Artificial Frontiers, Simulated Indigeneity: Western Big-Budget
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The Roots of Middle-Earth: William Morris's Influence Upon J. R. R. Tolkien
University of Tennessee, Knoxville TRACE: Tennessee Research and Creative Exchange Doctoral Dissertations Graduate School 12-2007 The Roots of Middle-Earth: William Morris's Influence upon J. R. R. Tolkien Kelvin Lee Massey University of Tennessee - Knoxville Follow this and additional works at: https://trace.tennessee.edu/utk_graddiss Part of the Literature in English, British Isles Commons Recommended Citation Massey, Kelvin Lee, "The Roots of Middle-Earth: William Morris's Influence upon J. R. R. olkien.T " PhD diss., University of Tennessee, 2007. https://trace.tennessee.edu/utk_graddiss/238 This Dissertation is brought to you for free and open access by the Graduate School at TRACE: Tennessee Research and Creative Exchange. It has been accepted for inclusion in Doctoral Dissertations by an authorized administrator of TRACE: Tennessee Research and Creative Exchange. For more information, please contact [email protected]. To the Graduate Council: I am submitting herewith a dissertation written by Kelvin Lee Massey entitled "The Roots of Middle-Earth: William Morris's Influence upon J. R. R. olkien.T " I have examined the final electronic copy of this dissertation for form and content and recommend that it be accepted in partial fulfillment of the equirr ements for the degree of Doctor of Philosophy, with a major in English. David F. Goslee, Major Professor We have read this dissertation and recommend its acceptance: Thomas Heffernan, Michael Lofaro, Robert Bast Accepted for the Council: Carolyn R. Hodges Vice Provost and Dean of the Graduate School (Original signatures are on file with official studentecor r ds.) To the Graduate Council: I am submitting herewith a dissertation written by Kelvin Lee Massey entitled “The Roots of Middle-earth: William Morris’s Influence upon J. -
Ruling Tactics
Brian Martin Ruling Tactics Tactics Ruling Martin Brian Most people think of the world as divided into countries, and many people identify with their “own” country. Because Ruling tactics there’s nothing natural in this, governments and others need to continually encourage identification with the nation. This serves those with power and wealth. Methods of promoting everyday Ruling Tactics outlines the methods commonly used to foster nationalism, how they serve rulers everyday nationalism and how they can be countered. These and how to oppose them methods are described in a range of areas, including crime, sport, language, economics, terrorism and war. Ruling Tactics can serve as a practical manual for recognising how thinking is oriented towards the state, and how this sort of Brian Martin thinking can be changed. The author Brian Martin is an honorary professorial fellow at the University of Wollongong, Australia. He is the author of 15 books and hundreds of articles on dissent, nonviolent action, scientific controversies, democracy and other topics. ISBN 978-91-88061-17-1 90000 7891889 061171 Ω Ω Irene Publishing ! Ruling tactics Methods of promoting everyday nationalism, how they serve rulers and how to oppose them Brian Martin CONTENTS 1 Introduction 1 Published 2017 by Irene Publishing Sparsnäs, Sweden 2 Moral foundations 9 http://www.irenepublishing.com/ 3 Nationalism 21 [email protected] 4 Crime 40 5 Sport 57 6 Spying and surveillance 76 ISBN 978-91-88061-17-1 7 Terrorism 97 8 Language 114 9 Citizenship 125 10 Our economy 138 11 Trade deals and tax havens 154 12 The psychology of rule 173 13 War 200 14 Investigating tactics 251 Index 256 Acknowledgements 1 Over many decades, numerous individuals have helped me better understand the topics covered in this book. -
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. -
The Transition of Black One-Dimensional Characters from Film to Video Games
