ESSENTIAL FACTS About the Computer and Video Game Industry Table of Contents
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Runway Shows and Fashion Films As a Means of Communicating the Design Concept
RUNWAY SHOWS AND FASHION FILMS AS A MEANS OF COMMUNICATING THE DESIGN CONCEPT A thesis submitted to the College of the Arts of Kent State University in partial fulfillment of the requirements for the degree of Master of Arts By Xiaohan Lin July 2016 2 Thesis written by Xiaohan Lin B.S, Kent State University, 2014 M.A., Kent State University, 2016 Approved by ______________________________________________ Name, Thesis Supervisor ______________________________________________ Name, Thesis Supervisor or Committee Member ______________________________________________ Name, Committee Member ______________________________________________ Dr. Catherine Amoroso Leslie, Graduate Studies Coordinator, The Fashion School ______________________________________________ Dr. Linda Hoeptner Poling, Graduate Studies Coordinator, The School of Art ______________________________________________ Mr. J.R. Campbell, Director, The Fashion School ______________________________________________ Dr. Christine Havice, Director, The School of Art ______________________________________________ Dr. John Crawford-Spinelli, Dean, College of the Arts 3 REPORT OF THESIS FINAL EXAMINATION DATE OF EXAM________________________ Student Number_________________________________ Name of Candidate_______________________________________ Local Address_______________________________________ Degree for which examination is given_______________________________________ Department or School (and area of concentration, if any)_________________________ Exact title of Thesis_______________________________________ -
Videogames in the Museum: Participation, Possibility and Play in Curating Meaningful Visitor Experiences
Videogames in the museum: participation, possibility and play in curating meaningful visitor experiences Gregor White Lynn Parker This paper was presented at AAH 2016 - 42nd Annual Conference & Book fair, University of Edinburgh, 7-9 April 2016 White, G. & Love, L. (2016) ‘Videogames in the museum: participation, possibility and play in curating meaningful visitor experiences’, Paper presented at Association of Art Historians 2016 Annual Conference and Bookfair, Edinburgh, United Kingdom, 7-9 April 2016. Videogames in the Museum: Participation, possibility and play in curating meaningful visitor experiences. Professor Gregor White Head of School of Arts, Media and Computer Games, Abertay University, Dundee, UK Email: [email protected] Lynn Parker Programme Leader, Computer Arts, Abertay University, Dundee, UK Email: [email protected] Keywords Videogames, games design, curators, museums, exhibition, agency, participation, rules, play, possibility space, co-creation, meaning-making Abstract In 2014 Videogames in the Museum [1] engaged with creative practitioners, games designers, curators and museums professionals to debate and explore the challenges of collecting and exhibiting videogames and games design. Discussions around authorship in games and games development, the transformative effect of the gallery on the cultural reception and significance of videogames led to the exploration of participatory modes and playful experiences that might more effectively expose the designer’s intent and enhance the nature of our experience as visitors and players. In proposing a participatory mode for the exhibition of videogames this article suggests an approach to exhibition and event design that attempts to resolve tensions between traditions of passive consumption of curated collections and active participation in meaning making using theoretical models from games analysis and criticism and the conceit of game and museum spaces as analogous rules based environments. -
How to Collect Coins a Fun, Useful, and Educational Guide to the Hobby
$4.95 Valuable Tips & Information! LITTLETON’S HOW TO CCOLLECTOLLECT CCOINSOINS ✓ Find the answers to the top 8 questions about coins! ✓ Are there any U.S. coin types you’ve never heard of? ✓ Learn about grading coins! ✓ Expand your coin collecting knowledge! ✓ Keep your coins in the best condition! ✓ Learn all about the different U.S. Mints and mint marks! WELCOME… Dear Collector, Coins reflect the culture and the times in which they were produced, and U.S. coins tell the story of America in a way that no other artifact can. Why? Because they have been used since the nation’s beginnings. Pathfinders and trendsetters – Benjamin Franklin, Robert E. Lee, Teddy Roosevelt, Marilyn Monroe – you, your parents and grandparents have all used coins. When you hold one in your hand, you’re holding a tangible link to the past. David M. Sundman, You can travel back to colonial America LCC President with a large cent, the Civil War with a two-cent piece, or to the beginning of America’s involvement in WWI with a Mercury dime. Every U.S. coin is an enduring legacy from our nation’s past! Have a plan for your collection When many collectors begin, they may want to collect everything, because all different coin types fascinate them. But, after gaining more knowledge and experience, they usually find that it’s good to have a plan and a focus for what they want to collect. Although there are various ways (pages 8 & 9 list a few), building a complete date and mint mark collection (such as Lincoln cents) is considered by many to be the ultimate achievement. -
Can Game Companies Help America's Children?
