Reality Is Broken a Why Games Make Us Better and How They Can Change the World E JANE Mcgonigal
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(TMIIIP) Paid Projects Through August 31, 2020 Report Created 9/29/2020
Texas Moving Image Industry Incentive Program (TMIIIP) Paid Projects through August 31, 2020 Report Created 9/29/2020 Company Project Classification Grant Amount In-State Spending Date Paid Texas Jobs Electronic Arts Inc. SWTOR 24 Video Game $ 212,241.78 $ 2,122,417.76 8/19/2020 26 Tasmanian Devil LLC Tasmanian Devil Feature Film $ 19,507.74 $ 260,103.23 8/18/2020 61 Tool of North America LLC Dick's Sporting Goods - DecembeCommercial $ 25,660.00 $ 342,133.35 8/11/2020 53 Powerhouse Animation Studios, In Seis Manos (S01) Television $ 155,480.72 $ 1,554,807.21 8/10/2020 45 FlipNMove Productions Inc. Texas Flip N Move Season 7 Reality Television $ 603,570.00 $ 4,828,560.00 8/6/2020 519 FlipNMove Productions Inc. Texas Flip N Move Season 8 (13 E Reality Television $ 305,447.00 $ 2,443,576.00 8/6/2020 293 Nametag Films Dallas County Community CollegeCommercial $ 14,800.28 $ 296,005.60 8/4/2020 92 The Lost Husband, LLC The Lost Husband Feature Film $ 252,067.71 $ 2,016,541.67 8/3/2020 325 Armature Studio LLC Scramble Video Game $ 33,603.20 $ 672,063.91 8/3/2020 19 Daisy Cutter, LLC Hobby Lobby Christmas 2019 Commercial $ 10,229.82 $ 136,397.63 7/31/2020 31 TVM Productions, Inc. Queen Of The South - Season 2 Television $ 4,059,348.19 $ 18,041,547.51 5/1/2020 1353 Boss Fight Entertainment, Inc Zombie Boss Video Game $ 268,650.81 $ 2,149,206.51 4/30/2020 17 FlipNMove Productions Inc. -
Galactic Civilizations Tutorial
USER MANUAL Developed by Written by Brad Wardell & Steve Rose Table of Contents Table of Contents............................................................................................................................ 2 About the Demo Version .................................................................... Error! Bookmark not defined. Installation and Requirements ....................................................................................................... 3 Introduction .................................................................................................................................... 3 Victory Conditions.......................................................................................................................... 3 Our story so far…........................................................................................................................... 5 Starting a new game ....................................................................................................................... 5 Creating your own human faction ................................................................................................. 7 Choosing your galaxy size ............................................................................................................ 11 Choosing your opponents ............................................................................................................. 12 Getting around the Galactic Civilizations Interface................................................................... -
Foster, Morgan with TP.Pdf
Foster To my parents, Dawn and Matt, who filled our home with books, music, fun, and love, and who never gave me any idea I couldn’t do whatever I wanted to do or be whoever I wanted to be. Your love, encouragement, and support have helped guide my way. ! ii! Foster ACKNOWLEDGMENTS I would like to thank Dr. Roberta Maguire for her priceless guidance, teaching, and humor during my graduate studies at UW-Oshkosh. Her intellectual thoroughness has benefitted me immeasurably, both as a student and an educator. I would also like to thank Dr. Don Dingledine and Dr. Norlisha Crawford, whose generosity, humor, and friendship have helped make this project not only feasible, but enjoyable as well. My graduate experience could not have been possible without all of their support, assistance, and encouragement. ! iii! Foster TABLE OF CONTENTS Introduction..........................................................................................................................v History of African American Children’s and Young Adult Literature ......................... vi The Role of Early Libraries and Librarians.....................................................................x The New Breed............................................................................................................ xiv The Black Aesthetic .................................................................................................... xvi Revelation, Not Revolution: the Black Arts Movement’s Early Influence on Virginia Hamilton’s Zeely ............................................................................................................1 -
