Metacognition and Multimodal Literacy: Adolescents Constructing

Total Page:16

File Type:pdf, Size:1020Kb

Metacognition and Multimodal Literacy: Adolescents Constructing Metacognition and Multimodal Literacy: Adolescents Constructing Meaning from Multimodal Texts by Margaret Ann Shane A thesis submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy Department of Secondary Education University of Alberta © Margaret Ann Shane, 2019 Abstract Conventional wisdom holds that adolescents are somehow naturally adroit at the selection, navigation, consumption, and creation of online texts; that they are more likely to be engaged by multimodal and online texts than by printed material. School boards and the teaching profession are heavily invested in rhetorical celebrations of such technology as a means to improve student achievement based on assumptions about how teens read multimodal, online texts. This study explores how young people aged 12-18 engage with online multimodal texts, both familiar texts of their own choosing and novel titles presented by the researcher. Specifically, this study aims to understand which metacognitive strategies study participants demonstrated during three successive online reading sessions. To this end, this study undertook to answer the following research questions. What is the level of metacognitive awareness exhibited by youth while engaging with multimodal texts? Which traditional print reading practices are identifiable in participants’ reports of their metacognitive strategies? Which metacognitive skills are exhibited by young people while exploring “the semiotic landscape” (Kress & Van Leeuwen, 2005, p. 16)? The research questions aim to shed light on how adolescents employ metacognitive awareness, knowledge, and control in their construction of subjective socially and culturally mediated meaning. Are adolescents effectively engaging with these texts? Are these texts helping or hindering student learning? A secondary interest pertains to the pedagogical environment in which students engage with online multimodal texts. Data generation occurred through think-aloud sessions. Data analysis was conducted through the 11- process Metacognitive Process Inventory (MPI) (Block, 2005). Results suggest that young people demonstrate confidence and metacognitive engagement with familiar online texts that often challenge traditional print literacy strategies. Nevertheless, their critical metacognitive ii skills become less effective when they are presented with novel online multimodal texts. Participants also reported strong relationships with print reading that informed their online reading habits. A secondary focus of the study pertains to the experiences of participants while at school and the environment in which multimodal online reading is conducted in Alberta classrooms in the early 21st century. Keywords: multimodal literacy, metacognition, online reading, classroom technology iii Preface This thesis is an original work by Margaret Ann Shane. No part of this thesis has been previously published. The research project of which this thesis is a part received research ethics approval from the University of Alberta Ethics Board, Project name ADOLESCENTS’ MULTIMEDIA LITERACY AND METACOGNITION, No. Pro00053798. This study was supported by a grant from the Social Sciences and Humanities Research Council (SHHRC) of Canada. iv Acknowledgments I am at a loss to convey adequately my gratitude to my academic advisors Dr. Margaret Mackey of the School of Library and Information Studies and Dr. Jason Wallin of the Department of Secondary Education, both of the University of Alberta. Many thanks are due also to all the members of my candidacy and final defence committees including Drs. Elaine Simmt (Chair), Tami Oliphant, David Lewkowich, and jan jagodzinski, all of the University of Alberta Department of Secondary Education, and Dr. Jackie Marsh of the University of Sheffield School of Education. I must also gratefully acknowledge the support of the entire faculty, staff, and students of the University of Alberta’s School of Library and Information studies including Drs. Anna Altmann and Toni Samek. A debt of gratitude is owed also to the public school teachers of Alberta and The Alberta Teachers’ Association for affording me a sabbatical to pursue this work. Deep and abiding love and thanks go out to my sisters, Anna Desrosiers and Mary Golab, my mother Patricia Shane, my