New Game Plus: a Study of Video Game Narratives

Total Page:16

File Type:pdf, Size:1020Kb

New Game Plus: a Study of Video Game Narratives University of Windsor Scholarship at UWindsor Electronic Theses and Dissertations Theses, Dissertations, and Major Papers 1-1-2019 New Game Plus: A Study of Video Game Narratives Arash Hajbabaee University of Windsor Follow this and additional works at: https://scholar.uwindsor.ca/etd Recommended Citation Hajbabaee, Arash, "New Game Plus: A Study of Video Game Narratives" (2019). Electronic Theses and Dissertations. 8166. https://scholar.uwindsor.ca/etd/8166 This online database contains the full-text of PhD dissertations and Masters’ theses of University of Windsor students from 1954 forward. These documents are made available for personal study and research purposes only, in accordance with the Canadian Copyright Act and the Creative Commons license—CC BY-NC-ND (Attribution, Non-Commercial, No Derivative Works). Under this license, works must always be attributed to the copyright holder (original author), cannot be used for any commercial purposes, and may not be altered. Any other use would require the permission of the copyright holder. Students may inquire about withdrawing their dissertation and/or thesis from this database. For additional inquiries, please contact the repository administrator via email ([email protected]) or by telephone at 519-253-3000ext. 3208. New Game Plus: A Study of Video Game Narratives By Arash Hajbabaee A Thesis Submitted to the Faculty of Graduate Studies Through the Department of English and Creative Writing In Partial Fulfillment of the Requirements for The Degree of Master of Arts At the University of Windsor Windsor, Ontario, Canada 2019 © 2019 Arash Hajbabaee New Game Plus: A Study of Video Game Narratives By Arash Hajbabaee APPROVED BY: ______________________________________________ V. Manzerolle Department of Communication, Media, and Film ______________________________________________ K. Quinsey Department of English and Creative Writing ______________________________________________ K. Jirgens, Advisor Department of English and Creative Writing December 06, 2019 2 DECLARATION OF ORIGINALITY I hereby certify that I am the sole author of this thesis and that no part of this thesis has been published or submitted for publication. I certify that, to the best of my knowledge, my thesis does not infringe upon anyone’s copyright nor violate any proprietary rights and that any ideas, techniques, quotations, or any other material from the work of other people included in my thesis, published or otherwise, are fully acknowledged in accordance with the standard referencing practices. Furthermore, to the extent that I have included copyrighted material that surpasses the bounds of fair dealing within the meaning of the Canada Copyright Act, I certify that I have obtained a written permission from the copyright owner(s) to include such material(s) in my thesis and have included copies of such copyright clearances to my appendix. I declare that this is a true copy of my thesis, including any final revisions, as approved by my thesis committee and the Graduate Studies office, and that this thesis has not been submitted for a higher degree to any other University or Institution. iii ABSTRACT New Game Plus: A Study of Video Game Narratives is a scholarly thesis that examines three dominant narrative forms in video games, namely, linear, branching, and rhizomatic. These narrative forms help contextualize this study’s consideration of the history of video games which reveals the increasing sophistication of the medium as a form of storytelling. This thesis examines two different video games in each of the three categories and traces how more recent video games tend to use player interactivity to explore and reflect players’ morality. Common threads in the examined video games include moral dilemmas, socio-political issues, remediations of earlier narrative forms, game mechanics, and the effects of player agency on video game narratives. iv DEDICATION For Sahar Sorry for talking about games all the time! v ACKNOWLEDGEMENTS Thank you to my best friend and wife for helping and motivating me to become a better person and for (true cliché alert) believing in me when I never did. Also, thank you for making me laugh even during panic attacks and for enduring the boredom as I spent months at my desk with headphones on. Thank you to my parents for your continued support and excitement from far away both figuratively and literally. I will do my best to make a career out of staying up past my bedtime playing video games. Thank you to Dr. Karl Jirgens, for being much more than my advisor in the past two years. The opportunity you gave me, your mentorship, and your guidance has shaped me as a scholar and will continue to impact my future in academia and life alike. Thank you to Dr. Katherine Quinsey, for showing interest in this project and for being a great source of motivation and encouragement in the past year. Thank you to Dr. Vincent Manzerolle, for agreeing to be my external reader and for offering your vision to the project. Also, thank you for trusting me and for tolerating my chaotic schedule near the end. Thank you to all my professors at the University of Windsor, especially Drs. Markotic, Douglass-Chin, Holbrook, Dilworth, and Pender for helping me find my voice and for encouraging me to use it. And finally, thank you to all my friends and colleagues, especially Michael, Tori, Nick (all three), Andrew, Beth, Ryan, Tarunima, and Susan, for being so kind and brilliant. I will never forget your support and friendship. vi TABLE OF CONTENTS DECLARATION OF ORIGINALITY .......................................................................................... iii ABSTRACT ................................................................................................................................... iv DEDICATION ................................................................................................................................ v ACKNOWLEDGEMENTS ........................................................................................................... vi INTRODUCTION .......................................................................................................................... 