A Comprehensive Analysis and Action Plan on a Social Media Strategy for Disaster Response: Risk Mitigation
__________________________ A COMPREHENSIVE ANALYSIS AND ACTION PLAN ON A SOCIAL MEDIA STRATEGY FOR DISASTER RESPONSE: RISK MITIGATION Prepared by summer 2017 Masters students at the University of Southern California’s Sol Price School of Public Policy for Italy’s Dipartimento Protezione Civile. __________________________ Acknowledgments This report was written and compiled by Wenjing Dong, Maria de la Luz Garcia, Kalisi Kupu, Leyao Li, Hilary Olson, Xuepan Zeng, and Giovanni Zuniga. We want to thank Dr. Eric Heikkila, Ph.D., for his insight and supervision during this process. We would also like to thank Professors Veronica Vecchi and Raffaella Saporito from the SDA Bocconi School of Management for their coordination efforts and use of their facilities, as well as providing us with educational enrichment and guidance while in Milan, Italy. A final thanks to the Dipartimento Protezione Civile for being available to us and for answering all of our many questions. The Dipartimento Protezione Civile’s support and feedback were greatly appreciated and instrumental in the creation of this report. 1. Table of Contents I. INTRODUCTION AND MOTIVATIONS ............................................................................. 3 CONSIDERATION 1. A PERSON-CENTRIC APPROACH .................................................. 3 CONSIDERATION 2. VULNERABLE SUBGROUPS ........................................................... 4 CONSIDERATION 3. DATA NEEDS ..................................................................................... 5 II. MOVING -
The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
Michael Jackson the Man and the Message
Michael Jackson The Man and the Message Getting to know his greatest concerns through his own words “I really do wish people could understand me some day.” Michael Jackson The following text consists of quotes that are taken from radio and TV interviews, speeches and public statements, poems and reflections, song lyrics, handwritten notes and letters. The earliest quote is from 1972, the latest from 2009. Since the media rather concentrated on questions in terms of gossip and scandal, this compilation should provide an opportunity to get a more complete impression of Michael Jackson's message and his most important concerns... L O V E There are two kinds of music. One comes from the strings of a guitar, the other from the strings of the heart. One sound comes from a chamber orchestra, the other from the beating of the heart's chamber. One comes from an instrument of graphite and wood, the other from an organ of flesh and blood. This loftier music [...] is more pleasing than the notes of the most gifted composers, more moving than a marching band, more harmonious than a thousand voices joined in hymn and more powerful than all the world's percussion instruments combined. That is the sweet sound of love. Human knowledge consists not only of libraries of parchment and ink – it is also comprised of the volumes of knowledge that are written on the human heart, chiseled on the human soul, and engraved on the human psyche. Food is something we all need physically, but so is love, the deeper nourishment, that turns us into who we are. -
A Study of the Diffusion of Innovations and Hurricane Response Communication in the U.S
Old Dominion University ODU Digital Commons Communication & Theatre Arts Theses Communication & Theatre Arts Summer 2019 A Study of the Diffusion of Innovations and Hurricane Response Communication in the U.S. Coast Guard Melissa L. Leake Old Dominion University, [email protected] Follow this and additional works at: https://digitalcommons.odu.edu/communication_etds Part of the Mass Communication Commons, and the Military and Veterans Studies Commons Recommended Citation Leake, Melissa L.. "A Study of the Diffusion of Innovations and Hurricane Response Communication in the U.S. Coast Guard" (2019). Master of Arts (MA), Thesis, Communication & Theatre Arts, Old Dominion University, DOI: 10.25777/cqhe-xy91 https://digitalcommons.odu.edu/communication_etds/8 This Thesis is brought to you for free and open access by the Communication & Theatre Arts at ODU Digital Commons. It has been accepted for inclusion in Communication & Theatre Arts Theses by an authorized administrator of ODU Digital Commons. For more information, please contact [email protected]. A STUDY OF THE DIFFUSION OF INNOVATIONS AND HURRICANE-RESPONSE COMMUNICATION IN THE U. S. COAST GUARD by Melissa L. Leake B.A. May 2018, Pennsylvania State University A Thesis Submitted to the Faculty of Old Dominion University in Partial Fulfillment of the Requirements for the Degree of MASTER OF ARTS LIFESPAN & DIGITAL COMMUNICATION OLD DOMINION UNIVERSITY August 2019 Approved by: Thomas Socha (Director) Brenden O’Hallarn (Member) Katherine Hawkins (Member) ABSTRACT A STUDY OF THE DIFFUSION OF INNOVATIONS AND HURRICANE-RESPONSE COMMUNICATION IN THE U. S. COAST GUARD Melissa L. Leake Old Dominion University, 2019 Director: Dr. Thomas Socha Hurricane Harvey (HH) is considered to be the first natural disaster where social-network applications to request help surpassed already overloaded 911 systems (Seetharaman & Wells, 2017). -