CAN GAME COMPANIES HELP AMERICA’S CHILDREN? The Case for Engagement & VirtuallyGood4Kids™ By Wendy Lazarus Founder and Co-President with Aarti Jayaraman September 2012 About The Children’s Partnership The Children's Partnership (TCP) is a national, nonprofit organization working to ensure that all children—especially those at risk of being left behind—have the resources and opportunities they need to grow up healthy and lead productive lives. Founded in 1993, The Children's Partnership focuses particular attention on the goals of securing health coverage for every child and on ensuring that the opportunities and benefits of digital technology reach all children. Consistent with that mission, we have educated the public and policymakers about how technology can measurably improve children's health, education, safety, and opportunities for success. We work at the state and national levels to provide research, build programs, and enact policies that extend opportunity to all children and their families. Santa Monica, CA Office Washington, DC Office 1351 3rd St. Promenade 2000 P Street, NW Suite 206 Suite 330 Santa Monica, CA 90401 Washington, DC 20036 t: 310.260.1220 t: 202.429.0033 f: 310.260.1921 f: 202.429.0974 E-Mail: [email protected] Web: www.childrenspartnership.org The Children’s Partnership is a project of Tides Center. ©2012, The Children's Partnership. Permission to copy, disseminate, or otherwise use this work is normally granted as long as ownership is properly attributed to The Children's Partnership. CAN GAME -
The First but Hopefully Not the Last: How the Last of Us Redefines the Survival Horror Video Game Genre
The College of Wooster Open Works Senior Independent Study Theses 2018 The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre Joseph T. Gonzales The College of Wooster, [email protected] Follow this and additional works at: https://openworks.wooster.edu/independentstudy Part of the Other Arts and Humanities Commons, and the Other Film and Media Studies Commons Recommended Citation Gonzales, Joseph T., "The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre" (2018). Senior Independent Study Theses. Paper 8219. This Senior Independent Study Thesis Exemplar is brought to you by Open Works, a service of The College of Wooster Libraries. It has been accepted for inclusion in Senior Independent Study Theses by an authorized administrator of Open Works. For more information, please contact [email protected]. © Copyright 2018 Joseph T. Gonzales THE FIRST BUT HOPEFULLY NOT THE LAST: HOW THE LAST OF US REDEFINES THE SURVIVAL HORROR VIDEO GAME GENRE by Joseph Gonzales An Independent Study Thesis Presented in Partial Fulfillment of the Course Requirements for Senior Independent Study: The Department of Communication March 7, 2018 Advisor: Dr. Ahmet Atay ABSTRACT For this study, I applied generic criticism, which looks at how a text subverts and adheres to patterns and formats in its respective genre, to analyze how The Last of Us redefined the survival horror video game genre through its narrative. Although some tropes are present in the game and are necessary to stay tonally consistent to the genre, I argued that much of the focus of the game is shifted from the typical situational horror of the monsters and violence to the overall narrative, effective dialogue, strategic use of cinematic elements, and character development throughout the course of the game. -
The Video Game Industry an Industry Analysis, from a VC Perspective
The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah • The video game industry is poised for significant growth, but [email protected] many sectors have already matured. Video games are a large and Tuck Class of 2005 growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis Charles Haigh [email protected] highlights these sectors, which are interesting for reasons including Tuck Class of 2005 significant technological change, high growth rates, new product development and lack of a clear market leader. • The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity for leading technology publishers and platforms will emerge. New developers will use these technologies to enable the faster and cheaper production of online games. The developers of new online games also present an opportunity as new methods of gameplay and game genres are explored. -
HISTORY of WESTERN OIL SHALE HISTORY of WESTERN OIL SHALE