1 CHAPTER I: LINEAR ................................................................................................................. 21 BioShock Infinite ....................................................................................................................... 35 Darkest Dungeon....................................................................................................................... 47 CHAPTER II: BRANCHING ....................................................................................................... 61 Fallout 4 .................................................................................................................................... 69 The Stanley Parable .................................................................................................................. 86 CHAPTER III: RHIZOMATIC .................................................................................................. 106 Crusader Kings II .................................................................................................................... 111 Her Story: ................................................................................................................................ 123 CONCLUSION ........................................................................................................................... 138 BIBLIOGRAPHY ....................................................................................................................... 143 APPENDICES ............................................................................................................................ 157 Appendix A – Glossary ........................................................................................................... 157 Appendix B – Karl Jirgens Interview ...................................................................................... 164 VITA AUCTORIS ...................................................................................................................... 170 vii INTRODUCTION This scholarly thesis project focuses on narrative forms evident in contemporary video games. Before discussing the video game narratives studied in this project, I will briefly explore the significance of the act of play in human society and as a fundamental component of any narrative form. In his study Homo Ludens (1938), Johan Huizinga comments on the socio- cultural significance of games. Key topics covered in Homo Ludens include the significance of the act of play in relation to war, law, learning, education, civilizing functions, and in particular, language. In his book, Huizinga comments on gaming and playing by stating that, “even in its simplest forms on the animal level, play is more than a mere physiological phenomenon or a psychological reflex. It goes beyond the confines of purely physical or purely biological activity” (1). According to Huizinga, the manner in which games go “beyond the confines of purely physical or purely biological activity” is by engaging audiences’ or players’ minds with the socio-politically charged subject matter of the games. This is Huizinga’s point when he further explains, “In play there is something ‘at play’ which transcends the immediate needs of life and imparts meaning to the action. All play means something” (1). This thesis
Recommended publications
  • Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2 2015
    Repositorium für die Medienwissenschaft Jennifer deWinter; Carly A. Kocurek Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2 2015 https://doi.org/10.25969/mediarep/14996 Veröffentlichungsversion / published version Sammelbandbeitrag / collection article Empfohlene Zitierung / Suggested Citation: deWinter, Jennifer; Kocurek, Carly A.: Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2. In: Thomas Hensel, Britta Neitzel, Rolf F. Nohr (Hg.): »The cake is a lie!« Polyperspektivische Betrachtungen des Computerspiels am Beispiel von PORTAL. Münster: LIT 2015, S. 31– 48. DOI: https://doi.org/10.25969/mediarep/14996. Erstmalig hier erschienen / Initial publication here: http://nuetzliche-bilder.de/bilder/wp-content/uploads/2020/10/Hensel_Neitzel_Nohr_Portal_Onlienausgabe.pdf Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell - Weitergabe unter Attribution - Non Commercial - Share Alike 3.0/ License. For more gleichen Bedingungen 3.0/ Lizenz zur Verfügung gestellt. Nähere information see: Auskünfte zu dieser Lizenz finden Sie hier: http://creativecommons.org/licenses/by-nc-sa/3.0/ http://creativecommons.org/licenses/by-nc-sa/3.0/ ­­­Jennifer deWinter / Carly A. Kocurek Chell Game: Representation, Identification, and Racial Ambiguity in ›Portal‹ and ›Portal 2‹ Chell stands in a corner facing a portal, then takes aim at the adjacent wall with the Aperture Science Handheld Portal Device. Between the two portals, one ringed in blue, one ringed in orange, Chell is revealed, reflected in both. And, so, we, the player, see Chell. She is a young woman with a ponytail, wearing an orange jumpsuit pulled down to her waist and an Aperture Science-branded white tank top.