Southern Illinois University Carbondale OpenSIUC Research Papers Graduate School Spring 2016 The ewN Black Face: The rT ansition of Black One- Dimensional Characters from Film to Video Games Kyle A. Harris Southern Illinois University Carbondale, [email protected] Follow this and additional works at: http://opensiuc.lib.siu.edu/gs_rp Recommended Citation Harris, Kyle A. "The eN w Black Face: The rT ansition of Black One-Dimensional Characters from Film to Video Games." (Spring 2016). This Article is brought to you for free and open access by the Graduate School at OpenSIUC. It has been accepted for inclusion in Research Papers by an authorized administrator of OpenSIUC. For more information, please contact [email protected]. THE NEW BLACK FACE: THE TRANSITION OF BLACK ONE-DIMENSIONAL CHARACTERS FROM FILM TO VIDEO GAMES By Kyle A. Harris B.A., Southern Illinois University, 2013 A Research Paper Submitted in Partial Fulfillment of the Requirements for the Master of Science Department of Mass Communications and Media Arts in the Graduate School Southern Illinois University Carbondale May 2016 RESEARCH PAPER APPROVAL THE NEW BLACK FACE: THE TRANSITION OF BLACK ONE-DIMENSIONAL CHARACTERS FROM FILM TO VIDEO GAMES By Kyle A. Harris A Research Paper Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Science in the field of Professional Media, Media Management Approved by: Dr. William Novotny Lawrence Department of Mass Communications and Media Arts In the Graduate School Southern Illinois University Carbondale -
Zanesville & Western: a Creative Dissertation
ZANESVILLE & WESTERN: A CREATIVE DISSERTATION by Mark Allen Jenkins APPROVED BY SUPERVISORY COMMITTEE: _________________________________________ Dr. Frederick Turner, Co-Chair _________________________________________ Dr. Charles Hatfield, Co-Chair _________________________________________ Dr. Matt Bondurant _________________________________________ Dr. Nils Roemer Copyright 2017 Mark Allen Jenkins All Rights Reserved ZANESVILLE & WESTERN A CREATIVE DISSERTATION by MARK ALLEN JENKINS, BA, MFA DISSERTATION Presented to the Faculty of The University of Texas at Dallas in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY IN HUMANITIES – AESTHETIC STUDIES THE UNIVERSITY OF TEXAS AT DALLAS May 2017 ACKNOWLEDGMENTS There are several significant people to thank in the development, creation, and refining of this dissertation, Zanesville & Western: A Creative Dissertation. Dr. Charles Hatfield supported me throughout the dissertation. His expertise on theoretical framing helped me develop an approach to my topic through a range of texts and disciplines. Dr. Frederick Turner encouraged me to continue and develop narrative elements in my poetry and took a particular interest when I began writing poems about southeastern Ohio. He encouraged me to get to the essence of specific poems through multiple drafts. Dr. Rainer Schulte, Dr. Richard Brettell, and Dr. Nils Roemer were my introduction to The University of Texas at Dallas. Dr. Schulte’s “Interdisciplinary Approaches to the Arts and Humanities” highlighted many of the strengths of our program, and “Crafting Poetry” provided useful insight into my own poetry as well as a thorough introduction international poetry. Dr. Brettell’s “Art and Anarchy” course expounded the idea that poets could be political in their lives and work, both overtly and implicitly. -
People Need Protecting from Violent Lyrics, Films and Video Games” the MEDIA Violence Debate in Context 2 of 7 NOTES
MOTION: APRIL 2008 MEDIA “PEOPLE NEED VIOLENCE PROTECTING FROM JAMES GLEDHILL VIOLENT LYRICS, FILMS AND VIDEO GAMES” DEBATING MATTERS DEBATOPITING MATTERCS GUIDETOPICS GUIDEwww.debatingmatters.comS CONTENTS INTRODUCTION 1 of 7 NOTES What impact does media violence have on the way people act? Introduction 1 Does exposure to violent music lyrics, films and video games lead Key terms 1 to aggressive and violent behaviour? It’s a debate that won’t go away, as the reaction [Ref: BBC News] to the launch of Grand The media violence debate in context 2 Theft Auto IV shows. And it’s a particular concern of politicians, Essential reading 4 as in the wake of headlines about gun and knife crime both Gordon Brown [Ref: Sun] and David Cameron [Ref: Independent] Backgrounders 5 referred to violent video games in calling for greater social responsibility. While it may be too simplistic to suggest a Organisations 5 straightforward copycat effect linking what people see or hear In the news 6 to what they do, many scientific studies have raised concerns about the effects of media violence, particularly on vulnerable and impressionable young people. Such evidence forms the basis of arguments for censorship, with measures ranging from bans on violent material, to the cutting of scenes from films and the classification of films and video games by age limits. The game Manhunt 2 has been banned [Ref: BBC News] and the government’s Byron review recommended that more games be rated. Campaigners for freedom of expression oppose such restriction and dispute the claim that media has a direct effect on behaviour. -
