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Bossier City-Parish Metropolitan Planning Commission
** APPLICANT OR REPRESENTATIVE MUST BE PRESENT AT THE MPC MEETING ** BOSSIER CITY-PARISH METROPOLITAN PLANNING COMMISSION PUBLIC HEARING AND PRELIMINARY HEARING – AGENDA MONDAY, JANUARY 9, 2017, 2:00 P.M. CITY COUNCIL CHAMBERS, BOSSIER CITY HALL 620 BENTON ROAD, BOSSIER CITY, LOUISIANA A. ROLL CALL B. APPROVE AGENDA C. PUBLIC HEARING/ ACTION 1. C-75-16 - The application of Ashe Broussard Weinzettle Architects, LLP for a Conditional Use Approval for a Parking Reduction and Reduction of Landscape Buffer for Cypress Point Nursing and Rehabilitation Center, a certain tract of land located in the Northeast Corner of Airline Drive and Wemple Road, Bossier Parish, Louisiana. 2. C-82-16 - The application of Mohr and Associates for a Minor Plat, Jeanette Place, Unit No. 4, Bossier City, Louisiana. 3. C-59-16 - The application of DG Louisiana dba Dollar General Store #4749 for a Conditional Use Approval for the sale of high and low content alcohol for off-premise consumption at a Dollar General Store located at 1310 Swan Lake Road, Bossier City, Louisiana. 4. C-56-16 – The application of DG Louisiana dba Dollar General Store #10632 for a Conditional Use Approval for the sale of high and low content alcohol for off-premise consumption at a Dollar General Store located at 2100 Stockwell Road, Bossier City, Louisiana. Bossier Planning Commission Agenda January 9, 2017 Page 2 5. C-58-16 - The application of DG Louisiana dba Dollar General Store #4748 for a Conditional Use Approval for the sale of high and low content alcohol for off-premise consumption at a Dollar General Store located at 2314 Barksdale Boulevard, Bossier City, Louisiana. -
TESIS: Grand Theft Auto IV. Impacto Y Contexto En Los Videojuegos Como
UNIVERSIDAD NACIONAL AUTÓNOMA DE MÉXICO FACULTAD DE ESTUDIOS SUPERIORES ACATLÁN Grand Theft Auto IV. Impacto y contexto en los videojuegos como parte de la cultura de masas Tesis para obtener el título de: Licenciado en Comunicación PRESENTA David Mendieta Velázquez ASESOR DE TESIS Mtro. José C. Botello Hernández UNAM – Dirección General de Bibliotecas Tesis Digitales Restricciones de uso DERECHOS RESERVADOS © PROHIBIDA SU REPRODUCCIÓN TOTAL O PARCIAL Todo el material contenido en esta tesis esta protegido por la Ley Federal del Derecho de Autor (LFDA) de los Estados Unidos Mexicanos (México). El uso de imágenes, fragmentos de videos, y demás material que sea objeto de protección de los derechos de autor, será exclusivamente para fines educativos e informativos y deberá citar la fuente donde la obtuvo mencionando el autor o autores. Cualquier uso distinto como el lucro, reproducción, edición o modificación, será perseguido y sancionado por el respectivo titular de los Derechos de Autor. Grand Theft Auto IV Impacto y contexto en los videojuegos como parte de la cultura de masas Agradecimientos A mis padres. Gracias, papá, por enseñarme valores y por tratar de enseñarme todo lo que sabías para que llegara a ser alguien importante. Sé que desde el cielo estás orgulloso de tu familia. Mamá, gracias por todo el apoyo en todos estos años; sé que tu esfuerzo es enorme y en este trabajo se refleja solo un poco de tus desvelos y preocupaciones. Gracias por todo tu apoyo para la terminación de este trabajo. A Ariadna Pruneda Alcántara. Gracias, mi amor, por toda tu ayuda y comprensión. Tu orientación, opiniones e interés que me has dado para la realización de cualquier proyecto que me he propuesto, así como por ser la motivación para seguir adelante siempre. -
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Frank G. Bosman and Archibald L. H. M. van Wieringen Reading The Book of Joseph A Communication-Oriented Analysis of Far Cry 5 Abstract In the game Far Cry 5, a book called The Book of Joseph plays an important role. It is the confession, autobiography and sermon compilation of Joseph Seed, the leader of the fundamentalist, Christian-inspired violent Doomsday cult called “Project at Eden’s Gate”. In the game, the player is tasked to defeat Seed’s grip on – fictional – Hope Coun- ty, Montana (USA). The Book of Joseph is not only found in the game, where its content is kept hidden from the player, but is also featured in a live-action trailer, called The Baptism. Most importantly, Joseph Seed’s book has also been published as a physical object and was distributed to the first2 ,000 buyers of the Mondo edition of the game. In this article, the authors argue that the communicative function of The Book of Joseph differs significantly from one medial object to the next (game, trailer, book), influenced by the intertextual and intermedial relationships between those medial objects and by their exclusive characteristics. Using a communication-oriented method of text analy- sis, the authors investigate the various communicative processes within the different “texts”, in order to establish the narrative loci of the book’s materiality. Keywords Far Cry 5, The Book of Joseph, Communication-Oriented Method, Intertextuality, Cult, Intermediality, Materiality Biographies Frank G. Bosman is a theologian of culture and a senior researcher at the Tilburg School of Catholic Theology, Tilburg University, the Netherlands. -