MTV Games, Harmonix and EA Announce Superstar Lineup for Rock Band(TM) Country Track Pack(TM)
MTV Games, Harmonix and EA Announce Superstar Lineup for Rock Band(TM) Country Track Pack(TM) Country's Biggest Artists Bring All New Tracks to The Rock Band Platform Including Willie Nelson, Trace Adkins, Miranda Lambert, Sara Evans and More CAMBRIDGE, Mass., June 15 -- Harmonix, the leading developer of music-based games, and MTV Games, a part of Viacom's MTV Networks, (NYSE: VIA, VIA.B), along with distribution partner Electronic Arts Inc. (Nasdaq: ERTS), today revealed the full setlist for Rock Band™ Country Track Pack™, which includes some of country's biggest artists from Willie Nelson, Alan Jackson and Montgomery Gentry to Kenny Chesney, Miranda Lambert, Sara Evans and more! Rock Band Country Track Pack hits store shelves in North America July 21, 2009 for a suggested retail price of $29.99 and will be available for Xbox 360® video game and entertainment system from Microsoft, PLAYSTATION®3 and PlayStation®2 computer entertainment systems, and Wii™ system from Nintendo. Rock Band Country Track Pack, featuring 21 tracks from country music's superstars of yesterday and today, is a standalone software product that allows owners of Rock Band® and Rock Band®2 to keep the party going with a whole new setlist. Thirteen of the on disc tracks are brand new to the Rock Band platform and will be exclusive to the Rock Band Country Track Pack disc for a limited time before joining the Rock Band® Music Store as downloadable content. In addition, Rock Band Country Track Pack, like all Rock Band software, is compatible with all Rock Band controllers, as well as most Guitar Hero® and authorized third party controllers and microphones. -
Offworld Trading Company V1.21 Brings Updated Language Support
Offworld Trading Company v1.21 brings updated language support for both base game and DLCs The best selling economic real-time strategy game now have updated translations in Simplified Chinese, Russian, German, and more. Plymouth, MI. – November 1, 2018 - Today, Stardock announced the release of v1.21 for Offworld Trading Company, a game in which players take on the role of entrepreneur and travel to Mars for an economic showdown against rival companies. The version update improves localization for several languages and adds some balance updates that enhance the gameplay experience. In Offworld Trading Company, players buy out the competition and take control of the Martian market in a strategy game where money, not military force, is their greatest weapon. The real-time, player-driven market is the foundation of the game, allowing players to buy and sell resources and materials - even the food and water that the colonists need to survive. Players will also have to deal with some underhanded black market methods of sabotage, like pirate raiders, hackers trying to disrupt production, covert electromagnetic pulses, and more. The game supports online match play with up to 8 players, as well as single player campaigns, skirmishes, or daily challenges. For more serious players, ranked ladder games will give them the opportunity to earn ranks and prove their worth. The v1.21 update adds improved localization in both the base game and all of Offworld Trading Company’s DLC for the following languages: ● Simplified Chinese ● German ● French ● Spanish ● Korean ● Polish ● Russian ● Brazilian Portuguese Offworld Trading Company is $19.99 through Steam or Stardock. -
'Rock Vibe' Brings Electronic Music Game to Blind 23 February 2012, by Jennifer Pittman
