Electronic Game Research Methodologies: Studying Religious Implications
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Cyber-Synchronicity: the Concurrence of the Virtual
Cyber-Synchronicity: The Concurrence of the Virtual and the Material via Text-Based Virtual Reality A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Jeffrey S. Smith March 2010 © 2010 Jeffrey S. Smith. All Rights Reserved. This dissertation titled Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality by JEFFREY S. SMITH has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Joseph W. Slade III Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT SMITH, JEFFREY S., Ph.D., March 2010, Mass Communication Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality (384 pp.) Director of Dissertation: Joseph W. Slade III This dissertation investigates the experiences of participants in a text-based virtual reality known as a Multi-User Domain, or MUD. Through in-depth electronic interviews, staff members and players of Aurealan Realms MUD were queried regarding the impact of their participation in the MUD on their perceived sense of self, community, and culture. Second, the interviews were subjected to a qualitative thematic analysis through which the nature of the participant’s phenomenological lived experience is explored with a specific eye toward any significant over or interconnection between each participant’s virtual and material experiences. An extended analysis of the experiences of respondents, combined with supporting material from other academic investigators, provides a map with which to chart the synchronous and synonymous relationship between a participant’s perceived sense of material identity, community, and culture, and her perceived sense of virtual identity, community, and culture. -
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Religion and the Return of Magic: Wicca As Esoteric Spirituality
RELIGION AND THE RETURN OF MAGIC: WICCA AS ESOTERIC SPIRITUALITY A thesis submitted for the degree of PhD March 2000 Joanne Elizabeth Pearson, B.A. (Hons.) ProQuest Number: 11003543 All rights reserved INFORMATION TO ALL USERS The quality of this reproduction is dependent upon the quality of the copy submitted. In the unlikely event that the author did not send a com plete manuscript and there are missing pages, these will be noted. Also, if material had to be removed, a note will indicate the deletion. uest ProQuest 11003543 Published by ProQuest LLC(2018). Copyright of the Dissertation is held by the Author. All rights reserved. This work is protected against unauthorized copying under Title 17, United States C ode Microform Edition © ProQuest LLC. ProQuest LLC. 789 East Eisenhower Parkway P.O. Box 1346 Ann Arbor, Ml 48106- 1346 AUTHOR’S DECLARATION The thesis presented is entirely my own work, and has not been previously presented for the award of a higher degree elsewhere. The views expressed here are those of the author and not of Lancaster University. Joanne Elizabeth Pearson. RELIGION AND THE RETURN OF MAGIC: WICCA AS ESOTERIC SPIRITUALITY CONTENTS DIAGRAMS AND ILLUSTRATIONS viii ACKNOWLEDGEMENTS ix ABSTRACT xi INTRODUCTION: RELIGION AND THE RETURN OF MAGIC 1 CATEGORISING WICCA 1 The Sociology of the Occult 3 The New Age Movement 5 New Religious Movements and ‘Revived’ Religion 6 Nature Religion 8 MAGIC AND RELIGION 9 A Brief Outline of the Debate 9 Religion and the Decline o f Magic? 12 ESOTERICISM 16 Academic Understandings of -
Is Belief in the Supernatural Inevitable?