Console Games in the Age of Convergence
Console Games in the Age of Convergence Mark Finn Swinburne University of Technology John Street, Melbourne, Victoria, 3122 Australia +61 3 9214 5254 mfi [email protected] Abstract In this paper, I discuss the development of the games console as a converged form, focusing on the industrial and technical dimensions of convergence. Starting with the decline of hybrid devices like the Commodore 64, the paper traces the way in which notions of convergence and divergence have infl uenced the console gaming market. Special attention is given to the convergence strategies employed by key players such as Sega, Nintendo, Sony and Microsoft, and the success or failure of these strategies is evaluated. Keywords Convergence, Games histories, Nintendo, Sega, Sony, Microsoft INTRODUCTION Although largely ignored by the academic community for most of their existence, recent years have seen video games attain at least some degree of legitimacy as an object of scholarly inquiry. Much of this work has focused on what could be called the textual dimension of the game form, with works such as Finn [17], Ryan [42], and Juul [23] investigating aspects such as narrative and character construction in game texts. Another large body of work focuses on the cultural dimension of games, with issues such as gender representation and the always-controversial theme of violence being of central importance here. Examples of this approach include Jenkins [22], Cassell and Jenkins [10] and Schleiner [43]. 45 Proceedings of Computer Games and Digital Cultures Conference, ed. Frans Mäyrä. Tampere: Tampere University Press, 2002. Copyright: authors and Tampere University Press. Little attention, however, has been given to the industrial dimension of the games phenomenon. -
A Geotourism Analysis in Spring Green, Wisconsin
Jennifer Reece Maggie Strassman Sara Dorsey Mike Kenyon Creativity Shining Through: A Geotourism Analysis in Spring Green, Wisconsin Introduction Canoeing down the Lowe Wisconsin River, paddlers encounter a variety ofthe state's natural and cultural wonders; blue herons stepping through marshes, rolling bluffs set against the open sky, and local residents casting lines off wooden docks. Our group's research interests span the discipline of geography, linking people with environment and evaluating ways in which they use their space, much like a paddler observes his or her surroundings. Our particular interests include sustainable tourism, working to provide incentives to protect natural areas, encouraging a vested interest in conserving biodiversity, urban parks and green space, and ecotourism as a form of community development. Combining our interests, we analyzed geotourism in Spring Green, as defined by National Geographic's Center for Sustainable Destinations, a forerunner in the emerging field ofgeotourism. Our research and conclusions are valuable to the Spring Green community, whose motto is "Creativity Shining Through" because they shed light on the impact ofthe area's tourist industry. The geotourism industry is a phenomenon generally applied to international or well-known places. However, we feel this project is an interesting complement to existing research, as well as our personal research endeavors. Literature Review Geotourism was first introduced as an idea in 2002 by National Geographic Traveler Magazine and the Travel Industry Association ofAmerica. Jonathan B. Tourtellot, editor of National Geographic, and wife Sally Bensusen coined the term a few years earlier due to the need for a concept more encompassing than simply sustainable tourism or ecotourism. -
SOUVENIR MARKETING in TOURISM RETAILING SHOPPER and RETAILER PERCEPTIONS by KRISTEN K
SOUVENIR MARKETING IN TOURISM RETAILING SHOPPER AND RETAILER PERCEPTIONS by KRISTEN K. SWANSON, B.S., M.S. A DISSERTATION IN CLOTHING, TEXTILES, AND MERCHANDISING Submitted to the Graduate Faculty of Texas Tech University in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY Approved Accepted August, 1994 1 o t.i.H" ^b^/ •b C'J ® 1994 Kristen Kathleen Swanson ACKNOWLEDGEMENTS The researcher would like to thank Dr. Patricia Horridge, advisor and friend, for her guidance and support at Texas Tech University. Dr. Horridge continually gives of herself to encourage and inspire her students. Additionally, this researcher would like to thank Dr. Claud Davidson, Dr. linger Eberspacher, Dr. Lynn Huffman, and Dr. JoAnn Shroyer for allowing this exploratory research to take place, and keep the study grounded. Each committee member took time to listen, evaluate and strengthen this study. Thank you to Tom Combrink, Arizona Hospitality Research and Resource Center, Northern Arizona University, for assisting with the statistical analysis. Further, this researcher would like to thank all of the graduate students who came before her, for it is by their accomplishments and mistakes that the present study was enhanced. The researcher would like to thank her husband James Power, her parents Richard and Bonnie Swanson, and Bill and Ruby Power, and special friends Chris and Judy Everett for their constant support in accomplishing this study and the degree which comes with the work. 11 TABLE OF CONTENTS ACKNOWLEDGEMENTS ii ABSTRACT vii LIST OF TABLES ix CHAPTER L INTRODUCTION 1 Theoretical Framework 2 Statement of Problem 3 Purposes of the Study 6 Research Objectives and Questions 7 Research Objectives 7 Research Questions 8 Limitations 9 Definition of Terms 9 II. -
