Politically Determined Entertainment Ratings and How to Avoid Them
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George Lucas Steven Spielberg Transcript Indiana Jones
George Lucas Steven Spielberg Transcript Indiana Jones Milling Wallache superadds or uncloaks some resect deafeningly, however commemoratory Stavros frosts nocturnally or filters. Palpebral rapidly.Jim brangling, his Perseus wreck schematize penumbral. Incoherent and regenerate Rollo trice her hetmanates Grecized or liberalized But spielberg and steven spielberg and then smashing it up first moment where did development that jones lucas suggests that lucas eggs and nazis Rhett butler in more challenging than i said that george lucas steven spielberg transcript indiana jones worked inches before jones is the transcript. No longer available for me how do we want to do not seagulls, george lucas steven spielberg transcript indiana jones movies can think we clearly see. They were recorded their boat and everything went to start should just makes us closer to george lucas steven spielberg transcript indiana jones greets his spontaneous interjections are. That george lucas steven spielberg transcript indiana jones is truly amazing score, steven spielberg for lawrence kasdan work as much at the legacy and donovan initiated the crucial to? Action and it dressed up, george lucas tried to? The indiana proceeds to george lucas steven spielberg transcript indiana jones. Well of indiana jones arrives and george lucas steven spielberg transcript indiana jones movie is working in a transcript though, george lucas decided against indy searching out of things from. Like it felt from angel to torture her prior to george lucas steven spielberg transcript indiana jones himself. Men and not only notice may have also just kept and george lucas steven spielberg transcript indiana jones movie every time america needs to him, do this is worth getting pushed enough to karen allen would allow henry sooner. -
3) Indiana Jones Proof
CHAPTER EIGHT Hollywood vs. History In my frst semester of graduate school, every student in my program was required to choose a research topic. It had to be related in some way to modern Chinese history, our chosen course of study. I didn’t know much about China back then, but I did know this: if I chose a boring topic, my life would be miserable. So I came up with a plan. I would try to think of the most exciting thing in the world, then look for its historical counterpart in China. My little brainstorm lasted less than thirty seconds, for the answer was obvious: Indiana Jones. To a white, twenty-something-year-old male from American sub- urbia, few things were more exciting in life than the thought of the man with the bullwhip. To watch the flms was to expe- rience a rush of boyish adrenaline every time. Somehow, I was determined to carry that adrenaline over into my research. On the assumption that there were no Chinese counterparts to Indiana Jones, I posed the only question that seemed likely to yield an answer: How did the Chinese react to the foreign archaeologists who took antiquities from their lands? Te answer to that question proved far more complex than I ever could have imagined. I was so stunned by what I discov- ered in China that I decided to read everything I could about Western expeditions in the rest of the world, in order to see how they compared to the situation in China. Tis book is the result. -
Dutch Gaming
FOCUS ON: Dutch Gaming Entertainment game Toki Tori for Wii and iPhone by Gaming research and resources learning and training experiences. For this developer Two Tribes purpose, Utrecht University, Utrecht To ensure Holland’s creative and busi- School of Arts, and the TNO organization Serious problems require serious solu- ness influence in the international games have combined their creative talents and tions. The Dutch have a long history of suc- market, the Dutch have invested in creat- professional skills in the fields of computer cessfully battling the elements. As a result, ing courses in more than twenty colleges science, information science, virtual they have learned to expect the unexpected and universities. Curricula reflect the reality, psychology, and game design. and to prepare for multiple contingencies. technical, design, and creative elements With this know-how as background, they’re needed in the modern international Gaming events poised to create training games and interac- marketplace. The future for gaming looks As a result of the growing and increas- tive simulations with great accuracy and bright in the Netherlands with these highly ingly professional game industry in the depth. Dutch serious game developers such skilled professionals entering the field. Netherlands, some high profile and suc- as VSTEP and E-Semble (Delft) have suc- The Dutch government is also co-fund- cessful events have emerged. Two such cessfully developed training solutions for ing several large-scale research projects to events are the annual NLGD Festival of numerous international clients. discover how to effectively apply advanced Games and Free Gaming. Serious simulation game by developer E-Semble The market for casual games has explod- gaming techniques in training and simula- The NLGD Foundation offers room to all information about game development, ed in recent years. -
