The Foundations of Let's Play – Live Action Representation of Video
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Gamewith / 6552
GameWith / 6552 COVERAGE INITIATED ON: 2019.09.27 LAST UPDATE: 2021.04.19 Shared Research Inc. has produced this report by request from the company discussed in the report. The aim is to provide an “owner’s manual” to investors. We at Shared Research Inc. make every effort to provide an accurate, objective, and neutral analysis. In order to highlight any biases, we clearly attribute our data and findings. We will always present opinions from company management as such. Our views are ours where stated. We do not try to convince or influence, only inform. We appreciate your suggestions and feedback. Write to us at [email protected] or find us on Bloomberg. Research Coverage Report by Shared Research Inc. GameWith / 6552 RCoverage LAST UPDATE: 2021.04.19 Research Coverage Report by Shared Research Inc. | https://sharedresearch.jp INDEX How to read a Shared Research report: This report begins with the trends and outlook section, which discusses the company’s most recent earnings. First-time readers should start at the business section later in the report. Executive summary ----------------------------------------------------------------------------------------------------------------------------------- 3 Key financial data ------------------------------------------------------------------------------------------------------------------------------------- 5 Recent updates ---------------------------------------------------------------------------------------------------------------------------------------- 6 Highlights ------------------------------------------------------------------------------------------------------------------------------------------------------------ -
The Role of Ultra-Orthodox Political Parties in Israeli Democracy
Luke Howson University of Liverpool The Role of Ultra-Orthodox Political Parties in Israeli Democracy Thesis submitted in accordance with the requirements of the University of Liverpool for the degree of Doctor in Philosophy By Luke Howson July 2014 Committee: Clive Jones, BA (Hons) MA, PhD Prof Jon Tonge, PhD 1 Luke Howson University of Liverpool © 2014 Luke Howson All Rights Reserved 2 Luke Howson University of Liverpool Abstract This thesis focuses on the role of ultra-orthodox party Shas within the Israeli state as a means to explore wider themes and divisions in Israeli society. Without underestimating the significance of security and conflict within the structure of the Israeli state, in this thesis the Arab–Jewish relationship is viewed as just one important cleavage within the Israeli state. Instead of focusing on this single cleavage, this thesis explores the complex structure of cleavages at the heart of the Israeli political system. It introduces the concept of a ‘cleavage pyramid’, whereby divisions are of different saliency to different groups. At the top of the pyramid is division between Arabs and Jews, but one rung down from this are the intra-Jewish divisions, be they religious, ethnic or political in nature. In the case of Shas, the religious and ethnic elements are the most salient. The secular–religious divide is a key fault line in Israel and one in which ultra-orthodox parties like Shas are at the forefront. They and their politically secular counterparts form a key division in Israel, and an exploration of Shas is an insightful means of exploring this division further, its history and causes, and how these groups interact politically. -
Complaint Hugo Boss