son Patrick Cariou, and a dedicated cadre of supportive colleagues and friends. Most especially, I must celebrate with my deepest thanks and love the contributions of my husband Shaun Cariou to the completion of this work. Thank you, Husband, for your support, humour, generosity of spirit, wise counsel, and boundless patience in this and in all things. v Table of Contents Abstract ii Preface iv Acknowledgments v Table of Contents vi List of Figures and Illustrations x Chapter 1 – Introduction 1 The Researcher’s Weltbild 3 Chapter 2 – The Story of the Study 11 Framing the Study 11 Research Questions 12 Cui Bono? Who Benefits? The Rationale for the Study 12 The Research Design 15 The Research Plan 17 Study Context and Location 18 The Role of the Researcher 19 Selection Criteria 21 The Study’s Selected Multimodal Texts 22 Session 1 – The Personal Online Tour 23 Data Generation 25 Data Analysis 27 Social Interactionism within this Study 29 Challenges of Data Analysis 29 vi Study Rigour 33 Ethics 34 Significance of the Research 34 Working Definitions 37 Multimodality 37 Participatory Culture 39 Metacognition 42 Semiotics 43 The Hyptertextual 47 Beyond the Act of Reading – Visual Interest and Experiential Setting 48 Remediation 51 Chapter 3 – What the Literature Offers 56 Contemporary Multimodal Literacy and Metacognition Debates 56 Major Theoretical Frameworks 57 Constructivism 57 Constructionism 60 Symbolic Interactionism: Blumer’s “Barbaric Neologism” 65 How is Metacognition Important to the Study of Multimodal Literacy? 70 Other Theoretical Influences 72 Readers and the Reading Experience – Iser and Rosenblatt 74 Understanding Reading 77 Expanding Notions of Literacy – Rabinowitz, Bloom, Gee, and Pahl 81 The Place of Popular Culture 84 vii Chapter 4 – The Online Multimodal Texts, Sessions 2 and 3 89 Session 2 89 Outrances 90 What Afterlife? 91 Skywriting 93 Session 3 96 The Virtual Choirs 97 Where Good Ideas Come From 100 Chapter 5 – Participant Profiles 104 Chapter 6 – Participants’ Responses and The Modified Metacognitive Process 143 Inventory (MPI) The Modified MPI 145 Employing the MPI 145 Excavating the Text 146 Multimodality and Metacognition in Participants’ Responses (MPI) 154 Chapter 7 – Commentary and Conclusions 216 Introduction 216 Symbolic Interactionism and Participants’ Self-Selected Texts (Session 1) 216 Metacognition Attached to Familiar and Novel Online Texts 219 Abandonment: Habit? Metacognitive Strategy? Or Both? 221 Affect in Responses to Novel Multimodal Texts 228 viii “Real Reading” Versus “What Happens at School” 232 Alberta Classrooms – Access to Online Multimodal Texts 234 A Final Word of Thanks 244 References 245 Appendices 300 ix List of Figures and Illustrations 1.1 Opening Cartoon 1 2.1 Participatory Culture Skills 41 2.2 Voice of the Shuttle Website, 2018 53 2.3 Voice of the Shuttle Website, 2001 54 2.4 British Legends 55 3.1 Hubble Telescope Deep Field Image 66 3.2 Sand magnified 68 4.1 Outrances Landing Page 89 4.2 Outrances Second Image 90 4.3 Outrances Sample Slide 91 4.4 What Afterlife? Main Page 92 4.5 Skywriting Landing Page 94 4.6 Skywriting Sample Image 94 4.7 Virtual Choir, 2.0, “Sleep” Opening Image 98 4.8 Virtual Choir, 2.0, “Sleep” Sample Image 98 4.9 Virtual Choir, 2.0, “Sleep” Sample Image 99 4.10 Where Good Ideas Come From Sample Image 100 5.1 BuzzFeed.com Landing Page 107 5.2 USDebtClock.org 112 5.3 NHL.com 122 5.4 NHL.com 123 5.5 Tokyo Mew Mew 126 x 5.6 “Can’t Hold Us” Lyric Video Image 128 5.7 “Can’t Hold Us” Lyric Video Image time index 0.33 seconds 129 5.8 BuzzFeed.com 131 5.9 IGN.com 138 5.10 Game Grumps 141 6.1 Excavating a Text 146 6.2 The Sandman cover, 1989 151 6.3 Mock-up of Sandman Cover, with Apologies to Gaiman 152 6.4 What Afterlife? Main Page 190 xi Chapter 1 – Introduction A sad story… An unusual story… Figure 1.1 Opening cartoon (Shane, 2019). How do readers bridge the space between the panels shown in Figure 1.1? Which resources, cues, conventions, and processes support the interpretive effort demanded by this meaning-making endeavour? Do readers springboard off the minimal printed text? The sequence of images? How do influences of culture, language, socio-economics, and visual design act upon readers’ construction of meaning? How does the reader synthesize aboutness from the multiple representational modes (modalities) conveyed by the images alone, the printed text alone, and/or 1 the relationship between the two? Which