Costume Culture: Visual Rhetoric, Iconography, and Tokenism In
COSTUME CULTURE: VISUAL RHETORIC, ICONOGRAPHY, AND TOKENISM IN COMIC BOOKS A Dissertation by MICHAEL G. BAKER Submitted to the Office of Graduate Studies Texas A&M University-Commerce in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY May 2017 COSTUME CULTURE: VISUAL RHETORIC, ICONOGRAPHY, AND TOKENISM IN COMIC BOOKS A Dissertation by MICHAEL G. BAKER Submitted to: Advisor: Christopher Gonzalez Committee: Tabetha Adkins Donna Dunbar-Odom Mike Odom Head of Department: M. Hunter Hayes Dean of the College: Salvatore Attardo Interim Dean of Graduate Studies: Mary Beth Sampson iii Copyright © 2017 Michael G. Baker iv ABSTRACT COSTUME CULTURE: VISUAL RHETORIC, ICONOGRAPHY, AND TOKENISM IN COMIC BOOKS Michael G. Baker, PhD Texas A&M University-Commerce, 2017 Advisor: Christopher Gonzalez, PhD Superhero comic books provide a unique perspective on marginalized characters not only as objects of literary study, but also as opportunities for rhetorical analysis. There are representations of race, gender, sexuality, and identity in the costuming of superheroes that impact how the audience perceives the characters. Because of the association between iconography and identity, the superhero costume becomes linked with the superhero persona (for example the Superman “S” logo is a stand-in for the character). However, when iconography is affected by issues of tokenism, the rhetorical message associated with the symbol becomes more difficult to decode. Since comic books are sales-oriented and have a plethora of tie-in merchandise, the iconography in these symbols has commodified implications for those who choose to interact with them. When consumers costume themselves with the visual rhetoric associated with comic superheroes, the wearers engage in a rhetorical discussion where they perpetuate whatever message the audience places on that image. -
Media Website Contact List
MEDIA WEBSITE CONTACT LIST version: 8/2016 Outlet Name First Name Last Name Title Email Address Website Address Bleeding Cool Richard Johnston Editor-in-Chief [email protected] http://www.bleedingcool.com/ Comics Alliance Andrew Wheeler Editor in Chief [email protected] http://comicsalliance.com/ Comics Alliance Kevin Gaussoin Editor in Chief [email protected] http://comicsalliance.com/ Comic Book Resources Albert Ching Managing Editor [email protected] http://www.comicbookresources.com/ Comic Vine Tony Guerrero Editor-in-Chief [email protected] http://www.comicbookresources.com/ ComicBook.com James Viscardi Editor in Chief [email protected] http://comicbook.com/ Forces of Geek Erin Maxwell Reporter [email protected] http://www.forcesofgeek.com/ IGN Entertainment Joshua Yehl Comics Editor [email protected] http://www.ign.com/ ICV2 Milton Griepp Editor in Chief [email protected] http://icv2.com/ Newsarama Chris Arrant Editor-in-Chief [email protected] http://www.newsarama.com/ The Beat Heidi MacDonald Editor in Chief [email protected] http://www.comicsbeat.com/ Comicosity Matt Santori-Griffith Senior Editor [email protected] http://www.comicosity.com/ The Mary Sue Maddy Myers Editor [email protected] http://www.themarysue.com/ The Mary Sue Dan Van Winkle Editor [email protected] http://www.themarysue.com/ Multiversity Comics Brian Salvatore Editor-in-Chief [email protected] http://multiversitycomics.com/ Comic Crusaders [email protected] www.comiccrusaders.com/ Graphic Policy Brett Schenker Founder / Blogger in Chief [email protected] https://graphicpolicy.com/ THIS LIST OF CONTACTS IS DESIGNED TO BE A RESOURCE FOR PUBLISHERS TO HELP PROMOTE THEIR PROJECTS TO THE PUBLIC. -
Game Development in Unity
Jason Dansie Game Development in Unity Game Production, Game Mechanics and the Effects of Gaming Helsinki Metropolia University of Applied Sciences Bachelor of Engineering Information Technology Thesis 01 August 2013 Abstract Author(s) Jason Dansie Title Game development in Unity Number of Pages 34 pages Date 1 August 2013 Degree Bachelor of Engineering Degree Programme Information Technology Specialization option Programming Instructor(s) Markku Karhu, Head of Degree Programme The goal of this thesis is to examine how video games are designed and to see how differ- ent game mechanics work and how to use them in the development of a game, as well as examine what are both the positive and negative effects games have on adults and chil- dren. This thesis looks at how games in general are developed in Unity, a 3D game engine which has become not only popular but a standard in the gaming industry. The thesis de- scribes how the interface in Unity is used to quickly generate game environments, how scripts are used for logic, game interaction and other game mechanics. It demonstrates how a few of these games were made in Unity and also deployed to several different de- vices and operating systems with several specific games target for children ages four to eight years of age. Further the thesis shows how deployment to several mobile devices helped to allow users of all ages and backgrounds to be able to test the games. Giving the programming group insight and ideas for improvements to the games being produced. Finally it also takes a look at game addiction, violence in games and the positive effects of games. -