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • Playing to Wait: a Taxonomy of Idle Games
    CHI 2018 Paper CHI 2018, April 21–26, 2018, Montréal, QC, Canada Playing to Wait: A Taxonomy of Idle Games Sultan A. Alharthi,1 Olaa Alsaedi,1 Zachary O. Toups,1 Joshua Tanenbaum,2 Jessica Hammer3 1Play & Interactive Experiences for Learning Lab, New Mexico State University, Las Cruces, NM, USA 2 Transformative Play Lab, Department of Informatics, University of California, Irvine, CA, USA 3HCI Institute / Entertainment Technology Center, Carnegie Mellon University, Pittsburgh, PA, USA {salharth, olaa}@nmsu.edu, [email protected], [email protected], [email protected] Figure 1. Sample of idle games featuring different styles of gameplay, interaction, and graphical or text interfaces. From left to right: Cookie Clicker [G50], AdVenture Capitalist [G38], Kittens Game [G16], Clicker Heroes [G66], and Cow Clicker [G39]. Screenshots taken cb author Alharthi. ABSTRACT are typically played in web browsers, on mobile devices, or Idle games are a recent minimalist gaming phenomenon in on a PC. Players progress with minimal-to-no interaction. Idle which the game is left running with little player interaction. games usually involve repeating a simple action (e.g., clicking, We deepen understanding of idle games and their characteris- rubbing, tapping) to accumulate resources as a core mechanic, tics by developing a taxonomy and identifying game features. an action that is regularly performed in play [55]. Most idle This paper examines 66 idle games using a grounded theory games also include mechanics that automate gameplay so the approach to analyze play, game mechanics, rewards, interac- game progresses by itself [50]. Although the interactions are tivity, progress rate, and user interface.
    [Show full text]
  • Exploring the Experiences of Gamers Playing As Multiple First-Person Video Game Protagonists in Halo 3: ODST’S Single-Player Narrative
    Exploring the experiences of gamers playing as multiple first-person video game protagonists in Halo 3: ODST’s single-player narrative Richard Alexander Meyers Bachelor of Arts Submitted in fulfilment of the requirement for the degree of Master of Arts (Research) School of Creative Practice Creative Industries Faculty Queensland University of Technology 2018 Keywords First-Person Shooter (FPS), Halo 3: ODST, Interpretive Phenomenological Analysis (IPA), ludus, paidia, phenomenology, video games. i Abstract This thesis explores the experiences of gamers playing as multiple first-person video game protagonists in Halo 3: ODST, with a view to formulating an understanding of player experience for the benefit of video game theorists and industry developers. A significant number of contemporary console-based video games are coming to be characterised by multiple playable characters within a game’s narrative. The experience of playing as more than one video game character in a single narrative has been identified as an under-explored area in the academic literature to date. An empirical research study was conducted to explore the experiences of a small group of gamers playing through Halo 3: ODST’s single-player narrative. Interpretive Phenomenological Analysis (IPA) was used as a methodology particularly suited to exploring a new or unexplored area of research and one which provides a nuanced understanding of a small number of people experiencing a phenomenon such as, in this case, playing a video game. Data were gathered from three participants through experience journals and subsequently through two semi- structured interviews. The findings in relation to participants’ experiences of Halo 3: ODST’s narrative were able to be categorised into three interrelated narrative elements: visual imagery and world-building, sound and music, and character.