modality might be primary and which secondary? Is the space between the panels, in fact, empty? Or is it alive with intertextual vibrations, readers’ expectations, remediations, conventions, and representations? The cartoon invites readers to construct meaning using the visual conventions of the contemporary comic book, specifically the temporal progress of the image (McLeod, 1994). Modalities are dynamic even within the confines of established convention. They can work in concert or in opposition to each other in any given instance, either inter-textually or intra-textually, challenging, hindering, supporting or enriching readers’ meaning making in innumerable and surprising ways (see Davis & Neitzel, 2012 for a discussion of collaborative meaning making). Betweenness, the mystery of interstitial
Recommended publications
  • Volume 50 - Issue 11 - Friday, December 19, 2014
    Rose-Hulman Institute of Technology Rose-Hulman Scholar The Rose Thorn Archive Student Newspaper Winter 12-19-2014 Volume 50 - Issue 11 - Friday, December 19, 2014 Rose Thorn Staff Rose-Hulman Institute of Technology, [email protected] Follow this and additional works at: https://scholar.rose-hulman.edu/rosethorn Recommended Citation Rose Thorn Staff, "Volume 50 - Issue 11 - Friday, December 19, 2014" (2014). The Rose Thorn Archive. 12. https://scholar.rose-hulman.edu/rosethorn/12 THE MATERIAL POSTED ON THIS ROSE-HULMAN REPOSITORY IS TO BE USED FOR PRIVATE STUDY, SCHOLARSHIP, OR RESEARCH AND MAY NOT BE USED FOR ANY OTHER PURPOSE. SOME CONTENT IN THE MATERIAL POSTED ON THIS REPOSITORY MAY BE PROTECTED BY COPYRIGHT. ANYONE HAVING ACCESS TO THE MATERIAL SHOULD NOT REPRODUCE OR DISTRIBUTE BY ANY MEANS COPIES OF ANY OF THE MATERIAL OR USE THE MATERIAL FOR DIRECT OR INDIRECT COMMERCIAL ADVANTAGE WITHOUT DETERMINING THAT SUCH ACT OR ACTS WILL NOT INFRINGE THE COPYRIGHT RIGHTS OF ANY PERSON OR ENTITY. ANY REPRODUCTION OR DISTRIBUTION OF ANY MATERIAL POSTED ON THIS REPOSITORY IS AT THE SOLE RISK OF THE PARTY THAT DOES SO. This Book is brought to you for free and open access by the Student Newspaper at Rose-Hulman Scholar. It has been accepted for inclusion in The Rose Thorn Archive by an authorized administrator of Rose-Hulman Scholar. For more information, please contact [email protected]. forecast forecast forecast THE 38°/25° 42°/31° 44°/41° OSE HORN RROSE-HULMAN INSTITUTE OF TECHNOLOGY • THORN. ROSE-HULMANT.EDU • FRIDAY, DECEMBER 19, 2014 • VOLUME 50 • ISSUE 11 McConaughey - Last minute gift Sabotaging a Women's bas- out of this world? giving tips film is a violation ketball bests An- of first amend- derson ment rights.
    [Show full text]
  • Copyright by Kaitlin Elizabeth Hilburn 2017
    Copyright by Kaitlin Elizabeth Hilburn 2017 The Report Committee for Kaitlin Elizabeth Hilburn Certifies that this is the approved version of the following report: Transformative Gameplay Practices: Speedrunning through Hyrule APPROVED BY SUPERVISING COMMITTEE: Supervisor: Suzanne Scott Kathy Fuller-Seeley Transformative Gameplay Practices: Speedrunning through Hyrule by Kaitlin Elizabeth Hilburn, B.S. Comm Report Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Arts The University of Texas at Austin May 2017 Dedication Dedicated to my father, Ben Hilburn, the first gamer I ever watched. Abstract Transformative Gameplay Practices: Speedrunning Through Hyrule Kaitlin Elizabeth Hilburn, M.A. The University of Texas at Austin, 2017 Supervisor: Suzanne Scott The term “transformative” gets used in both fan studies and video game studies and gestures toward a creative productivity that goes beyond simply consuming a text. However, despite this shared term, game studies and fan studies remain fairly separate in their respective examination of fans and gamers, in part due to media differences between video games and more traditional media, like television. Bridging the gap between these two fields not only helps to better explain transformative gameplay, but also offers additional insights in how fans consume texts, often looking for new ways to experience the source text. This report examines the transformative gameplay practices found within video game fan communities and provides an overview of their development and spread. It looks at three facets of transformative gameplay, performance, mastery, and education, using the transformative gameplay practices around The Legend of Zelda: Ocarina of Time (1998) as a primary case study.