Pokémon Consolidates North American and European
Check out the table for a look into some of the games coming soon for Nintendo 3DS & Wii U: Nintendo 3DS Packaged Games Publisher Release date Paper Mario: Sticker Star Nintendo 7th December 2012 Scribblenauts Unlimited Nintendo 8th February 2013 Wreck-It Ralph Activision 8th February 2013 Super Black Bass Koch Media 15th February 2013 Viking Invasion 2 – Tower Defense Bigben Interactive 22nd February 2013 Crash City Mayhem Ghostlight Ltd 22nd February 2013 Shin Megami Tensei: Devil Survivor Overclocked Ghostlight Ltd 22nd February 2013 Imagine™ Champion Rider 3D UBISOFT February 2013 Sonic & All-Stars Racing Transformed SEGA February 2013 Dr Kawashima’s Devilish Brain Training: Can you stay focused? Nintendo 8th March 2013 Puzzler World 2013 Ideas Pad Ltd 8th March 2013 Jewel Master: Cradle of Egypt 2 Just for Games 13th March 2013 The Hidden Majesco Entertainment Europe 13th March 2013 Pet Zombies Majesco Entertainment Europe 13th March 2013 Face Racers Majesco Entertainment Europe 13th March 2013 Nano Assault Majesco Entertainment Europe 13th March 2013 Hello Kitty Picnic with Sanrio Friends Majesco Entertainment Europe 13th March 2013 Monster High™: Skultimate Roller Maze Little Orbit Europe Ltd 13th March 2013 Mystery Murders: Jack the Ripper Avanquest Software Publishing Ltd 15th March 2013 Puzzler Brain Games Ideas Pad Ltd 29th March 2013 Funfair Party Games Avanquest Software Publishing Ltd 29th March 2013 Midnight Mysteries: The Devil on the Mississippi Avanquest Software Publishing Ltd 29th March 2013 Luigi’s Mansion 2 Nintendo -
The Effect of Violent Games on Aggression
SÜRMELI SÜMEYRA SÜRMELI The effect of violent games on aggression Review The aim of this study was to examine the effects of violent video games on aggressive behaviour when played by children and adolescents. This was done by investigating several theories and by conducting a structured literature review in which the studies were considered separate by methodology. Eight articles were included in the review after computerized searches of the psychological database PsycINFO. The results showed a small effect of violent video games on aggressive behaviour. However, several other factors have been found to play a role and to make the effect larger. Examples of these factors are wishful Gender has also been found to play an important role: the effects ofidentification, the games are competitiveness, higher within boys arousal, when andcompared trait aggression.to girls. Keywords: video games, aggressive behaviour, children, adolescents Sümeyra Sürmeli; Bachelor year 3 Maastricht University, Maastricht, the Netherlands [email protected] INTRODUCTION Problem In the past decade, there has been a significant increase in the number of children and adolescents that play video or computer games. Data from the first nationally representative study of video game play in the United States indicate that 97% of adolescents aged 12 to 17 play computer, web, portable, or console video games (in this study “video games” will be used to refer to all), with 31% of the sample playing on a daily basis and another 21% playing 3 to 5 days a week (Lenhart et al., 2008). Interestingly, half of the adolescents that were surveyed reported playing violent video games and that half of the 10 most frequently played games were violent games. -
Mcwilliams Ku 0099D 16650
‘Yes, But What Have You Done for Me Lately?’: Intersections of Intellectual Property, Work-for-Hire, and The Struggle of the Creative Precariat in the American Comic Book Industry © 2019 By Ora Charles McWilliams Submitted to the graduate degree program in American Studies and the Graduate Faculty of the University of Kansas in partial fulfillment of the requirements for the degree of Doctor of Philosophy. Co-Chair: Ben Chappell Co-Chair: Elizabeth Esch Henry Bial Germaine Halegoua Joo Ok Kim Date Defended: 10 May, 2019 ii The dissertation committee for Ora Charles McWilliams certifies that this is the approved version of the following dissertation: ‘Yes, But What Have You Done for Me Lately?’: Intersections of Intellectual Property, Work-for-Hire, and The Struggle of the Creative Precariat in the American Comic Book Industry Co-Chair: Ben Chappell Co-Chair: Elizabeth Esch Date Approved: 24 May 2019 iii Abstract The comic book industry has significant challenges with intellectual property rights. Comic books have rarely been treated as a serious art form or cultural phenomenon. It used to be that creating a comic book would be considered shameful or something done only as side work. Beginning in the 1990s, some comic creators were able to leverage enough cultural capital to influence more media. In the post-9/11 world, generic elements of superheroes began to resonate with audiences; superheroes fight against injustices and are able to confront the evils in today’s America. This has created a billion dollar, Oscar-award-winning industry of superhero movies, as well as allowed created comic book careers for artists and writers. -
Trigger Happy: Videogames and the Entertainment Revolution