    [Show full text]
  • Learning Board Game Rules from an Instruction Manual Chad Mills A
    Learning Board Game Rules from an Instruction Manual Chad Mills A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science University of Washington 2013 Committee: Gina-Anne Levow Fei Xia Program Authorized to Offer Degree: Linguistics – Computational Linguistics ©Copyright 2013 Chad Mills University of Washington Abstract Learning Board Game Rules from an Instruction Manual Chad Mills Chair of the Supervisory Committee: Professor Gina-Anne Levow Department of Linguistics Board game rulebooks offer a convenient scenario for extracting a systematic logical structure from a passage of text since the mechanisms by which board game pieces interact must be fully specified in the rulebook and outside world knowledge is irrelevant to gameplay. A representation was proposed for representing a game’s rules with a tree structure of logically-connected rules, and this problem was shown to be one of a generalized class of problems in mapping text to a hierarchical, logical structure. Then a keyword-based entity- and relation-extraction system was proposed for mapping rulebook text into the corresponding logical representation, which achieved an f-measure of 11% with a high recall but very low precision, due in part to many statements in the rulebook offering strategic advice or elaboration and causing spurious rules to be proposed based on keyword matches. The keyword-based approach was compared to a machine learning approach, and the former dominated with nearly twenty times better precision at the same level of recall. This was due to the large number of rule classes to extract and the relatively small data set given this is a new problem area and all data had to be manually annotated.
    [Show full text]
  • From Doom and Gloom to BOOM and Bloom
    Cloud Programming: From Doom and Gloom to BOOM and Bloom Peter Alvaro, Neil Conway Faculty Recs: Joseph M. Hellerstein, RasDslav Bodik Collaborators: Tyson Condie, Bill Marczak, Rusty Sears UC Berkeley WriDng reliable, scalable distributed soLware remains extremely difficult Three Hardware Trends 1. Cloud Compung 2. Powerful, heterogeneous mobile clients 3. Many-Core ImplicaDons 1. Nearly every non-trivial program will be physically distributed 2. Increasingly heterogeneous clients, unpredictable cloud environments 3. Distributed programming will no longer be confined to highly-trained experts The Anatomy of a Distributed Program • In a typical distributed program, we see: – CommunicaDon, messaging, serializaDon – Event handling – Concurrency, coordinaon – Explicit fault tolerance, ad-hoc error handling • What are we looking for? – Correctness (safety, liveness, …) – Conformance to specificaDon – High-level performance properDes; behavior under network edge-cases Data-Centric Programming • Goal: Fundamentally raise the level of abstracon for distributed programming • MapReduce: data-centric batch programming – Programmers apply transforma-ons to data sets • Can we apply a data-centric approach to distributed programming in general? Bloom and BOOM 1. Bloom: A high-level, data-centric language designed for distributed compuDng 2. BOOM: Berkeley Orders of Magnitude – OOM bigger systems in OOM less code – Use Bloom to build real distributed systems Agenda: FoundaDon • Begin with a precise formal semanDcs – Datalog w/ negaDon, state update, and
    [Show full text]
  • Financial Results 2018/2019|Geographic Breakdown
    2018/2019 ANNUAL RESULTS 27 JUNE 2019 WELCOME| MANAGEMENT BOARD Jürgen GOELDNER Deborah BELLANGE John BERT Luc HENINGER Thomas BARRAU CHAIRMAN VICE CHAIRMAN & CFO CHIEF OPERATING OFFICER PRODUCTION DIRECTOR MARKETING DIRECTOR 2 HIGH RESULTS| A VERY GOOD PERFORMANCE OVER THE YEAR SALES REACHED €126M 1 THE €100M ANNUAL THRESHOLD EXCEEDED & NEW €110M OBJECTIVE ALSO CROSSED! 2 HIGHER OPERATING INCOME : €14.1M AN EXCELLENT « WHAT’S NEXT » (APRIL 19) 3 SHOWING EXCITING PERSPECTIVES 3 1. REMINDER ON FOCUS PERFORMANCE TRACK RECORD Table of contents 2. 2018-2019 A RECORD YEAR FOR THE GROUP 3. OUTLOOK GREAT PERSPECTIVES 5 FOCUS HOME INTERACTIVE| PARTNERSHIPS WITH MORE EXPERIENCED STUDIOS 2015 2018 TODAY 6 FOCUS HOME INTERACTIVE| UPGRADE OF THE QUALITY OF OUR GAMES 83 2014-2015 2018-2019 72 67 77 +5 77 74 1 to 49 50 to 70 71 to 85 1 to 49 50 to 70 71 to 85 7 2018-2019| FOCUS UNDER THE SPOT-LIGHT ‘’They’re serving a starving market.