Will humankind always be religious? Will ancient views of God and the cosmos disintegrate as more and more people employ the scientific method for understanding the world? Or is there something within the human breast that can never let go of beliefs in supernatural reality? The following three essays—by William Sims Bainbridge, Albert Ellis, and Ronald O. Clarke paint a fascinating picture of the psychological foundations of religious belief a picture as disturbing as it is illuminating. Is Belief in the Supernatural Inevitable? William Sims Bainbridge n a pair of books, The Future of Religion and A Theory you, let me invite you to ask a set of three simple questions. In of Religion, Rodney Stark and I have tried to demonstrate return, I will offer you evidence and explanations that Stark that religion is the inevitable human response to the condi- and I have gathered. If you find them insufficient as answers, tions of life. Hemmed by drastic limitations to our desires and then you will be left to struggle with three very serious ques- faced with the ultimate loss of everything we hold dear, humans tions: have no choice but to postulate beings and forces that exist 1. Why have humans traditionally possessed religion? beyond the natural world and to seek their aid. A Theory of 2. What is the condition of religion in America today? Religion deduces the necessity of religion from a few, simple 3. How viable are the alternatives to religion? propositions about humans and the world we inhabit, while The Future of Religion offers empirical data to support our Why have humans traditionally possessed religion? theoretical analysis. -
Nonverbal Communication in Text Based Virtual Realities
University of Montana ScholarWorks at University of Montana Graduate Student Theses, Dissertations, & Professional Papers Graduate School 1996 Nonverbal communication in text based virtual realities John T. Masterson The University of Montana Follow this and additional works at: https://scholarworks.umt.edu/etd Let us know how access to this document benefits ou.y Recommended Citation Masterson, John T., "Nonverbal communication in text based virtual realities" (1996). Graduate Student Theses, Dissertations, & Professional Papers. 5466. https://scholarworks.umt.edu/etd/5466 This Thesis is brought to you for free and open access by the Graduate School at ScholarWorks at University of Montana. It has been accepted for inclusion in Graduate Student Theses, Dissertations, & Professional Papers by an authorized administrator of ScholarWorks at University of Montana. For more information, please contact [email protected]. Maureen and Mike MANSFIELD LIBRARY The UniversityfMONTANA o Permission is granted by the author to reproduce this material in its entirety, provided that this material is used for scholarly purposes and is properly cited in published works and reports. ** Please check "Yes" or "No" and provide signature ** Yes, I grant pennission No, I do not grant permission Author's Signature Date Any copying for commercial purposes or financial gam may be undertaken only with the author's explicit consent. NONVERBAL COMMUNICATION IN TEXT BASED VIRTUAL REALITIES by John T. Masterson, III B.A. University of Miami 1991 presented in partial fulfillment of the requirements for the degree of Master of Arts The University of Montana 1996 Approved by: Chair Dean, Graduate School Date UMI Number: EP40930 All rights reserved INFORMATION TO ALL USERS The quality of this reproduction is dependent upon the quality of the copy submitted. -
2015 Program Book Online
CelestiCon 7 PLAYERS & CHARACTERS… Labor Day Weekend, 2015 - Fremont Marriott - Fremont, California WWW.CELESTICON.COM 1 Proud supporters and sponsors of CelestiCon! Fremont’s Premier Game Center for board games, CCGs, RPGs, miniatures, and so much more. Visit our booth to check out some great products, check out our Magic the Gathering drafts and events, join our Saturday X-Wing tournament, and have a GREAT time here at CelestiCon! After CelestiCon, come visit Bigger Better Games at: 43012 Christy St., Fremont CA 95032 (510) 571-1445 [email protected] You can also check us out online at: www.facebook.com/BiggerBetterGames www.biggerbettergames.com SPECIAL EVENTS ........................................................ 6 TABLE OF CONTENTS CTHULHU WARS SILENT AUCTION ........................... 6 SOCIAL MEDIA ............................................................. 2 SPECIAL GUESTS ........................................................ 7 CONVENTION POLICIES ............................................. 3 CELESTISPIEL GAME PROTOTYPE PLAYTEST & DESIGN .......................................................................... 7 CONVENTION REGISTRATION ................................... 3 Convention Registration Hours ........................... 3 TEKUMEL TRACK ........................................................ 8 Memberships ............................................................... 3 HOW TO SIGN UP FOR GAMES .................................. 9 Pre-Registration for CelestiCon 2016 ................ 3 BOARD & CARD -
R This Dissertation Has Been 63-4676 M Icrofilm Ed Exactly As Received