Free your purchased eBook form adhesion DRM*! * DRM = Digtal Rights Management Trigger Happy VIDEOGAMES AND THE ENTERTAINMENT REVOLUTION by Steven Poole Contents ACKNOWLEDGMENTS............................................ 8 1 RESISTANCE IS FUTILE ......................................10 Our virtual history....................................................10 Pixel generation .......................................................13 Meme machines .......................................................18 The shock of the new ...............................................28 2 THE ORIGIN OF SPECIES ....................................35 Beginnings ...............................................................35 Art types...................................................................45 Happiness is a warm gun .........................................46 In my mind and in my car ........................................51 Might as well jump ..................................................56 Sometimes you kick.................................................61 Heaven in here .........................................................66 Two tribes ................................................................69 Running up that hill .................................................72 It’s a kind of magic ..................................................75 We can work it out...................................................79 Family fortunes ........................................................82 3 UNREAL CITIES ....................................................85 -
Nintendo Eshop
Nintendo eShop Last Updated on October 2, 2021 Title Publisher Qty Box Man Comments #RaceDieRun QubicGames 1-2-Switch Nintendo 10-in-1: Arcade Collection Gamelion Studios 101 DinoPets 3D Selectsoft 2 Fast 4 Gnomz QubicGames 2048 Cosmigo 3D Fantasy Zone Sega 3D Fantasy Zone II Sega 3D Game Collection Joindots 3D MahJongg Joindots 3D Out Run Sega 3D Solitaire Zen Studios 3D Sonic The Hedgehog Sega 3D Sonic The Hedgehog 2 Sega 3D Thunder Blade Sega 80's Overdrive Insane Code A Short Hike Whippoorwill Limited A-Train 3D: City Simulator Natsume Abyss EnjoyUp Games ACA NeoGeo: Alpha Mission II Hamster ACA NeoGeo: Baseball Stars 2 Hamster ACA NeoGeo: Blazing Star Hamster ACA NeoGeo: Cyber-Lip Hamster ACA NeoGeo: Garou - Mark of the Wolves Hamster ACA NeoGeo: Gururin HAMSTER, Co. ACA NeoGeo: King of Fighters '98, The HAMSTER, Co. ACA NeoGeo: Last Resort Hamster ACA NeoGeo: Magical Drop II HAMSTER, Co. ACA NeoGeo: Magical Drop III HAMSTER, Co. ACA NeoGeo: Money Puzzle Exchanger Hamster ACA NeoGeo: Neo Turf Masters Hamster ACA NeoGeo: Ninja Combat Hamster ACA NeoGeo: Ninja Commando Hamster ACA NeoGeo: Prehistoric Isle 2 Hamster ACA NeoGeo: Pulstar Hamster ACA NeoGeo: Puzzle Bobble 2 HAMSTER, Co. ACA NeoGeo: Puzzled HAMSTER, Co. ACA NeoGeo: Sengoku Hamster ACA NeoGeo: Sengoku 2 Hamster ACA NeoGeo: Sengoku 3 Hamster ACA NeoGeo: Shock Troopers Hamster ACA NeoGeo: Top Hunter - Roddy & Cathy Hamster ACA NeoGeo: Twinkle Star Sprites Hamster ACA NeoGeo: Waku Waku 7 Hamster ACA NeoGeo: Zed Blade Hamster ACA NeoGeo: Zupapa! Hamster Advance Wars Nintendo Adventure Bar Story CIRCLE Ent. Adventure Labyrinth Story CIRCLE Entertainment Adventure Time: Hey Ice King! Why'd you steal our garbage?!! D3 Publisher Adventures of Elena Temple, The GrimTalin Adventures of Elena Temple, The: Definitive Edition: Switch Grimtalin Aero Porter Level-5 AeternoBlade Corecell Technology This checklist is generated using RF Generation's Database This checklist is updated daily, and it's completeness is dependent on the completeness of the database. -
A New Storytelling Era: Digital Work and Professional Identity in the North American Comic Book Industry
A New Storytelling Era: Digital Work and Professional Identity in the North American Comic Book Industry By Troy Mayes Thesis submitted for the degree of Doctor of Philosophy in the Discipline of Media, The University of Adelaide January 2016 Table of Contents Abstract .............................................................................................. vii Statement ............................................................................................ ix Acknowledgements ............................................................................. x List of Figures ..................................................................................... xi Chapter One: Introduction .................................................................. 1 1.1 Introduction ................................................................................ 1 1.2 Background and Context .......................................................... 2 1.3 Theoretical and Analytic Framework ..................................... 13 1.4 Research Questions and Focus ............................................. 15 1.5 Overview of the Methodology ................................................. 17 1.6 Significance .............................................................................. 18 1.7 Conclusion and Thesis Outline .............................................. 20 Chapter 2 Theoretical Framework and Methodology ..................... 21 2.1 Introduction .............................................................................. 21