    [Show full text]
  • Evolution of the Youtube Personas Related to Survival Horror Games
    Toniolo EVOLUTION OF THE YOUTUBE PERSONAS RELATED TO SURVIVAL HORROR GAMES FRANCESCO TONIOLO CATHOLIC UNIVERSITY OF MILAN ABSTRACT The indie survival horror game genre has given rise to some of the most famous game streamers on YouTube, especially titles likes Amnesia: The Dark Descent (Frictional Games 2010), Slender: The Eight Pages (Parsec Productions 2012), and Five Nights at Freddy’s (Scott Cawthon 2014). The games are strongly focused on horror tropes including jump scares and defenceless protagonists, which lend them to displays of overemphasised emotional reactions by YouTubers, who use them to build their online personas in a certain way. This paper retraces the evolution of the relationship between horror games and YouTube personas, with attention to in-game characters and gameplay mechanics on the one hand and the practices of prominent YouTube personas on the other. It will show how the horror game genre and related media, including “Let’s play” videos, animated fanvids, and “creepypasta” stories have influenced prominent YouTuber personas and resulted in some changes in the common processes of persona formation on the platform. KEY WORDS Survival Horror; Video Game; YouTube; Creepypasta; Fanvid; Let’s Play INTRODUCTION Marshall & Barbour (2015, p. 7) argue that “Game culture consciously moves the individual into a zone of production and constitution of public identity”. Similarly, scholars have studied – with different foci and levels of analysis – the relationships between gamers and avatars in digital worlds or in tabletop games by using the concept of “persona” (McMahan 2003; Waskul & Lust 2004; Isbister 2006; Frank 2012). Often, these scholars were concerned with online video games such as World of Warcraft (Filiciak 2003; Milik 2017) or famous video game icons like Lara Croft from the Tomb Raider series (McMahan 2008).
    [Show full text]
  • Definition, Construction, and Challenges in a Character Ecology
    The Dynamic Game Character: Definition, Construction, and Challenges in a Character Ecology Joleen Blom Center for Computer Games Research IT University of Copenhagen This dissertation is submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy (Ph.D.) at IT University of Copenhagen. December 2019 Title: The Dynamic Game Character: Definition, Construction, and Challenges in a Character Ecology Candidate: Joleen Blom Supervisor: Espen Aarseth Evaluation Committee: Martin Pichlmair IT University of Copenhagen Rachael Hutchinson University of Delaware Akinori Nakamura Ritsumeikan University This research has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme (Grant Agreement No [695528] – Making Sense of Games). ii Abstract This study presents a theory about dynamic game characters within a broader character ecology in which characters are constantly produced and reproduced in a variety of media. Characters do not appear only in games, they migrate from one medium to another. They are independent from any medium in particular: a character does not require a specific medium to come into existence. Authoritative forces try to shape the overall interpretation of circulating characters transmedially in comics, television series, films, games and more through different venues of control, such as authorship, canonisation and ownership or intellectual property. This study addresses the struggle for interpretive authority by explaining
    [Show full text]
  • UC Irvine UC Irvine Electronic Theses and Dissertations
    UC Irvine UC Irvine Electronic Theses and Dissertations Title Online Stars and the New Audience: How YouTube Creators Curate and Maintain Communities Permalink https://escholarship.org/uc/item/7f22p0p5 Author Major, Nathaniel Lloyd Publication Date 2015 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA, IRVINE Online Stars and the New Audience: How YouTube Creators Curate and Maintain Communities THESIS submitted in partial satisfaction of the requirements for the degree of MASTER OF SCIENCE in Information and Computer Science with concentration in Informatics by Nathaniel Lloyd Major Thesis Committee: Professor Bonnie Nardi, Chair Professor David Redmiles Professor Josh Tanenbaum 2015 © 2015 Nathaniel Lloyd Major DEDICATION To My wife Rebecca For unlimited encouragement (and free proofreading) ii TABLE OF CONTENTS Page LIST OF TABLES........................................................................................................................................ v ACKNOWLEDGMENTS ............................................................................................................................ vi ABSTRACT OF THE THESIS ..................................................................................................................... vii INTRODUCTION ...................................................................................................................................... 1 Relevance and Format of the Thesis ...................................................................................................