r This dissertation has been 63-4676 microfilmed exactly as received LORD, Georgianna Wuletich, 1931— THE ANNIHILATION OF ART IN THE POETRY OF WALLACE STEVENS. The Ohio State University, Ph.D., 1962 Language and Literature, modern University Microfilms, Inc., Ann Arbor, Michigan significant value. All of its efforts, therefore, are to make the un real— that in which the imagination desires to believe— real and therefore worthy of belief. Stevens’ poetry and thought, then,springs from a dialectic between the imagination and reality, both of which are, in their most basic sense, internalized in the mind as wish (aspiration) and reason. Wish Implies the urge toward pleasure; reason, toward common sense and logic. Wish is the impulse toward grace; reason, toward gravity. Stevens believed that the dialectic between reality and the imagination is endless, that there is a war in the mind that will never end because the mind's desire to satisfy itself will never be fulfilled. Indeed, the major premise of Stevens' thought is that the wish of the imagination will never be ful filled. Underlying that major premise is a clash of irreconcilable desires: the desire to achieve fulfillment; the desire to be discon tent. Put another way, it is the desire to believe and the inability to (desire not to) believe. The imagination and reality enjoy a temporary armistice whenever each new wish postulated by the imagination is momentarily refined and sanctioned by reason, instead of being denied categorically. Ihat tem porary armistice is, as Stevens writes in "The Necessary Angel," a bal ance of imagination and reality (imagination and reason). -
Game Developer Index 2019
Game Developer Index 2019 Second edition October 2019 Published by the Swedish Games Industry Research: Nayomi Arvell Layout: Kim Persson Illustration, cover: Pontus Ullbors Text & analysis: Johanna Nylander The Swedish Games Industry is a collaboration between trade organizations ANGI and Spelplan-ASGD. ANGI represents publishers and distributors and Spelplan-ASGD represents developers and producers. Dataspelsbranschen Swedish Games Industry Magnus Ladulåsgatan 3, SE-116 35 Stockholm www.swedishgamesindustry.com Contact: [email protected] Key Figures KEY FIGURES 2018 2017 2016 2015 2014 2013 Number of companies 384 (+12%) 343 (+22%) 282 (+19%) 236 (+11%) 213 (25+%) 170 (+17%) Revenue EUR M 1 872 (+33%) 1 403 (+6%) 1 325 (+6%) 1 248 (+21%) 1 028 (+36%) 757 (+77%) Profit EUR M 335 (-25%) 446 (-49%) 872 (+65%) 525 (+43%) 369 (29+%) 287 (+639%) Employees 7 924 (+48%) 5 338 (+24%) 4 291 (+16%) 3 709 (+19%) 3 117 (+23%) 2 534 (+29%) Employees based in 5 320 (+14%) 4 670 (+25%) 3 750 No data No data No data Sweden Men 6 224 (79%) 4 297 (80%) 3 491 (81%) 3 060 (82%) 2 601 (83%) 2 128 (84%) Women 1 699 (21%) 1 041 (20%) 800 (19%) 651 (18%) 516 (17%) 405 (16%) Tom Clancy’s The Division 2, Ubisoft Massive Entertainment Index Preface Art and social impact – the next level for Swedish digital games 4 Preface 6 Summary The game developers just keep breaking records. What once was a sensation making news headlines 8 Revenue – “Swedish video games succeed internationally” 9 Revenue & Profit – is now the established order and every year new records are expected from the Game Developer 12 Employees Index. -
Muds and Power. Reducing the Democratic Imaginary? Icts And
i i i i MUDs and Power. Reducing the democratic imaginary? Nico Carpentier; Niky Patyn Nico Carpentier - Vrije Universiteit Brussel (VUB - Free University of Brussels); Niky Patyn - Independent researcher E-mail: [email protected]; [email protected] ICTs and the democratic imaginary NFORMATION and communication technologies (ICTs) have received am- I ple attention as potential tools for democratic innovation. Without entering all too deep in the discussion on this utopian claim, it should (at least for now) be noted that the emerging virtual communities were seen as one of the pro- mising areas for new (democratic) practices to take place. Although critical voices were soon to be heard, they usually focused on retorting the utopia- nism. This article wants to take these analyses one step further, by not (just) arguing for ordinariness in stead of newness (including the “normal” presence of disciplining and surveillance (Lyon, 1994)), but by analysing the extraordi- nary quasi-authoritarian power relations in two specific virtual communities, both Multi User Domains/Dungeons (MUDs). We knowingly enter with this choice into the world of play and fantasy, but at the same time we want to avoid underestimating the importance of this sphere. All forms of human encounter need in our opinion to be conside- red vital learning sites through interaction (as was already argued in symbolic interactionism). This social learning also immediately includes democratic and political learning, if a broad definition of democracy and politics is ac- cepted. From this perspective MUDs act as virtual places where subjects are confronted with the workings (or micro-physics as Foucault would call them) of power, authority and hierarchy. -
A Survey on Handheld Gaming Console