Games and Culture
Games and Culture http://gac.sagepub.com Sustainable Play: Toward a New Games Movement for the Digital Age Celia Pearce, Tracy Fullerton, Janine Fron and Jacquelyn Ford Morie Games and Culture 2007; 2; 261 DOI: 10.1177/1555412007304420 The online version of this article can be found at: http://gac.sagepub.com/cgi/content/abstract/2/3/261 Published by: http://www.sagepublications.com Additional services and information for Games and Culture can be found at: Email Alerts: http://gac.sagepub.com/cgi/alerts Subscriptions: http://gac.sagepub.com/subscriptions Reprints: http://www.sagepub.com/journalsReprints.nav Permissions: http://www.sagepub.com/journalsPermissions.nav Downloaded from http://gac.sagepub.com at UNIV OF SOUTHERN CALIFORNIA on September 11, 2007 © 2007 SAGE Publications. All rights reserved. Not for commercial use or unauthorized distribution. Games and Culture Volume 2 Number 3 July 2007 261-278 © 2007 Sage Publications Sustainable Play 10.1177/1555412007304420 http://gac.sagepub.com hosted at Toward a New Games Movement http://online.sagepub.com for the Digital Age Celia Pearce Georgia Institute of Technology Tracy Fullerton University of Southern California Janine Fron (art)n Jacquelyn Ford Morie University of Southern California This article suggests a revisit of the New Games movement, formed by Stewart Brand and others in the early 1970s in the United States as a response to the Vietnam War, against a backdrop of dramatic social and economic change fueled by a looming energy crisis, civil rights, feminism, and unhealthy -
Ruling Tactics: Methods of Promoting Everyday Nationalism, How They Serve Rulers and How to Oppose Them Brian Martin University of Wollongong, [email protected]
University of Wollongong Research Online Faculty of Law, Humanities and the Arts - Papers Faculty of Law, Humanities and the Arts 2017 Ruling tactics: Methods of promoting everyday nationalism, how they serve rulers and how to oppose them Brian Martin University of Wollongong, [email protected] Publication Details Martin, B. (2017). Ruling tactics: Methods of promoting everyday nationalism, how they serve rulers and how to oppose them. Sparsnäs, Sweden: Irene Publishing. http://www.bmartin.cc/pubs/17rt/index.html Research Online is the open access institutional repository for the University of Wollongong. For further information contact the UOW Library: [email protected] Ruling tactics: Methods of promoting everyday nationalism, how they serve rulers and how to oppose them Abstract Most people think of the world as divided into countries, and many people identify with their "own" country. Because there's nothing natural in this, governments and others need to continually encourage identification with the nation. This serves those with power and wealth. Ruling Tactics outlines the methods commonly used to foster everyday nationalism and how they can be countered. These methods are described in a range of areas, including crime, sport, language, economics, terrorism and war. This book can serve as a practical manual for recognising how thinking is oriented towards the state, and how this sort of thinking can be changed. Disciplines Arts and Humanities | Law Publication Details Martin, B. (2017). Ruling tactics: Methods of promoting everyday nationalism, how they serve rulers and how to oppose them. Sparsnäs, Sweden: Irene Publishing. http://www.bmartin.cc/pubs/17rt/index.html This book is available at Research Online: http://ro.uow.edu.au/lhapapers/3049 Brian Martin Ruling Tactics Tactics Ruling Martin Brian Most people think of the world as divided into countries, and many people identify with their “own” country. -
List of Western-Themed Games
List of Western-Themed Games Key action (A) adventure (ADV) card game (C) duel (D) first-person shooter (FPS) laser disc/multimedia (LD) other (O) pinball (PB) platform (PL) puzzle (PUZ) real-time strategy/manager (RTS) role-playing game (RPG) strategy/wargame (S) target shooting/reaction (TS) Year Games 1939 Buckaroo (PB), Ride “M” Cowboy (PB) 1941 Texas Mustang (PB) 1945 Wagon Wheels (PB) 1946 Dynamite (PB) 1947 Broncho (PB), Ranger (PB) 1948 Round Up (PB) 1949 Oklahoma (PB), Tumbleweed (PB), Utah (PB) 1950 Buffalo Bill (PB), Six Shooter (TS) 1954 Stage Coach (PB) 1955 Smoke Signal (PB), Southern Belle (PB), Wild West Gallery (TS) 1957 Arrow Head (PB) 1959 Gunsmoke (TS) 1960 Pony Express (TS), Texan (PB), Wagon Train (PB) 1961 Double Barrel (PB), Indian Scout (TS), Mr. Quick Draw (TS), Mr. Top Gun (TS), Wild West (TS) 