THE Opportunlty of a Generation: the Litimate Score on A, Oigita Go D Mine
THE OPPORTUnlTY OF A GEnERATIOn: The Litimate Score on a, Oigita Go d Mine ...,:: ------- . ....... ' ,,,.,, .. ,,,,,. , ..... TABLE OF CONTENTS Introduction.............................................................................................3 Demographic Shifts and Opportunities………..........................................5 The Millennial Hotspot............................................................................6 The Future of the Video Game Industry.................................................8 The Evolution of Sports……………….........................................................11 eSports Celebrities - 8-Figure Digital Athletes......................................14 An Enormous Money-Making Opportunity...........................................16 Microtransactions..................................................................................18 Market Sector Size.................................................................................21 Video Games - A Well-Kept Secret........................................................23 Featured Investment Opportunity........................................................24 Management and Ownership......................................................24 Portfolio of Assets.......................................................................27 Target Market and Comparables................................................32 Chinese e-Gaming Comparables.................................................36 Game Analysis: Revenue and Cashflow Targets.........................40 -
The General Store Era: Memoirs of Arthur and Harold Mittelstaedt
Copyright © 1978 by the South Dakota State Historical Society. All Rights Reserved. The General Store Era: Memoirs of Arthur and Harold Mittelstaedt ROBERT A. MITTELSTAEDT Editor From colonial times to the early twentieth century, the general store was an important part of almost every rural community and small town in America. Although there is a tendency to em- phasize its social role, either as a gathering of Yankee story tellers around a potbellied stove with a cat dozing in an open cracker barrel or as the basis for a "leading family's" power in some Faulkneresque Deep South village, the general store sur- vived in rural America because it performed two important economic functions. First, it made available a diversified inven- tory of nonlocally produced goods and, second, it served as a marketing agency for locally produced commodities and crafts.' While bearing some resemblance to their Yankee and Southern predecessors, the general stores of the small towns in South Dakota reflected a different set of conditions. Their origins were as part of a business district in a town, probably founded by the railroad as the tracks were laid, which had been consciously in- tended as a trading center for the simultaneously developing cash farming operations that would surround it.^ Since these new towns also included single-line competitors, such as drug stores, apparel stores, and hardware stores, in addition to hotels, 1. Gerald Carson, The Old Country Store (New York: Oxford University Press, 1954); Lewis E. Atherton, The Southern Country Store, 1800-1860 (Baton Rouge: Louisiana State University Press, 1949). -
The Healthy Convenience Store Project
THE HEALTHY CONVENIENCE STORE PROJECT PROVIDED BY: Southern Illinois Healthy Convenience Store Project: A Toolkit for LHDs, Organizers and Store Owners This toolkit was developed for Southern Illinois local health departments and community organizers to assist in encouraging local convenience stores to adopt healthier food choices. For more information, please contact: Questions specific to the toolkit: Jackson County Health Department Miriam Link-Mullison [email protected] 618-684-3143 x100 Southern Illinois What is in the Toolkit? Healthy Convenience Store Project Introduction Organizer Toolkit What is a Healthy Convenience Store Project? Project Process Store Selection Process Marketing Tools Technical Assistance Healthy Convenience Store Toolkit What is the Healthy Convenience Store Project? Project Expectations Making the Store Project Plan Marketing Healthy Foods Stocking, Displaying, & Purchasing Fresh Fruit and Vegetables What are Healthy Foods? WIC & Food Stamps (SNAP) Resources Appendix Southern Illinois Introduction Healthy Convenience Store Project The Project This project focuses on making healthy food more accessible to rural residents, particularly those who must travel a long distance to grocery shopping. Residents in these areas must rely on convenience stores for grocery shopping in between periodic supermarket shopping trips. As a result, making healthy food available to these residents depends on improving what is stocked on the shelves of convenience stores. This project attempts to address this problem by encouraging retailers to incorporate more healthy food options into their stores through a healthy convenience store program. Who We Are: The Healthy Southern Illinois Delta Network (HSIDN) is a grassroots effort established to build consensus on the health needs of residents in southernmost Illinois. -