‘’ JIM STERLING REVIEWING ‘’A PLAGUE TALE’’ ‘’Focus Home Interactive has been knocking out of the park with Vampyr, The Surge, Call of Cthulhu and now A Plague Tale.’’ ‘’They’re an example of what type of service a mid-tier publisher should provide to the game industry.‘’ 8 2018-2019| FOCUS UNDER THE SPOT-LIGHT 360° COMMUNICATION REACH MAINSTREAM AUDIENCE EDUCATE PLAYERS Farming Simulator 19| TV Ad World War Z | Dev Diary “It takes something special to get through the filter, so A Plague Tale: Innocence — take a bow.” REACH LIFESTYLE AUDIENCE REACH CORE AUDIENCE “Anyway: good job Focus Plague Tale| TV Ad with Sean Bean
    [Show full text]
  • Albert Steffen, the Poet Marie Steiner 34 a Selection of Poems 38 Little Myths Albert Steffen 51
    ALBERT STEFFEN CENTENNIAL ISSUE NUMBER 39 AUTUMN, 1984 ISSN 0021-8235 . Albert Steffen does not need to learn the way into the spiritual world from Anthroposophy. But from him Anthroposophy can come to know of a living “Pilgrimage ” — as an innate predisposition o f the soul — to the world of spirit. Such a poet-spirit must, if he is rightly understood, be recognized within the anthroposophical movement as the bearer o f a message from the spirit realm. It must indeed be felt as a good destiny that he wishes to work within this movement. H e adds, to the evidence which Anthroposophy can give of the truth inherent within it, that which works within a creative personality as spirit-bearer like the light of this truth itself. Rudolf Steiner F ro m Das Goetheanum, February 22, 1925. Editor for this issue: Christy Barnes STAFF: Co-Editors: Christy Barnes and Arthur Zajonc; Associate Editor: Jeanne Bergen; Editorial Assistant: Sandra Sherman; Business Manager and Subscriptions: Scotti Smith. Published twice a year by the Anthroposophical Society in America. Please address subscriptions ($10.00 per year) and requests for back numbers to Scotti Smith, Journal for Anthroposophy, R.D. 2, Ghent, N.Y. 12075. Title Design by Walter Roggenkamp; Vignette by Albert Steffen. Journal for Anthroposophy, Number 39, Autumn, 1984 © 1984, The Anthroposophical Society in America, Inc. CONTENTS STEFFEN IN THE CRISIS OF OUR TIMES To Create out of Nothing 4 The Problem of Evil 5 Present-Day Tasks for Humanity Albert Steffen 8 IN THE WORDS OF HIS CONTEMPORARIES
    [Show full text]
  • Everyman, All at Once Formatted 4.10.18
    Ben Phelan Brigham Young University, United States Everyman, All at Once Baptism and the Liberal Subject in BioShock Infinite Even as liberalism has penetrated nearly every nation on earth, its vision of human liberty seems increasingly to be a taunt rather than a promise. —Patrick J. Deneen, Why Liberalism Failed Abstract The 2013 video game BioShock Infinite stages baptism as a way to place the player within a liminal space where he or she is ostensibly a free subject, able to choose from an array of political options, but who will inevitably choose liberalism. In order to get the player to the point where they make—or rather confirm—their choice, the game must also force the player to arrive there. This conundrum mirrors the paradox of liberalism, following theorists like Patrick J. Deneen: that we supposedly choose among a realm of infinite possibly and yet those possibilities are forced upon us. This paradox is also the mode within which BioShock Infinite operates. The game uses self-referential and metatextual techniques to call attention to its gameness, and yet, it still asks the player to accept its liberal ideology. Althusser argues that the role of “Ideological State Apparatuses” (or ISAs) is to convince us that we are subjects who freely choose the dominant ideology, as opposed to any other system. ISAs do this through confirming us as subjects through rituals of ideological recognition enacted through, among other things, theatre, film, and video games. BioShock Infinite places the player in a position where they confirm that they are, indeed, a liberal subject, and then asks that liberal subject to choose the very order from which their (mis)recognition occurs.