Kampagne für Saubere Kleidung Clean Clothes Campaign Entwicklungspolitisches Netzwerk Sachsen e.V. ENS Dr. Bettina Musiolek Dresden, 13. November 2014 To Christoph Auhagen, Chief Brand Officer HUGO BOSS AG Dieselstrasse 12 , 72555 Metzingen [email protected] cc RA Carsten Thiel von Herff, Hugo Boss Ombudsperson Detmolder Straße 30, 33604 Bielefeld 0049/5215573330 [email protected] Complaint Poverty wages of workers producing Hugo Boss products Rationale: Europe plays an important role in the production and sales of Boss’ products According to Hugo Boss’ Sustainability Report 2013, „the Group operates production facilities in Izmir (Turkey), which is its largest in-house production location, as well as in Cleveland (USA), Metzingen (Germany), Radom (Poland) and Morrovalle (Italy).“ „The main business operations of the HUGO BOSS Group are concentrated within Europe, where the primary administrative and production sites are located.” „The Company has identified attractive growth opportunities in Eastern Europe.” „Production, logistics and administration locations in Europe (…) represent 55% of the Group's employees.” The company’s claim with regard to remuneration „The HUGO BOSS Group’s remuneration system is designed to ensure the fair and transparent compensation of employees and promote a culture of performance and dedication.” „At international locations the companies comply with the corresponding national framework conditions with regard to their pay structure. As such, entry-level wages must be at least equivalent to the statutory minimum wage.” (p. 23, Sustainability Report). The report does not account for any reality checks of these claims, let alone an indepent verification. CCC research on wages of Hugo Boss workers The Clean Clothes Campaign researched in Turkey, Central, East and South East Europe in order to find out, which conditions workers who make Hugo Boss’ clothes find themselves in – with specific focus on remuneration. -
Download Our Menu
WELCOME TO BREAKFAST // LUNCH // DINNER Each meal is prepared to order, from scratch, using consciously sourced whole foods & plant based ingredients with a focus on GMO-free, sustainable and organic items. Balanced choices to create delicious options for vegan, vegetarian and gluten-free diets so that everyone in your family can eat at the same table together. ORDER FOR PICK UP OR DELIVERY VIA – WWW.HUGOSRESTAURANT.COM – FLAT RATE DELIVERY - NO SPECIAL CHARGES OR & & WEST HOLLYWOOD | 8401 SANTA MONICA BLVD. | 323.654.3993 MON-THUR 9-9 | FRI 9-10 | SAT 8-10 | SUN 8-9 & STUDIO CITY | 12851 RIVERSIDE DR | 818.761.8985 MON-FRI 9-9 | SAT & SUN 8-9 hugosrestaurant hugosrestaurants FOR NEWS & DEALS BEVERAGES CHAI & TEA LATTES COFFEES WHOLE, NONFAT, OAT, SOY, RICE OR ALMOND MILK HOUSE COFFEE 3.75 HOUSE CHAI LATTE DECAF COFFEE 3.75 Ayurvedic spices with rooibos, raw cane sugar and steamed milk ESPRESSO 3.50 of choice. Caffeine free. 4.75 CAPPUCCINO 4.75 BLACK TEA CHAI LATTE CAFFE MOCHA 5.00 House Chai, black tea, raw cane sugar and steamed milk of choice. 4.75 CAFFE LATTE 4.75 MATCHA LATTE HORCHATA LATTE 5.00 Matcha green tea steamed with rice milk. 5.25 EXTRA SHOT 1.00 ROOIBOS AFRICANA LATTE LEMONADES With cornflower, blue mallow, vanilla and steamed milk of choice. 4.75 RED HOT LATTE OLD FASHIONED 4.00 Fresh ground sweet & spicy Saigon Cinnamon with steamed milk of choice. 4.75 MATCHA GREEN TEA 5.00 VEDIC LATTE ORGANIC STRAWBERRY 5.00 Turmeric, ginger, cardamom and hint of nutmeg and long pepper. -
Gamepro Media and Princeton Review Once Again Awarded the California University the Two Top Prizes in Their "Top Schools for Video Game Design Study."