2019 SRI Review Report Published Nov/Dec • EC Consultation Forum Meeting (Dec 12)
REPORT ON THE 2019 REVIEW OF THE GAME CONSOLE SELF-REGULATORY INITIATIVE Final report date: TABLE OF CONTENTS Executive Summary ........................................................................................................................ 4 Updates on Industry Compliance with the SRI ................................................................................... 4 Review of Technology ........................................................................................................................ 5 Videogame Consoles Review Study ................................................................................................... 5 Energy Efficiency Proposal ................................................................................................................. 5 Material Efficiency Proposal .............................................................................................................. 5 Summary of all proposed changes to the SRI .................................................................................... 6 Introduction ................................................................................................................................... 7 Background on the SRI ...................................................................................................................... 7 Objective of the Report ...................................................................................................................... 7 Transparency of the process ............................................................................................................. -
Insights from the California Energy Policy Simulator
▪ INSIGHTS FROM THE CALIFORNIA ENERGY POLICY SIMULATOR On the state’s current greenhouse gas emission trajectory and six policy opportunities for deepening emission reductions JANUARY 2020 BY CHRIS BUSCH AND ROBBIE ORVIS Acknowledgments Jeff Rissman is the chief architect of the Energy Policy Simulator. We thank him for his work developing the model structure and the California adaptation. Ginette Chapman contributed editorial review of multiple drafts. Jeffrey Greenblatt, Ph.D., of Emerging Futures, LLC, provided valuable research inputs during preliminary model specification. We are grateful for helpful feedback from numerous colleagues at Energy Innovation and seminar participants at the Institute for Transportation Studies at the University of California at Davis. Helpful input was provided by: Don Anair (Union of Concerned Scientists), Panama Bartholomy (Building Decarbonization Coalition), Derek Broekhoff (Stockholm Environmental Institute), Pierre Delforge (Natural Resources Defense Council), Jamie Fine (Environmental Defense Fund), Steven Geiger (Innova Partners), Justin Gillis (New York Times), Larry Goulder (Stanford University), Alex Jackson (Natural Resources Defense Council), Simon Mui (Natural Resources Defense Council), Amber Mahone (Energy + Environmental Economics, Inc.), Colin Murphy (University of California, Davis), Michelle Passero (The Nature Conservancy), Dan Sperling (University of California, Davis), Zach Subin (Energy + Environmental Economics, Inc.), David Weiskopf (NextGen America), and staff at the California -
Mario, Tournaments and Nintendo Switch Head to E3 2017
FOR IMMEDIATE RELEASE CONTACT: GOLIN Rich George 415-318-4342 [email protected] Eddie Garcia 213-335-5536 [email protected] LET’S-A GO! MARIO, TOURNAMENTS AND NINTENDO SWITCH HEAD TO E3 2017 Hands-On Time with Nintendo Games, Ongoing Live Tournaments and Nintendo Treehouse: Live at E3 Coverage from the Show Floor REDMOND, Wash., May 11, 2017 – As part of Nintendo’s plan to deliver news about upcoming games all throughout the year, the company will provide a packed week of activities at the E3 video game show, which runs from June 13 to June 15 in Los Angeles. Proceedings will be headlined by the first-ever opportunity to play the Super Mario Odyssey game, Mario’s upcoming sandbox-style adventure for the Nintendo Switch system, as well as other Nintendo Switch games. Additional activities at the annual show include a Nintendo Spotlight: E3 2017 video presentation announcing new details for Nintendo Switch games launching this year, the return of Nintendo Treehouse: Live at E3, and tournaments for the ARMS and Splatoon 2 games livestreamed from the show floor. “Our various E3 activities will showcase the next steps for Nintendo Switch, from a summer of social competitive gaming to a holiday season highlighted by a milestone Mario adventure,” said Reggie Fils-Aime, President and COO, Nintendo of America. “With Nintendo Treehouse: Live at E3, fans at home can watch in-depth gameplay of Nintendo Switch and Nintendo 3DS games launching this year.” Nintendo’s E3 activities kick off Tuesday, June 13, at 9 a.m. PT with its Nintendo Spotlight: E3 2017 video presentation.