    [Show full text]
  • What Is Jacksepticeye's Number
    What is jacksepticeye's number Continue IrishyouTuber JacksepticeyeMcLoughlin at PAX West in 2018Personal informationBornSeán William McLoughlin (1990-02-07) February 7, 1990 (age 30)Cloghan, County Offaly, IrelandNationalityIrishResidenceBrighton, EnglandCopcutationYouTuberWebsitejacksepticeye.comYouTube informationAlso known as Jack Jackaboy Gaelic Gladiator Channel Jacksepticeye Years active2012–presentGenre Let's Play comedy vlog Subscribers25 millionTotal views13.2 billionAssociated acts PewDiePie Game Grumps Egoraptor Markiplier Emma Blackery PJ Liguori Ninja Sex Party Jacksfilms Seth Everman Catchphrase (s) Top of mornin at ya laddies My name is Jacksepticeye! Like a boss! Speed is the key! Creator Awards 100,000 subscribers 2014 1,000,000 subscribers 2014 10,000,000 subscribers 2016 Updated: October 10, 2020 Seán William McLoughlin (born February 7, 1990), better known as Jacksepticeye, is an Irish YouTuber, best known for his series of vlogs and comedy Let's Play. Since October 2020, its channel has more than 13 billion views and nearly 25 million subscribers, and is Ireland's most subscriber channel. [1] [2] He participated in fundraisers that raised millions for charity. [3] Early life Seán William McLoughlin was born on February 7, 1990 in Cloghan, Offaly County. [4] [5] He was given the nickname Jack Septic Eye after an accident during a football match in which he injured his eye. [6] As a teenager, he moved with his parents to a cabin in Ballycumber, Offaly County. [7] He became the drummer of a heavy metal band called Raised to the Ground, with which he released an EP in 2009 entitled Risen from the Ashes. [8] He then moved into an apartment in Athlone, Westmeath County.
    [Show full text]
  • Is an Independent Networked Multimedia
    University of Arkansas, Fayetteville ScholarWorks@UARK Marketing Undergraduate Honors Theses Marketing 5-2016 Entertainment in the 21st Century: Is an Independent Networked Multimedia Production and Promotion Firm a Viable Business Option in the Modern Entertainment Industry? Alex McGowen University of Arkansas, Fayetteville Follow this and additional works at: http://scholarworks.uark.edu/mktguht Part of the Marketing Commons Recommended Citation McGowen, Alex, "Entertainment in the 21st Century: Is an Independent Networked Multimedia Production and Promotion Firm a Viable Business Option in the Modern Entertainment Industry?" (2016). Marketing Undergraduate Honors Theses. 29. http://scholarworks.uark.edu/mktguht/29 This Thesis is brought to you for free and open access by the Marketing at ScholarWorks@UARK. It has been accepted for inclusion in Marketing Undergraduate Honors Theses by an authorized administrator of ScholarWorks@UARK. For more information, please contact [email protected], [email protected]. st Entertainment in the 21 ​ Century: Is an Independent Networked Multimedia Production and Promotion ​ Firm a Viable Business Option in the Modern Entertainment Industry? An honors thesis submitted in partial fulfillment of the requirements for the degree of BSBA, Marketing By Alex McGowen University of Arkansas, Fayetteville B.S.B.A. Marketing, 2016 Advisor: Dr. Molly Rapert May 2016 University of Arkansas 1 Abstract “Artists are being stifled by the ‘major label’ stance that exclusively demands what’s ours is ours and can only be handled by us. It should be more about creative freedom” (Monstercat Manifesto). Over the past fifteen years, we have witnessed how the internet has changed how entertainment is distributed and consumed. This has led to a change in behavior from major entertainment production firms, and has given way to the surge of independent labels and production houses.