1962 Arrowhead (PB), Flipper Cowboy (PB) 1963 Bronco (PB), Texas Ranger Gatling Gun (TS) WiderScreen 1/2015: Villin lännen uudet visiot – New Visions of the Wild West 1964 Bonanza (PB), Championship Fast Draw (TS) 1965 Buckaroo (PB) 1966 Six Shooter (PB) 1967 Rifleman (TS), Wild West Rifle Gallery (TS) 1968 Civil War (S), Dogies (PB), Gun Smoke (PB), Stage Coach (PB) 1969 Lariat (PB) 1970 Bonanza (TS), Cowboy (PB), Gun Fight (D), White Lightning (TS) 1971 Gold Rush (PB), Lawman (PB) 1972 Rodeo Shooting Gallery (TS), Texas Ranger (PB) 1974 Big Indian (PB), Cowboy (A), Wild Gunman (TS) 1975 El Dorado (PB), Fast Draw (PB), Gun Fight [Western Gun] (D) 1976 Cherokee (PB), Outlaw (TS), Plinker’s Canyon (TS), Top -
COSMOS + TAXIS | Volume 8 Issues 4 + 5 2020
ISSN 2291-5079 Vol 8 | Issue 4 + 5 2020 COSMOS + TAXIS Studies in Emergent Order and Organization Philosophy, the World, Life and the Law: In Honour of Susan Haack PART I INTRODUCTION PHILOSOPHY AND HOW WE GO ABOUT IT THE WORLD AND HOW WE UNDERSTAND IT COVER IMAGE Susan Haack on being awarded the COSMOS + TAXIS Ulysses Medal by University College Dublin Studies in Emergent Order and Organization Photo by Jason Clarke VOLUME 8 | ISSUE 4 + 5 2020 http: www.jasonclarkephotography.ie PHILOSOPHY, THE WORLD, LIFE AND EDITORIAL BOARDS THE LAW: IN HONOUR OF SUSAN HAACK HONORARY FOUNDING EDITORS EDITORS Joaquin Fuster David Emanuel Andersson* PART I University of California, Los Angeles (editor-in-chief) David F. Hardwick* National Sun Yat-sen University, The University of British Columbia Taiwan Lawrence Wai-Chung Lai William Butos University of Hong Kong (deputy editor) Foreword: “An Immense and Enduring Contribution” .............1 Trinity College Russell Brown Frederick Turner University of Texas at Dallas Laurent Dobuzinskis* Editor’s Preface ............................................2 (deputy editor) Simon Fraser University Mark Migotti Giovanni B. Grandi From There to Here: Fifty-Plus Years of Philosophy (deputy editor) with Susan Haack . 4 The University of British Columbia Mark Migotti Leslie Marsh* (managing editor) The University of British Columbia PHILOSOPHY AND HOW WE GO ABOUT IT Nathan Robert Cockram (assistant managing editor) Susan Haack’s Pragmatism as a The University of British Columbia Multi-faceted Philosophy ...................................38 Jaime Nubiola CONSULTING EDITORS Metaphysics, Religion, and Death Corey Abel Peter G. Klein or We’ll Always Have Paris ..................................48 Denver Baylor University Rosa Maria Mayorga Thierry Aimar Paul Lewis Naturalism, Innocent Realism and Haack’s Sciences Po Paris King’s College London subtle art of balancing Philosophy ...........................60 Nurit Alfasi Ted G. -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes. -
Grand Theft Auto
Generated significant cash flow and ended the fiscal year with nearly in cash and short-term investments Delivered record digitally-delivered net revenue of nearly Generated highest revenues ever from recurrent consumer spending – 53% year-over-year increase of digitally-delivered net revenue and Series with at least one five-million unit selling release; and 50 individual multi-million unit selling titles of total net revenue One of the most critically-acclaimed and commercially successful video games of all time with over units sold-in to date Sold-in nearly 7.5 million units to date and remains the top-selling and top-rated NBA simulation Employees working in game development and 15 studios around the world TAKE-TWO INTERACTIVE SOFTWARE, INC. 2016 ANNUAL REPORT Fiscal 2016 marked another year in which Take-Two delivered strong results, driven principally by positive momentum in our core offerings. We generated record digitally- delivered net revenue, including our highest-ever recurrent consumer spending, and significant cash flow. Today, Take-Two is a global leader in the interactive entertainment business, with some of the industry’s most commercially successful and critically acclaimed series that engage and excite audiences around the world across all relevant platforms. OUR KEY ACHIEVEMENTS • Grand Theft Auto V and Grand Theft Auto Online have exceeded our expectations in every quarter since their release, and continue to expand their audience nearly three years after their initial launch. Grand Theft Auto V remains the highest-rated title on PlayStation 4 and Xbox One, and is the “must- have” experience for gamers, especially as the installed base of new-generation consoles continues to grow.