/ _... i';C4 - SHELF , Historyof Western Oil Shale Paul L. Russell . " The Center for Professional Advancement Paul Russell received his degree from the University of Arizona. After working for Industry for five years, he began his involvement with oil shale in 1948 when he joined the U.S. Bureau of Mines and was assigned to Rifle, Colorado, to work at Anvil Points. During the middle fifties, he was assigned to the Atomic Energy Com mission to study the extraction of ura nium from the Chattanooga Shales in Tennessee. He became Research Director of the U.S. Bureau ofMines in 1967 and served in this capacity until he retired in 1979. During these years his involvement with oil shale intensified. Currently, he is an engineering consultant. ISBN: 0-86563-000-3 ,._-------_._.. V.D.ALLRED 6016 SOUTH BANNOCK LI7TLETON. COLO. 80120 ....~ ...........~..... This compelling history spans 65 years of western oil shale development from its begin ning to the present day. These were the years in which most of the present-day retorting pro cesses were invented and devel oped,leading to present studies of in-situ retorting, and to the resumption of leasing of fed eral oil shale lands. The many excellent illustra tions and contemporary photo graphs in themselves provide a pictorial record of an era when the United States was "wild over oil"-an era when Gov ernment estimates of billions of barrels of oil in western oil shales were used to advan tage for questionable-if not fraudulent-stock promotions designed to raise capital for development, or to fatten the promoters' pockets. -
Secure Fuels from Domestic Resources ______Profiles of Companies Engaged in Domestic Oil Shale and Tar Sands Resource and Technology Development
5th Edition Secure Fuels from Domestic Resources ______________________________________________________________________________ Profiles of Companies Engaged in Domestic Oil Shale and Tar Sands Resource and Technology Development Prepared by INTEK, Inc. For the U.S. Department of Energy • Office of Petroleum Reserves Naval Petroleum and Oil Shale Reserves Fifth Edition: September 2011 Note to Readers Regarding the Revised Edition (September 2011) This report was originally prepared for the U.S. Department of Energy in June 2007. The report and its contents have since been revised and updated to reflect changes and progress that have occurred in the domestic oil shale and tar sands industries since the first release and to include profiles of additional companies engaged in oil shale and tar sands resource and technology development. Each of the companies profiled in the original report has been extended the opportunity to update its profile to reflect progress, current activities and future plans. Acknowledgements This report was prepared by INTEK, Inc. for the U.S. Department of Energy, Office of Petroleum Reserves, Naval Petroleum and Oil Shale Reserves (DOE/NPOSR) as a part of the AOC Petroleum Support Services, LLC (AOC- PSS) Contract Number DE-FE0000175 (Task 30). Mr. Khosrow Biglarbigi of INTEK, Inc. served as the Project Manager. AOC-PSS and INTEK, Inc. wish to acknowledge the efforts of representatives of the companies that provided information, drafted revised or reviewed company profiles, or addressed technical issues associated with their companies, technologies, and project efforts. Special recognition is also due to those who directly performed the work on this report. Mr. Peter M. Crawford, Director at INTEK, Inc., served as the principal author of the report. -
The Gamer Jump by Cthulhu Fartagn and SJ-Chan Ver 1.1
The Gamer Jump By cthulhu fartagn and SJ-Chan Ver 1.1 Welcome to Korea. It’s not the Korea you are familiar with but it is close enough to the reality for many people. Not so for those who are a part of the Abyss. The Abyss is the generic term for the secret supernatural world hidden from the eyes of normal humans. Within the Abyss, magic is real, as are ancient clans of supernaturally empowered martial artists, and cults devoted to the exploitation of life for the sake of profit. Thankfully, normal humans are protected from these harsh supernatural effects by Gaia, the sentient planet known to many as Earth. Should someone who has entered the Abyss try to use their powers overtly in the normal world, then Gaia will take steps to ensure that they are removed, maintaining this masquerade. It is for this reason that members of the Abyss may call out to Gaia, offering token amounts of mana or chi to create Illusion Barriers, temporary enclosed areas that mirror the world itself but are devoid of any “normal” inhabitants. Within these Illusory Worlds members of the Abyss fight, struggle, deceive and parlay with one another, maintaining a tenuous balance of terrifying supernatural powers that operate on a global scale. The reasons one enters the Abyss are myriad. Some are born into ancient clans and must fight to defend their families status and honor. Others wander by happenstance into an illusion barrier and uncover the secret nature of the world. Still others are kidnapped by unscrupulous people and used as batteries or sacrifices for arcane workings. -
WILDLIFE WATCHING and TOURISM a Study on the Benefits and Risks of a Fast Growing Tourism Activity and Its Impacts on Species IMPRINT