'Rock Vibe' brings electronic music game to blind 23 February 2012, By Jennifer Pittman Bridging a divide between sighted and blind View, Calif., as a curriculum developer for summer gamers, University of California, Santa Cruz camps has been funding the project herself. She graduate Rupa Dhillon has created a version of the recently launched an online project fundraiser on musical rhythm "Rock Band" game that everyone Kickstarter.com to get enough cash to polish up a can play. second version of the game. In just a few weeks, she's raised about $12,500 in pledges from 29 "There aren't very many games that cross the backers, including a large financial endorsement divide between sighted users and people who are from Alex Rigopulos, chief executive officer of blind," said Dhillon, 27, who is sighted and known Harmonix Music Systems who has been a strong for her prowess playing Queen's "Bohemian supporter, according to Dhillon. Rhapsody." If she raises $16,500 by Feb. 25, she'll be able to "Rock Band," a popular game created several buy new tools and will donate some of the two- years ago by Boston-based Harmonix Music player games to organizations that work with blind Systems, visually cues players to press buttons on children. On Kickstarter, however, to minimize a "Rock Band" instrument, computer keyboard or funding risks, a project must reach its funding goal MIDI controller connected to their PC or Mac. by a specific deadline or no money changes hands. Players are scored according to how well they follow cues. The Kickstarter website accepts donations of $1 or more although higher donors get a few perks "Rock Vibe" translates the visual cues from "Rock such as the opportunity to request a favorite song Band" into tactile feedback so people who are blind be included in the game, including original works, or sighted can play. -
An Analysis of Figures of Speech in the Selected Song by Michael Jackson San San Win*, Yi Yi Khin**
An Analysis of Figures of Speech in the Selected Song by Michael Jackson San San Win , Yi Yi Khin Abstract Figures of speech can easily be found in almost all songs like in short stories, Novels and so on. The present research is entitled An Analysis of Figures of Speech in the Selected Song by Michael Jackson. The aim of the research is to analyze how figures of speech are used in the selected song Heal The World by Michael Jackson. The objectives of the research are to explore the figures of speech used in the selected song and to find out which figures of speech are most used and which are least used. In this research, the figures of speech found in the song by Michael Jackson are classified into twenty kinds: alliteration, anaphora, antithesis, apostrophe, assonance, chiasmus, euphemism, hyperbole, irony, litotes, metaphor, metonymy, onomatopoeia, oxymoron, paradox, personification, pun, simile, synecdoche and understatement. It was based on the theory of Nordquist (2019). The study shows that figures of speech found are Alliteration, Anaphora, Antithesis, Hyperbole, Metaphor, Metonymy and Paradox. The method of this research is combined quantitative and qualitative methods. The most dominant use of figures of speech in the song is alliteration. The least used figures of speech in the song are Antithesis and Metonymy. It is suggested that more studies can be done on figures of speech of other types of songs. Key words: Figures of speech, Alliteration, Anaphora, Antithesis, Hyperbole, Metaphor, Metonymy, Paradox Introduction Literature (from the Latin Littera meaning 'letters’ and referring to an acquaintance with the written word) is the written work of a specific culture, sub-culture, religion, philosophy or the study of such written work which may appear in poetry or in prose. -
Games and Other Uncopyrightable Systems Bruce E
Marquette University Law School Marquette Law Scholarly Commons Faculty Publications Faculty Scholarship 1-1-2011 Games and Other Uncopyrightable Systems Bruce E. Boyden Marquette University Law School, [email protected] Follow this and additional works at: http://scholarship.law.marquette.edu/facpub Part of the Law Commons Publication Information Bruce E. Boyden, Games and Other Uncopyrightable Systems, 18 Geo. Mason L. Rev. 439 (2011) Repository Citation Boyden, Bruce E., "Games and Other Uncopyrightable Systems" (2011). Faculty Publications. Paper 82. http://scholarship.law.marquette.edu/facpub/82 This Article is brought to you for free and open access by the Faculty Scholarship at Marquette Law Scholarly Commons. It has been accepted for inclusion in Faculty Publications by an authorized administrator of Marquette Law Scholarly Commons. For more information, please contact [email protected]. 2011] 439 GAMES AND OTHER UNCOPYRIGHTABLE SYSTEMS Bruce E. Boyden* INTRODUCTION Games are deceptively simple objects of human culture.1 They are familiar, commonplace, and often easy to learn: young children play them at an early age. For most people, games are a pastime, a form of recreation that involves relatively little preparation or time commitment.2 They are thus the very opposite of work, and hardly comparable to such serious pursuits as scholarship or art.3 For all their seeming ingenuousness, however, games are also deeply puzzling. Defining games is a notoriously difficult enterprise.4 Scholars from several different disciplines have struggled to determine what the nature, or essence, of games really is. And the elusiveness of games poses problems for intellectual property law as well.