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 06 Issue: 02 | Feb 2019 www.irjet.net p-ISSN: 2395-0072 A Survey on Handheld Gaming Console Rohan Said1, Swapnil Patil2, Deepak Jaiswar3, Jasmeet Singh4, Pravin Hole5 1,2,3,4B.E. Computer Engineering, Dept. of Computer Engineering, Terna Engineering College, Maharashtra, India 5Professor, Dept. of Computer Engineering, Terna Engineering College, Maharashtra, India ---------------------------------------------------------------------***---------------------------------------------------------------------- Abstract – Nowadays students are fascinated by computer renderer for 2D graphics, a physics engine or collision and console video games. Computer game-based learning has detection and collision response, sound, scripting, gained increasing acceptance and has been applied as an animation, artificial intelligence, networking, streaming, option to classroom lecturing. The creation of games needs memory management, scene management, and may include plenty of knowledge data and skill. These days there exists video support for cinematics [1]. plenty of frameworks that permits developers to make the games in quicker and easiest method. This work presents the The process of game development is often economized, in approach of making screen scrolling 2D game while not large part, by reusing/adapting the same game engine to victimization existing platforms (box2d, unity2d). The create different games or to make it easier to port games to essential plan is to however to create game level with Tile Map multiple platforms. and the way to implement physics like jumping, free falling Components of game engine are as follows, and running. This paper is focused on creating the gaming engine for embedded devices with collision detection and 2D 1)Input Manager graphics. -
A Whole Different Ball Game: Playing Through 60 Years of Sports Video Games
EXHIBITION OVERVIEW A Whole Different Ball Game: Playing through 60 Years of Sports Video Games Exhibition dates: September 14, 2018–March 10, 2019 Location: Museum of the Moving Image, 36-01 35 Ave, Astoria (Queens), NY 11106 Summary: Ever since the first video game, Tennis for Two, debuted at the Brookhaven National Laboratory’s public exhibition in 1958, video games have sought to recreate, adapt, and build upon the games Americans most regularly encounter: sports. A Whole Different Ball Game presents a selection of 44 playable sports video games spanning the last six decades, examining the complex relationships between game, sport, media, and culture. The exhibition considers what it means for full-body sports to be transposed to screens and controllers in the service of realism, who is or is not represented in sports video games, the ways broadcast sports and video games reflect one another, and the primacy of statistics in professional sports and sports simulators. Contents: The exhibition is organized in seven sections (see below for details and game list) plus a new video installation, an interactive experience, and a video screening area with bleachers. There are 44 playable games, including hand-held devices, arcade games, console and PC games played on monitors and wall projections. Additional games that are not playable are included for historical context. In addition, there is video content in the exhibition for documentation of game play and comparison to televised sports. Curators: Curator of Digital Media Jason Eppink and John Sharp (Associate Professor in the School of Art, Media, and Technology at Parsons School of Design at The New School). -
World Book Advanced Webquest: Electronic Games
World Book Advanced Database World Book® Online: The trusted, student-friendly online reference tool. Name: ____________________________________________________ Date:_________________ Electronic Games Do you consider yourself a gamer? A good electronic game is like a whole world to explore, full of secrets and surprises. But do you know how these worlds have grown and evolved in the past few decades? Even if you’ve mastered Minecraft and found all the Pokémon, you can still discover plenty of secrets about the history of electronic games. First, go to www.worldbookonline.com Then, click on “Advanced.” If prompted, log on with your ID and Password. Find It! Use the World Book search tool to find the answers to the questions below. Since this activity is about elec- tronic games, it is recommended you start by searching the key words “electronic games.” Write the answer below each question. Don’t be afraid to keep on searching for other key words! You’ll find even more secrets that way. 1. Electronic games differ from other kinds of media because they are _________, meaning the player takes part in and helps guide the action. 2. The player’s choices and the game’s responses combine to create an experience called _________. 3. A _________ manages the overall development of the game, coordinating the activities of the other team members. A _________ _________ create the rules of the game. 4. Flat graphics are called _______-_________. Graphics with depth are _______-_________. 5. In a _______-_________ game, the player’s character acts as the game’s camera.