    [Show full text]
  • Arin Hanson Gotta Make a Statement
    Arin Hanson Gotta Make A Statement Longanimous and unrefracted Yancey often revitalised some barring extensionally or unreels tactlessly. Teeny Kurtis sometimes inveigled his fortune languorously and fillets so pertinaciously! Well-worn Nevin gees some allantois and snafu his Trotskyite so outright! This make a letter 53 notes mwfsm Y'all ever again look at Ryan Magee and go crazy we gotta wait for ryan to be 25. This makes more sense if you assume both are the spring body of water chemistry the dollar between the statements is about 50 million years. Updates on writing a statement regarding an event listener to make mistakes any statements or localization needs. Catholic family to make sure my musings on intelligence test run into things just having heterosexual privilege dismiss our new adventures! This also applies for posting people who look like one of the Grumps. You gotta make a statement You gotta look ask yourself and assist What feedback I willing to put up to today NOT FUCKIN' THIS Arin Hanson. Congrats gamegrumps arinhanson danavidan rossodonavan gamegrumps 30 0 11 July 201. Writer, Traveler, and Teacher. Discussing old farts with shows that inspire boys attitude quotes bruce lee quotes bob, i gotta draw arin claims this topic to join this wacky business. Meet you gotta make a statement was a few of. It never ceases to amaze me how our community really bands together and does truly amazing work. There was making. After declaring so undoubtedly in a collage artist in convincing students protect us the random thoughts on one way for giving my personal observations of having the.
    [Show full text]
  • Reddit Google Spreadsheet Game Grumps
    Reddit Google Spreadsheet Game Grumps Instructive and arboreous Claude cinchonizes her safflowers matchboxes inurns and pulp perpetually. Accountable Shep never baaed so subliminally or fool any amusiveness unfairly. Adamitic and fold Marty refute her nomograph paralysed while Petey fazing some stoolies reflexly. Most advertisers think about sharing the side hustle as a game grumps subreddit rules apply if they would be fucking larry to Cold at reddit google spreadsheet game grumps have billy hatcher already? Sweet Bro and Hella Jeff styled comic of the Grumps. The submitter when all costs are often, subreddit stop at work. DFTM Fan Music Video feat. Famicom game grumps wishes him on their order history should definitely a massive list on what you guys. Click the links to check out their personal charts! Cyan starts flailing her friends and google sheet will revolve around her. Vgun, More Like Vfun! From college this spreadsheet form, reddit google spreadsheet game grumps have billy hatcher already been helping me. Pro and privacy policy and intense stress relieving videos e imágenes de los angeles to join our readers trust us? Is there are infographic style videos por favor of reddit google spreadsheet game grumps to see if you a month ago we offer more views than go. So different of my friends drew this, ahem, dramatisation of bad last week. Not be interested in a historical jon likes, a flan for reddit google spreadsheet game grumps? But leave time, oh I cherish no time for sheer amount to work especially among my english. Seeking the owner of Gamegrumps.
    [Show full text]
  • Gameplay Videos and Fair Use in the Age of Tricks, Glitches and Gamer Creativity
    THIS VERSION MAY CONTAIN INACCURATE OR INCOMPLETE PAGE NUMBERS. PLEASE CONSULT THE PRINT OR ONLINE DATABASE VERSIONS FOR THE PROPER CITATION INFORMATION. NOTE GAMEPLAY VIDEOS AND FAIR USE IN THE AGE OF TRICKS, GLITCHES AND GAMER CREATIVITY HOWARD S. CHEN1 CONTENTS INTRODUCTION ................................................................................................ 676 Types of Gameplay Videos .................................................................. 677 Legal Issues Raised by Gameplay Videos ........................................... 679 PART I: THE ORIGIN AND GROWTH OF GAMEPLAY VIDEOS ........................... 680 A Historical Primer on Gameplay Videos ........................................... 683 A. Let’s Play Videos ................................................................... 683 B. Speedrun Videos .................................................................... 683 PART II: FAIR USE APPLIED TO GAMEPLAY VIDEOS ....................................... 686 The First Factor: Purpose and Character of Use ............................... 687 1. Let’s Play Videos ................................................................... 687 2. Speedrun Videos .................................................................... 689 The Second Factor: The Nature of the Copyrighted Work .................. 692 The Third Factor: Amount and Substantiality ..................................... 692 1. Cases Against Gameplay Videos ........................................... 692 2. Galoob As Supporting Gameplay Videos ............................