WILDLIFE WATCHING AND TOURISM A study on the benefits and risks of a fast growing tourism activity and its impacts on species IMPRINT Published by United Nations Environment Programme (UNEP) and the Secretariat of the Convention on the Conservation of Migratory Species of Wild Animals (CMS). Wildlife Watching and Tourism: A study on the benefits and risks of a fast growing tourism activity and its impacts on species UNEP / CMS Secretariat, Bonn, Germany. 68 pages. Produced by UNEP / CMS Convention on Migratory Species and TUI Author Richard Tapper, Environment Business & Development Group, E-mail: [email protected] Editing & Coordinator Paola Deda, CMS Secretariat, E-mail: [email protected] Publishing Manager Muriel M. Mannert Design Karina Waedt © 2006 United Nations Environment Programme (UNEP) / Convention on Migratory Species (CMS). This publication may be reproduced in whole or in part and in any form for educational or non-profit purposes without special permission from the copyright holder, provided acknowledgement of the source is made. UNEP would appreciate receiving a copy of any publication that uses this publication as a source. No use of this publication may be made for resale or for any other commercial purpose whatsoever without prior permis- sion in writing from the United Nations Environment Programme. DISCLAIMER The contents of this volume do not necessarily reflect the views of UNEP or contributory organizations.The designations employed and the presentations do not imply the expression of any opinion whatsoever on the part of UNEP or contri- butory organizations concerning the legal status of any country, territory, city or area in its authority, or concerning the delimitation of its frontiers or boundaries. -
Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature
EDUCATIONAL SCIENCES: THEORY & PRACTICE eISSN: 2148-7561, ISSN: 2630-5984 Received: 28 November 2019 Revision received: 16 December 2019 Copyright © 2020 JESTP Accepted: 20 January 2020 www.jestp.com DOI 10.12738/jestp.2020.1.004 ⬧ January 2020 ⬧ 20(1) ⬧ 40-58 Review article Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature Elena Shliakhovchuk Adolfo Muñoz García Universitat Politècnica de València, Spain Universitat Politècnica de València, Spain Abstract The video-game industry has become a significant force in the business and entertainment world. Video games have become so widespread and pervasive that they are now considered a part of the mass media, a common method of storytelling and representation. Despite the massive popularity of video games, their increasing variety, and the diversification of the player base, until very recently little attention was devoted to understanding how playing video games affects the way people think and collaborate across cultures. This paper examines the recent literature regarding the impact of video games on players from an intercultural perspective. Sixty-two studies are identified whose aim is to analyze behavioral-change, content understanding, knowledge acquisition, and perceptional impacts. Their findings suggest that video games have the potential to help to acquire cultural knowledge and develop intercultural literacy, socio-cultural literacy, cultural awareness, self-awareness, and the cultural understanding of different geopolitical spaces, to reinforce or weaken stereotypes, and to some extent also facilitate the development of intercultural skills. The paper provides valuable insights to the scholars, teachers, and practitioners of cultural studies, education, social studies, as well as to the researchers, pointing out areas for future research. -
The Battle Is On! Enabling the Digital Media Home Network INDUSTRY
INDUSTRY NOTE May 16, 2007 Robert C. Adams, CFA Digital Media Technology 415.962.4553, [email protected] Wireless Technology Jason Tsai 415.318.7069, [email protected] Erik Rasmussen 415.318-7074, [email protected] The Battle Is On! Enabling the Digital Media Home Network FOR DISCLOSURE INFORMATION, REFER TO MONTGOMERY & CO.’S FACTS & DISCLOSURES ON PAGES 18 & 19 Digital Media Technology & Wireless Technology May 16, 2007 INVESTMENT SUMMARY The battle for the digital media The battle for superiority in the next great digital media market opportunity—the digital multimedia home network is on. home network—is on. And, like all great digital media markets, this one just makes good intuitive sense. Digital media consumers worldwide have a great appetite for digital content and they have a desire to move that content around the home. We believe that, necessitated by the continuing adoption of the digital video recorder (DVR) and other content storage technologies, accelerated by the rapid ramp of digital and high-definition television technologies, and enabled by the deep pockets of the telcos and cable operators, this market is poised for significant growth over the next several years and represents one of the largest-volume semiconductor opportunities in the digital media component space to date. The digital media networked The digital multimedia home network opportunity has been necessitated by the increasing ability of home—a function of recording... the consumer to record (or download) and display video content. Over the last several years consumers, especially in North America, have grown fond of recording content and storing it to hard drive solutions.