GamePro Media and Princeton Review once again awarded the California university the two top prizes in their "Top Schools for Video Game Design Study." Wed, 2 Mar 2011 SAN FRANCISCO -- While the top game designers, programmers and artists gather at the world's largest Game Developers Conference at the San Francisco Moscone Convention Center this week, many of the top minds in interactive entertainment are coming through the University of California's undergraduate and graduate video game design programs. For the second year in a row, GamePro Media and The Princeton Review awarded USC the two top prizes in their "Top Schools for Video Game Design Study for 2011." The ranking, now in its second year, recognizes the top 10 undergraduate and top 10 graduate programs for video game design out of approximately 150 surveyed in North America. USC ranked highest in both categories. The university's video game design programs are interdisciplinary, involving the Interactive Media Division of the USC School of Cinematic Arts and the GamePipe program in the Department of Computer Science at the USC Viterbi School of Engineering. "In the short span of five years since its inception, the USC GamePipe program has become the national leader in education and professional game development," said Dean Yannis C. Yortsos of the USC Viterbi School. "It is a testament to the program quality, its leadership and the interdisciplinary strength at USC, which combines computer science, cinematic arts and fine arts in a unique partnership." The survey, which included more than 50 questions, covered a wide range of topics, from academics and faculty credentials to graduates' employment and career achievements. -
Cell Phone City Mobile Phone Use and the Hybridization of Space in Tokyo
Cell Phone City Mobile Phone Use and the Hybridization of Space in Tokyo PhD Thesis, Urban Studies Deirdre Aranka Lucia Sneep Universität Duisburg-Essen IN-EAST School of Advanced Studies Cell Phone City Mobile Phone Use and the Hybridization of Space in Tokyo Inaugural-Dissertation zur Erlangung des akademischen Grades Doktor der Philosophie (Dr. phil.) der Fakultät für Geisteswissenschaften der Universität Duisburg-Essen vorgelegt von Deirdre Aranka Lucia Sneep aus Mülheim (Ruhr) Gutachter/Betreuer: Prof. Dr. Jens Martin Gurr and Prof. Dr. Florian Coulmas, Universität Duisburg-Essen Duisburg, 8 September 2017 Disputation: Essen, den 12. Juni 2018 1 This PhD project has been a part of the ‘Urban Systems in East Asia’ cluster of the IN-EAST School of Advanced Studies, University of Duisburg-Essen. All photographs and images in this thesis belong to the author, unless otherwise stated in the caption. Do not reproduce without permission. Diese Dissertation wird über DuEPublico, dem Dokumenten- und Publikationsserver der Universität Duisburg-Essen, zur Verfügung gestellt und liegt auch als Print-Version vor. DOI: 10.17185/duepublico/71795 URN: urn:nbn:de:hbz:464-20200610-125905-4 Alle Rechte vorbehalten. 2 TABLE OF CONTENTS 1. Introduction ............................................................................................................................................................... 6 Smartphone Citizens................................................................................................................................................ -
University of Oklahoma Graduate College
UNIVERSITY OF OKLAHOMA GRADUATE COLLEGE THE SELF-PERCEPTION OF VIDEO GAME JOURNALISM: INTERVIEWS WITH GAMES WRITERS REGARDING THE STATE OF THE PROFESSION A DISSERTATION SUBMITTED TO THE GRADUATE FACULTY in partial fulfillment of the requirements for the Degree of DOCTOR OF PHILOSOPHY By Severin Justin Poirot Norman, Oklahoma 2019 THE SELF-PERCEPTION OF VIDEO GAME JOURNALISM: INTERVIEWS WITH GAMES WRITERS REGARDING THE STATE OF THE PROFESSION A DISSERTATION APPROVED FOR THE GAYLORD COLLEGE OF JOURNALISM AND MASS COMMUNICATION BY Dr. David Craig, Chair Dr. Eric Kramer Dr. Jill Edy Dr. Ralph Beliveau Dr. Julie Jones © Copyright by SEVERIN JUSTIN POIROT 2019 All Rights Reserved. iv Acknowledgments I’ve spent a lot of time and hand wringing wondering what I was going to say here and whom I was going to thank. First of all I’d like to thank my committee chair Dr. David Craig. Without his guidance, patience and prayers for my well-being I don’t know where I would be today. I’d like to also thank my other committee members: Dr. Eric Kramer, Dr. Julie Jones, Dr. Jill Edy, and Dr. Ralph Beliveau. I would also like to thank former member Dr. Namkee Park for making me feel normal for researching video games. Second I’d like to thank my colleagues at the University of Oklahoma who were there in the trenches with me for years: Phil Todd, David Ferman, Kenna Griffin, Anna Klueva, Christal Johnson, Jared Schroeder, Chad Nye, Katie Eaves, Erich Sommerfeldt, Aimei Yang, Josh Bentley, Tara Buehner, Yousuf Mohammad and Nur Uysal. I also want to extend a special thanks to Bryan Carr, who possibly is a bigger nerd than me and a great help to me in finishing this study. -
