kamal State University of New York at Brockport, [email protected] Xavier Vogel State University of New York at Brockport, [email protected] Follow this and additional works at: https://aisel.aisnet.org/sais2020 Recommended Citation Kamal, Mehruz and Vogel, Xavier, "The Legality and Morality of Video Game Emulation (Research-In- Progress)" (2020). SAIS 2020 Proceedings. 14. https://aisel.aisnet.org/sais2020/14 This material is brought to you by the Southern (SAIS) at AIS Electronic Library (AISeL). It has been accepted for inclusion in SAIS 2020 Proceedings by an authorized administrator of AIS Electronic Library (AISeL). For more information, please contact [email protected]. Kamal & Vogel The Legality and Morality of Video Game Emulation THE LEGALITY AND MORALITY OF VIDEO GAME EMULATION Mehruz Kamal Xavier Vogel State University of New York at Brockport State University of New York at Brockport [email protected] [email protected] ABSTRACT The purpose of this paper is to examine the various factors surrounding video game emulation as well as the legal and moral implications of the technology. Firstly, the background and history of the technology is described and explored. Next, the laws surrounding emulation are examined, with it being shown that a great deal of people are not aware of how the law impacts the technology and the consequences of this. -
Metadefender Core V4.19.0
MetaDefender Core v4.19.0 © 2019 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 14 Key Features of MetaDefender Core 15 1. Quick Start with MetaDefender Core 16 1.1. Installation 16 Basic setup 16 1.1.1. Configuration wizard 16 1.2. License Activation 22 1.3. Process Files with MetaDefender Core 22 2. Installing or Upgrading MetaDefender Core 23 2.1. Recommended System Configuration 23 Microsoft Windows Deployments 24 Unix Based Deployments 26 Data Retention 28 Custom Engines 28 Browser Requirements for the Metadefender Core Management Console 28 2.2. Installing MetaDefender 29 Installation 29 Installation notes 29 2.2.1. MetaDefender Core 4.18.0 or older 30 2.2.2. MetaDefender Core 4.19.0 or newer 33 2.3. Upgrading MetaDefender Core 38 Upgrading from MetaDefender Core 3.x to 4.x 38 Upgrading from MetaDefender Core older version to 4.18.0 (SQLite) 38 Upgrading from MetaDefender Core 4.18.0 or older (SQLite) to 4.19.0 or newer (PostgreSQL): 39 Upgrading from MetaDefender Core 4.19.0 to newer (PostgreSQL): 40 2.4. MetaDefender Core Licensing 41 2.4.1. Activating Metadefender Licenses 41 2.4.2. Checking Your Metadefender Core License 46 2.5. Performance and Load Estimation 47 What to know before reading the results: Some factors that affect performance 47 How test results are calculated 48 Test Reports 48 2.5.1. -
POST-APOCALYPTIC DESIRES, SCIENCE DISTRUST, and the DE(CON)STRUCTION of a ZOMBIE STORY By
BRING AN AXE AND YOUR WILDEST DREAMS: POST-APOCALYPTIC DESIRES, SCIENCE DISTRUST, AND THE DE(CON)STRUCTION OF A ZOMBIE STORY by SAMANTHA JO LONG B.A., Illinois State University, 2011 A thesis submitted to the Faculty of the Graduate School of the University of Colorado in partial fulfillment of the requirement for the degree of Master of Arts Department of English 2014 This thesis entitled: Bring an Axe and Your Wildest Dreams: Post-Apocalyptic Desires, Science Distrust, and the De(con)struction of a Zombie Story written by Samantha Jo Long has been approved for the Department of English Richelle Munkhoff Stephen Graham Jones Date _ The final copy of this thesis has been examined by the signatories, and we Find that both the content and the form meet acceptable presentation standards Of scholarly work in the above mentioned discipline. iii Long, Samantha Jo (M.A., English) Bring an Axe and Your Wildest Dreams: Post-Apocalyptic Desires, Science Distrust, and the De(con)struction of a Zombie Story Thesis directed by Assistant Professor Richelle Munkhoff Observing the current popularity of the zombie narrative in American culture, this thesis explores the questions “why zombie?” and “why now?” through a combination of research and the creation of an original zombie story. Moving beyond existing criticism which argues that the zombie transforms to fit each generation’s specific fears, I argue that zombie movies, novels, and video games from George A. Romero-onwards continually speak to a distrust of science and scientific progress while additionally romanticizing the post-apocalyptic landscape. Consequently, the zombie’s unprecedented mainstream popularity over the last fifteen years could be read as symptomatic of this distrust intensifying, paralleling an increasing politicization of science and a rise in apocalyptic thinking within the public sphere. -
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Volume 9 + Issue 1= 2015