    [Show full text]
  • Mémoire FX Surinx Lire La Peur Dans Leur Jeu. Exploration Du Potentiel
    https://lib.uliege.be https://matheo.uliege.be Lire la peur dans leur jeu. Exploration du potentiel effrayant du texte dans le jeu vidéo Auteur : Surinx, François-Xavier Promoteur(s) : Dozo, Björn-Olav Faculté : Faculté de Philosophie et Lettres Diplôme : Master en langues et lettres françaises et romanes, orientation générale, à finalité spécialisée en analyse et création de savoirs critiques Année académique : 2019-2020 URI/URL : http://hdl.handle.net/2268.2/10602 Avertissement à l'attention des usagers : Tous les documents placés en accès ouvert sur le site le site MatheO sont protégés par le droit d'auteur. Conformément aux principes énoncés par la "Budapest Open Access Initiative"(BOAI, 2002), l'utilisateur du site peut lire, télécharger, copier, transmettre, imprimer, chercher ou faire un lien vers le texte intégral de ces documents, les disséquer pour les indexer, s'en servir de données pour un logiciel, ou s'en servir à toute autre fin légale (ou prévue par la réglementation relative au droit d'auteur). Toute utilisation du document à des fins commerciales est strictement interdite. Par ailleurs, l'utilisateur s'engage à respecter les droits moraux de l'auteur, principalement le droit à l'intégrité de l'oeuvre et le droit de paternité et ce dans toute utilisation que l'utilisateur entreprend. Ainsi, à titre d'exemple, lorsqu'il reproduira un document par extrait ou dans son intégralité, l'utilisateur citera de manière complète les sources telles que mentionnées ci-dessus. Toute utilisation non explicitement autorisée ci-avant (telle que par exemple, la modification du document ou son résumé) nécessite l'autorisation préalable et expresse des auteurs ou de leurs ayants droit.
    [Show full text]
  • Talent Development: a ‘MUST’ for a PROMISING FUTURE
    08_Mar_1_for pdf.qxp 2/21/08 4:53 PM Page 501 Talent Development: A ‘MUST’ FOR A PROMISING FUTURE Ms. Roberts points out that when we plan to establish P-16 systems, we must be sure that they are flexible enough to allow all students to learn what they are ready to learn when they are ready to learn it. JULIA LINK ROBERTS RE your children breaking an “ac- portunities to make progress. No one is limited in what ademic sweat”? This question is es- he or she can learn because of age, but rather learning sential, for it addresses the need to experiences are planned to match the level at which the work hard to reach a goal. Parents child is ready to learn. Student talents are accommodat- and educators often resort to an analogy between athletics and academics in an effort to bring children around onA the matter of the dual importance of hard work and talent. No athlete becomes a cham- pion without facing challenges. No athlete ex- cels without expert coaching. The same holds true for all talent areas. Schools that offer var- sity sports need to offer varsity-level opportu- nities in academic and artistic areas as well. In the movement toward an integrated P-16 system of education, we need to address a num- ber of questions about talent development. Why is talent development important for society in general? What must be in place in a P-16 sys- tem in order to nurture the development of tal- ent in a school and throughout a school system? And what must be in place to develop top talent? What factors erect barriers to talent development? In ed in a variety of areas, whether in academic subjects, in this article, I will meld key concepts in the develop- the arts, or in athletics.
    [Show full text]