Downloaded From
This is the author’s version of a work that was submitted/accepted for pub- lication in the following source: Sweetser, Penelope, Johnson, Daniel M., Wyeth, Peta,& Ozdowska, Anne (2012) GameFlow heuristics for designing and evaluating real-time strat- egy games. In Proceedings of the 8th Australasian Conference on Inter- active Entertainment: Playing the System, ACM, Aotea Centre, Auckland, New Zealand. This file was downloaded from: http://eprints.qut.edu.au/58220/ c Copyright 2012 ACM Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for compo- nents of this work owned by others than ACM must be honored. Abstract- ing with credit is permitted. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Notice: Changes introduced as a result of publishing processes such as copy-editing and formatting may not be reflected in this document. For a definitive version of this work, please refer to the published source: http://dx.doi.org/10.1145/2336727.2336728 GameFlow Heuristics for Designing and Evaluating Real-Time Strategy Games Penelope Sweetser Daniel Johnson Peta Wyeth Queensland University of Technology Queensland University of Technology Queensland University of Technology Brisbane, Australia Brisbane, Australia Brisbane, Australia [email protected] [email protected] [email protected] Anne Ozdowska Queensland University of Technology Brisbane, Australia [email protected] ABSTRACT Pervasive GameFlow [14], EGameFlow [10], RTS-GameFlow The GameFlow model strives to be a general model of player [8], as well as a number of others. -
Emerging Leaders 2011 Team G Selection & Purchasing
Emerging Leaders 2011 Team G Selection & Purchasing Selection When selecting video games for a library collection, consider the following criteria: • Type of collection (e.g. circulating vs. non-circulating or programming collection). • Audience for collection (Is the collection for entertainment purposes or academic study? Will games be collected for children, teens, adults, or a combination of these?). • Curriculum support. • Game ratings. The Entertainment Software Rating Board (ESRB) gives each game a rating based on age appropriateness. Ratings include EC (Early Childhood), E (Everyone), E10+ (Everyone Ten and Older), T (Teen), and M (Mature). More information can be found on the ESRB website:http://www.esrb.org. • Game platforms. Games are available on many different platforms (e.g. Wii, PlayStation, etc.). Librarians will need to consider patron needs and budget constraints when considering which platform(s) to purchase for. As newer platforms are developed, consider whether to collect for these new platforms and whether it is necessary to keep games that are playable on older platforms. Conversely, platforms affect collection weeding; the Collection Maintenance section provides further details. • Collection of gaming items in addition to actual games (e.g. game consoles and accessories, game guides, gaming periodicals, and texts on the subject of games and gaming). • Reviews and recommendations for which games to purchase. • Qualities that make a game culturally significant. (See What Makes a Good Game.) The following resources -
SACRED SPACE EVADERS RELIGIOUS HEGEMONY in GAMING JOURNALISM Presented by Gregory P
SACRED SPACE EVADERS RELIGIOUS HEGEMONY IN GAMING JOURNALISM _______________________________________ A Dissertation presented to the Faculty of the Graduate School at the University of Missouri-Columbia _______________________________________________________ In Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy _____________________________________________________ by GREGORY P. PERREAULT Dr. Timothy Vos, Dissertation Supervisor MAY 2015 The undersigned, appointed by the dean of the Graduate School, have examined the dissertation entitled SACRED SPACE EVADERS RELIGIOUS HEGEMONY IN GAMING JOURNALISM presented by Gregory P. Perreault, a candidate for the degree of doctor of philosophy, and hereby certify that, in their opinion, it is worthy