VOLUME 9 + ISSUE 1= 2015 MUDDMATH | 2015 1 Letter From the Chair Dear HMC Mathematics Friends, The department has been incredibly busy and productive as organize the 2014 Mathematics Research Community confer- you’ll read in the articles that follow. I’d like to highlight here ence at Snowbird (see page 5). Michael’s service also extends a few of my colleagues’ accomplishments. to the advisory board of the Springer Undergraduate Texts in Andrew Bernoff completed a prolific five-year term as Mathematics book series. department chair in July 2014. We’re grateful to him for In addition to the aforementioned Alder Award, other spearheading multiple fundraising efforts, including ensuring mathematics faculty members have also been honored for the longevity of Harvey Mudd’s Michael Moody Lecture their work. Nicholas Pippenger, a Fellow of the AMS, the Series, which features top mathematicians. In addition to his ACM, the IEEE and the RSC, was named to the IT History administrative accomplishments, Andy was awarded a Simons Society’s Honor Roll in recognition of his work on extend- Foundation Collaboration grant to support his research on ible hashing. Nick organized our mathematics senior thesis swarming. program and advises many of our joint math-CS majors. Working with me on everything from retreat planning to Alfonso Castro was appointed an AMS Fellow this year, a course scheduling, Talithia Williams served as associate chair distinction endowed upon only top-level research mathema- for 2014–2015. Newly tenured, she joins our department’s ticians. He now directs the Claremont Center for the Math- esteemed group of winners of the Henry L. -
An Interview With
An Interview with SUSAN H. NYCUM OH 432 Conducted by Jeffrey R. Yost on 5 June 2013 Computer Security History Project Portola Valley, California Charles Babbage Institute Center for the History of Information Technology University of Minnesota, Minneapolis Copyright, Charles Babbage Institute Susan H. Nycum Interview 5 June 2013 Oral History 432 Abstract This interview focuses on law and the criminal justice side of computer security. Nycum discusses law school, her work managing and helping to manage major academic computer centers (at Carnegie Mellon and Stanford), her roles with various pioneering IT-related and law groups/associations (including ABA Science and Technology Section, the Computer Law Association, and the ITC Law Association), efforts with the law and computing within ACM, her influential collaborative research with Donn Parker on computer crime and computer criminals (including interviewing prisoners), and her work with law firm Chickering and Gregory. This material is based upon work supported by the National Science Foundation under Grant No. 1116862, “Building an Infrastructure for Computer Security History.” 2 Yost: My name is Jeffrey Yost from the University of Minnesota, and I’m here today in Portola Valley, California, at the home of Susan Nycum. Nycum: “Ick”. Nick-um. Yost: Sorry about that. Nycum: That’s okay. Yost: To interview her about computer security for CBI’s NSF-funded project, “Building an Infrastructure for a Computer Security History.” So I’ll begin with a few basic biographical questions. Can you tell me when and where you were born? Nycum: I’ll tell you where but not when. That’s still something that I keep quiet because of the fact that for many, many years I was far too young to have the responsibility I had, and now I’m far too old. -
Scms Atlanta 2016 Conference Program Preliminary Draft
1 SCMS ATLANTA 2016 CONFERENCE PROGRAM PRELIMINARY DRAFT Please review the preliminary draft of the 2016 Atlanta Conference Program and send your minor corrections or changes (affiliation, order of presentations, formatting issues or spelling corrections) to [email protected] by Friday, January 15, 2016 at 5PM CT. To look up author names select the Find button on the tool bar and enter the author's name in the upper left corner of the search box and return. You can also use Ctrl + F to locate the author's name. NOTE: SCMS cannot accommodate requests for changes to the scheduled day or time of any panel or workshop. Corrections will not be made to the preliminary draft. Corrections will be included in the final printed program that will be available at the conference. Open call panel chair assignments are not final. Due to possible changes in room assignments, room numbers will only be included in the final program. REGISTRATION Conference presenters who have not become members and paid the conference registration fee by Friday, February 5, 2016 at 5PM CT will be deleted from the final printed program. To register: https://cmstudies.site-ym.com/?page=conf_registration CANCELLATION/REFUND POLICY All cancellation notifications and requests for conference registration refunds must be submitted online by Monday, February 29, 2016 at 5PM CT. No cancellations by phone or email. Conference registration refunds will be processed at 80% of the amount paid. http://www.cmstudies.org/?page=conf_cancellation (Use this link if you haven't paid the