    [Show full text]
  • 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
    Steam Last Updated on September 25, 2021 Title Publisher Qty Box Man Comments !AnyWay! SGS !Dead Pixels Adventure! DackPostal Games !LABrpgUP! UPandQ #Archery Bandello #CuteSnake Sunrise9 #CuteSnake 2 Sunrise9 #Have A Sticker VT Publishing #KILLALLZOMBIES 8Floor / Beatshapers #monstercakes Paleno Games #SelfieTennis Bandello #SkiJump Bandello #WarGames Eko $1 Ride Back To Basics Gaming √Letter Kadokawa Games .EXE Two Man Army Games .hack//G.U. Last Recode Bandai Namco Entertainment .projekt Kyrylo Kuzyk .T.E.S.T: Expected Behaviour Veslo Games //N.P.P.D. RUSH// KISS ltd //N.P.P.D. RUSH// - The Milk of Ultraviolet KISS //SNOWFLAKE TATTOO// KISS ltd 0 Day Zero Day Games 001 Game Creator SoftWeir Inc 007 Legends Activision 0RBITALIS Mastertronic 0°N 0°W Colorfiction 1 HIT KILL David Vecchione 1 Moment Of Time: Silentville Jetdogs Studios 1 Screen Platformer Return To Adventure Mountain 1,000 Heads Among the Trees KISS ltd 1-2-Swift Pitaya Network 1... 2... 3... KICK IT! (Drop That Beat Like an Ugly Baby) Dejobaan Games 1/4 Square Meter of Starry Sky Lingtan Studio 10 Minute Barbarian Studio Puffer 10 Minute Tower SEGA 10 Second Ninja Mastertronic 10 Second Ninja X Curve Digital 10 Seconds Zynk Software 10 Years Lionsgate 10 Years After Rock Paper Games 10,000,000 EightyEightGames 100 Chests William Brown 100 Seconds Cien Studio 100% Orange Juice Fruitbat Factory 1000 Amps Brandon Brizzi 1000 Stages: The King Of Platforms ltaoist 1001 Spikes Nicalis 100ft Robot Golf No Goblin 100nya .M.Y.W. 101 Secrets Devolver Digital Films 101 Ways to Die 4 Door Lemon Vision 1 1010 WalkBoy Studio 103 Dystopia Interactive 10k Dynamoid 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.
    [Show full text]
  • The Dynamic Game Character: Definition, Construction, and Challenges in a Character Ecology
    The Dynamic Game Character: Definition, Construction, and Challenges in a Character Ecology Joleen Blom Center for Computer Games Research IT University of Copenhagen This dissertation is submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy (Ph.D.) at IT University of Copenhagen. July 2020 Title: The Dynamic Game Character: Definition, Construction, and Challenges in a Character Ecology Candidate: Joleen Blom Supervisor: Espen Aarseth Evaluation Committee: Martin Pichlmair IT University of Copenhagen Rachael Hutchinson University of Delaware Akinori Nakamura Ritsumeikan University This research has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme (Grant Agreement No [695528] – Making Sense of Games). ii Abstract This study presents a theory about dynamic game characters within a broader character ecology in which characters are constantly produced and reproduced in a variety of media. Characters do not appear only in games, they migrate from one medium to another. They are independent from any medium in particular: a character does not require a specific medium to come into existence. Authoritative forces try to shape the overall interpretation of circulating characters transmedially in comics, television series, films, games and more through different venues of control, such as authorship, canonisation and ownership or intellectual property. This study addresses the struggle for interpretive authority by explaining
    [Show full text]