of acceptance. Professor Timothy Vos Professor Yong Volz Professor Stephanie Craft Professor Debra Mason Professor Richard Callahan ACKNOWLEDGEMENTS No scholar achieves his or her Ph.D. on sheer will, intellect or dedication alone. We are the product of our mentors and our supporters, and I have benefited many fantastic people who have supported me professionally, academically, and personally. First, I must thank my mentors. My early mentors—Terry Mattingly, from Palm Beach Atlantic University, and Kimberly Meltzer, from Georgetown University—gave shape to my scholarly interests and pushed me out of my comfort zone. I must thank Debra Mason, who has been a continual supporter and mentor of my research and an invaluable friend to my family. I must thank Richard Callahan who was willing to spend a year in independent study with me, introducing me to the literature of religious studies. I must also thank Stephanie Craft who helped guide me through my early introduction to journalism research and Yong Volz whose lessons from a qualitative research class and whose kind words got me through some difficult moments in the Ph.D. -
Victor Hugo's Estimate of Germany
5 $1.00 per Year OCTOBER, 1915 Price, 10 Cents tlbe ©pen Court A MONTHLY MAGAZINE H)evotc& to tbc Science ot IReU^ion, tbe IReltafon ot Science, anb tbe Ertension of tbe IReligious parliament l^ea Founded by Edward C. Hegeler. THE STATUE OF VENUS BY KALAMIS. (See page 613.) Zbc ®pcn Court IPublisbfna (Tompanie CHICAGO Per copy, 10 cents (sixpence). Yearly, $1.00 (in the U.P.U., Ss. 6A). Entered u Sec«od-CIau Matter March 26, 18971 at the Post Office at Chicago, III., under Act of March 3> i>79 Copyright by The Open Court Publishing Company, 191 $1.00 per Year OCTOBER, 1915 Price, 10 Cents tlbe ©pen Court A MONTHLY MAGAZINE H)cvote^ to tbc Science ot IReltgton, tbe IReliafon ot Science, anb tbe Brtension ot tbe IReligious parliament 1&ea Founded by Edward C. Hegeler. THE STATUE OF VENUS BY KALAMIS. (See page 613.) Xtbe ©pen Court pubUsbing Companie CHICAGO Per copy, 10 cents (sixpence). Yearly, $1.00 (in the U.P.U., Ss. 6d.). Entered as Sccend-Qua Matter March 36, 1897. at the Post Office at Chicago, lU., tinder Act of March 3, 1S79 CopTTight by The Open Court Publishing Company, 1915 VOL. XXIX (No. 10) OCTOBER, 1915 NO. 713 CONTENTS: FAGI Frontispiece. The Venus of Praxiteles. Victor Hugo's Estimate of Germany 577 Open Letters from M. Paul Hyacinthe Loyson 583 The "Open Mind" in "The Open Court." C. Marsh Beadnell 590 The Future of Socialism. Frank MacDonald 597 Aphrodite (With illustrations). Paul Carus 608 The Religions of Comte and Spencer. -
Analysis of Gender and Queer Representation in Outlast II Margret
Outlasting the Binary: Analysis of Gender and Queer Representation in Outlast II Margret M. Murphy Department of Sociology SOC 401: Research Dr. Oluwakemi “Kemi” Balogun March 20, 2020 OUTLASTING THE BINARY 2 Abstract The components within Horror Media has been a topic of study for decades. A major gap in the scholarship is how representations within horror media impacts marginalized communities negatively. Using the first-person survival horror game Outlast II, I ask how these tropes accentuate the archetypes of hegemonic masculinity and emphasized femininity as well as how they conventionalize individuals that challenge the gender binary. The cutscenes, dialogue, documents, and recordings collected will be analyzed, providing evidence for the forthcoming discussions about the representation of gender and queer communities within this game. Results show that the game emphasizes similar themes commonly found in horror media. These include: the “male protector” and “damsel in distress” archetypes, the violent mistreatment of women, framing sexually transmitted diseases (STD’s) as grotesque, exclusion of primary female characters, stereotyping queer characters, and emphasis on hegemonic masculinity, a term coined by Connell (1987). This case study will provide further evidence for ongoing research on horror media and its use of the gender binary, stereotypical male/female roles, and exclusion of non- stereotypical gender non-conforming or queer characters. Keywords: videogames, horror, gender binary, hegemonic masculinity, emphasized femininity, queer representation OUTLASTING THE BINARY 3 Dedications and Acknowledgements A huge thank you to my advisor, Professor Oluwakemi “Kemi” Balogun! Thank you for giving me criticisms, advice, and ideas that were nothing but helpful in making this the best it can possibly be.